Final Profit: A Shop RPG

FINAL PROFIT is a story driven shop-sim RPG. Gather products and find customers. Spend your hard-earned profits on upgrades and investments. Make far-reaching choices as you expand your business. And explore a world full of secrets on your quest to defeat capitalism by becoming the best at it!

Final Profit: A Shop RPG is a rpg, capitalism and life sim game developed and published by Brent Arnold.
Released on March 06th 2023 is available in English only on Windows.

It has received 497 reviews of which 474 were positive and 23 were negative resulting in a rating of 8.8 out of 10. 😎

The game is currently priced at 7.39€ on Steam and has a 50% discount.


The Steam community has classified Final Profit: A Shop RPG into these genres:

Media & Screenshots

Get an in-depth look at Final Profit: A Shop RPG through various videos and screenshots.

Requirements

These are the minimum specifications needed to play the game. For the best experience, we recommend that you verify them.

Windows
  • OS *: MicrosoftÂŽ WindowsÂŽ 7/8/8.1/10 (32bit/64bit)
  • Processor: Intel Core2 Duo or better
  • Memory: 4 GB RAM
  • Graphics: DirectX 9/OpenGL 4.1 capable GPU
  • DirectX: Version 9.0
  • Storage: 2 GB available space

Reviews

Explore reviews from Steam users sharing their experiences and what they love about the game.

Nov. 2024
Recommended! I was hoping to find an addictive and easy to pick up pixel game, so when I saw Final Profit in the PixElated Adventures Steam festival, I gave it a try and was instantly hooked on it for several days. I completed my first playthrough after 33 hours, but there's still several side-quests I haven't completed yet, and there's multiple endings and incentive to play NewGame+, so there's still plenty more to discover. GAMEPLAY: 4/5 The gameplay is definitely the strong point of this game - Brent identified a fun, repeatable gameplay loop that's very moreish. In order to run your shop, you need to speak to NPCs around town to identify their needs and then find someone who can supply goods for you to sell. Then, as you earn income in your shop, you need to balance spending your money on upgrades to run your shop more efficiently while also paying off your taxes or loans (which grow exponentially). There are a bunch of deeper mechanics in the game like: [*]participating in a stock market (that you can rig) [*]equipping specific items that increase the amount of money that characters will spend on items or grant you "crits" (they pay double) [*]story progression points that allow you to make decisions on whether you make more money on goods (often increasing your "Ruthlessness") or doing the right thing that often negatively impacts your profits (usually increasing your "Generosity"). Depending on how you play the game and balance your Ruthlessness/Generosity will impact how other NPC storylines develop and which endings are available at the end of the game. It left me eager to play a NewGame+ where I could try doing a "Ruthless" run to see how the story would be different to my first "Generous" run. However, the gameplay changes significantly in Act 3, where instead of running a shop, you primarily focus on generating "Passive Income" by purchasing properties and completing quests that grant you additional passive income. I found this less interactive and fun than the shopkeeping gameplay, and additionally found The Capital quite difficult to navigate as most streets looked very similar. I also felt like some of the prices of the endgame items (the final cursed item and the boots) were too high to the point where grinding to get the gold to achieve them didn't feel fun, so I ended up not completing several side-quests I had enjoyed doing up until that point. However, I wouldn't let this detract you from playing the game, I still think Act 1 and 2 are really fun and by the time you hit Act 3 you should be invested in the story enough that you'll want to continue it through to the end. Finally, Brent has really thought carefully about several quality-of-life systems that make playing the game more fluid. There were several times where I thought "oh, I wish he had done this..." only for that feature to almost immediately unlock. Things like having a check-list that tells you how many apples you've found in each town, or having the faces of which NPC lives in which apartment building on the elevator menu, or having NPCs standing outside your shop reminding you which progression quests you still need to complete, or having convenient fast-travel points everywhere. All of these (and more) helped keep me in the game and I very rarely had to google how to do things or what to do next, which is something I feel like I have to do often with a lot of modern games. STORY AND CHARACTERS: 3.5/5 I will admit the beginning introduction didn't feel very clear to me, and I wasn't entirely certain on my character's backstory and why she was setting out to become a shop keeper. However, the story became more apparent as I played and I was surprised by how much depth there was. I think the friendly RPG Maker aesthetic lured me into a false sense of security because there were a few scenes that genuinely shocked me (such as SPOILERS when I killed someone and had to put rocks in their pockets before throwing them into a lake and when I found out the kidnapped Fae were being used as mana batteries ) which showed me Brent wasn't afraid of pulling any punches. However, I do feel like a few of the plot points came out of nowhere and lacked sufficient set-up to make the reveals land. The missing Fae storyline seemed to only be mentioned by one Guard NPC and I felt like it could have been seeded more regularly throughout the story - or if it was, it wasn't done with enough emphasis for me to notice it and realise it was a real threat. Additionally, while the whole game is building up to me facing off against The CEO I felt like there wasn't enough information about him for me to feel like this was going to be a formidable encounter, and while him being sexist was realistic, I think I would have liked to see some foreshadowing or hints pointing towards this as my options to call a top lawyer to sue him or seduce him so I can shove him in a closet and wait for him to die came completely out of left-field in a game that was all about making money, and didn't really feel relevant to the progression I had done so far. I was also surprised that paying off Faerona's debt wasn't a requirement for the ending, so the ending felt a bit rushed/sudden to me. I'm aware that there's multiple endings however, so perhaps I haven't done the right requirements to unlock them all and see the more satisfying conclusions. For characters, I really liked Mab/Biz, and it was refreshing to have a bald female character in a video game! I loved that her lack of hair was referenced in the train sequence. She was a great protagonist with just enough personality to make her shine while leaving her open for the player to decide whether to play her as Ruthless or Generous. Odina was also a great supporting character however I wish that we had more cutscenes with her to learn more about her and Mab's relationship. The ending cutscenes of them running a vinyard together is very cute, but I felt like it lacked build-up to make it feel like a satisfying ending. I also enjoyed a lot of the side NPCs: Magnolia, King Bean, Tax Bird, Horse Lord and Owl Lich were all very fun. However I feel like several key characters needed more development: Elora in particular felt a little bland despite spending a lot of time with her, and I think there needed to be a bit more time with Biz's daughter. I also feel like Lady Plenty was introduced very late, and I would have loved more time with her as she was a great character. MUSIC: 2/5 I wasn't a huge fan of a lot of the music - there's 47 8-bit tracks in the game but none of them really stood out to me as a 'theme' for the game other than the theme in Enterpriston where I spent most of my time. Several of the tracks were a little high-pitched and annoying, and I ended up needing to turn down the sound when I was in the room with other people. However the music wouldn't detract me from playing the game again or put me off recommending it to other people. But, I enjoyed the voice system - I thought it was quirky and fun having specific NPCs just repeating one word over and over as their voice box. There's also an option to disable it if it's not your cup of tea, but I liked it a lot! GRAPHICS: 3/5 Final Profit was made with RPG Maker, so a lot of the assets felt like things I had seen before. However I appreciated that Brent made an effort to create unique looking characters by pushing the boundaries of the character creator system and giving several NPCs very strange features that made them stand out, such as Biz with her bald head, Mrs. Five with her nose-chin, and Dr. Three with her disproportionate features. This helped the characters feel more deliberate and memorable. FINAL SCORE: 3.5/5 While Final Profit has a few flaws, overall I had a lot of fun!
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Sept. 2024
I don't review many games, but this one is a criminally underrated gem. Quite possibly the most advanced RPG Maker game I've ever seen. Obviously, the graphics aren't exactly pristine and new, the music varies from okay to very meh (case in point the menu music), but this game gets three things right: 1. Its gameplay loop. Surprisingly satisfying and gratifying, graduating from running a small shop in a village to manipulating the stock market through completely unrealistic means like making ads where you recommend or not to buy shares in which companies. 2. Its story. I’m quite familiar with Shop RPGs, having played some of the hallmarks of the genre like Recettear or Moonlighter. But this one is the first time I really enjoyed it after the first few hours. Not that it is anything revolutionary (heh), as you are playing a queen trying to take down a capitalistic country from the inside, but in its balance between ‘seriousness’ (it has a morality system!) and ‘fun’ (have you traded your coffee bread from the horse baker to the horse king? Or have you run across one of those dreaded fruit merchants in their place?) 3. Its secrets. This game has such a large quantity of secrets it’s insane. It’s not just your choices, and your alignment that matter for them either, but some minor actions you may not think much about. For example, some ‘quests’ may require you to give them something, but be slightly vague about it, the most straightforward thing you have to give them may not be the best solution. Now, usually, I’d count that as a drawback, as like many games which take this approach, you (as a player) have very little information on how to find them. However, the ones I didn’t find organically by just looking around are completely unessential and doesn’t impact (much) what endings you can get (because, yes, there are multiple of those). Easily top 2 game in the "RPG I needed a guide for" of the year of 2024 alongside Trails through Daybreak. A word to the wise for those giving it a try: apples are to be worshiped, oranges feared, and horses pet.
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July 2024
I don't really know the best way to sell this game to you, but in an age where my short attention span has me bumping from one thing to the next without sticking much to any one thing this game had me losing whole days. I really enjoy any game which attempts to remove combat from the gameplay loop and this game does exactly that, flawlessly. You don't really manage a shop in this game, which kind of disappointed me at first but I adjusted, you don't have a lot of agency in how the shop is run, you just need to run it. What I mean is that if you think you are finding items and setting them up, and trying to sell them to people, that isn't really the experience. Instead, the items you sell work more analogue to "attacks". You discover an attack, and it works for a certain monster, the monster being a customer. The 'monsters' need to be discovered much like exploring a more contemporary RPG, via exploration, talking to NPCs, occasionally solving a puzzle. So really the only way the "combat" differs in this game from a regular RPG is that it is automated. But I'm just trying to gauge your expectation here. What really sets Final Profit apart from the riff raff is the writing and world-building. The main character is well defined with a solid goal: take down the bureau, a corporation which has introduced and perfected capitalism into a fairly generic fantasy landscape. elves, pixies, ghosts, horses, they all need to figure out how to hustle and what an "income" is. Currently the elvish world is struggling to compete with big money, and also disagrees about what to do about it. Therefore, your main protag has decided to play ball, and tangle with capitalism. it's a surprisingly compelling hook and there are some really funny off-the-cuff jokes that had me openly laughing. a very good time so far!
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May 2024
Final Profit is not an in-depth economic simulation, it’s an RPG Maker game about making numbers go up. (That’s not a bad thing!) You play as Queen Mab, also known as Madama Biz, trying to earn enough money to save her people from the looming threat that is the Bureau of Business. A few major activities generate money. Running a shop is the most fully developed, there are real estate purchases that generate passive income, and trading stocks and commodities is about finding opportunities to buy low and sell high. They all work well enough, but none feel connected to a larger, functional economy. Instead, they’re stepping stones that unlock new mechanics to play with bigger numbers. Most of the narrative’s meaningful choices ask whether you want to make money fast or slow, affecting your “ruthless” or “generous” stats. NPC’s claim that you can’t win without being ruthless, and you can follow their advice, but Mab begins the game determined to prove them wrong. The story supports a few different endings, and you can be a character who outplays the Bureau of Business at their own vicious game or one who consistently refuses to stoop to the enemy’s level. I liked being able to accumulate gold and gain experience without having to endure turn-based combat. There are also opportunities to exchange money for experience, and vice versa, which encourage players to look for exploits that allow them to accumulate wealth faster. The tradeoff is that it’s difficult to tell which parts of the game are deliberately unbalanced to help players along and which parts just need to be calibrated better. Maps are cluttered with extras and hidden secrets, which can make it challenging to tell whether you’re about to unlock something that will be useful in the current moment, something that could have been ignored until later, or something that would have been helpful a while ago. There are also a lot of jokes throughout the game, and while some of them were great, the others didn’t land for me. A lot of meta-humor appears whenever the game’s controls are discussed — the NPCs recognize they’re in a video game while the main character doesn’t — which wore a bit thin. Overall, this game is messy, ambitious, and entertainingly goofy. I had a lot of fun with it. (It’s also worth noting that developer has actively been working to improve this game: I haven’t played the 1.2.1 update, which may address some of these issues.)
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March 2024
For better or for worse, Final Profit isn't the second coming of Recettear. It does its own thing, and while managing a shop is a fairly big part of it, it's not the be-all and end-all. There's a solid narrative in here, one that manages to freely alternate between being whimsical and quite serious. The characters and the setting, while not necessarily meticulously fleshed out, all hit the right notes without much effort. Nothing to complain about when it comes to the game's looks, as far as I'm concerned. The music is noteworthy, can see myself revisiting the soundtrack here and there. The gameplay is varied enough, and interacting with the world is a joy whether you are busy getting the lay of the land, tracking down prospective customers, or replenishing your supplies. I'm pleased with the experience, albeit also a bit fatigued by it. Feels like the game came dangerously close to overstaying its welcome, and the prospect of jumping into NG+, while neat, is definitely not something I can see myself considering. But the bottom line is, I think I'll be fondly remembering Final Profit for a decent while.
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Last Updates

Steam data 16 December 2024 00:39
SteamSpy data 19 December 2024 10:51
Steam price 23 December 2024 20:24
Steam reviews 21 December 2024 20:04
Final Profit: A Shop RPG
8.8
474
23
Online players
18
Developer
Brent Arnold
Publisher
Brent Arnold
Release 06 Mar 2023
Platforms