Model Kit Shop Simulator key art

Review in progress · 16 Sept 2026

Model Kit Shop Simulator

A shop sim that measures success in matched paint-and-kit baskets rather than raw till totals, four hours into a system that clearly has more gears than it's shown yet.

—no score yet
4 hours in, still playing

This is published unfinished on purpose. Nothing here is a verdict — the score arrives when the playtime justifies one, and this page is updated until then.

Tenacity Games · Simulation · PC · released 09 Sept 2026 · First license unlocked, one shelf category fully stocked, Build Tables not yet tested with a full queue

Tested on GTX 1660 Ti · 1080p · High preset · steady 60 fps with the shop at four customers

This page has no score and will get one. Model Kit Shop Simulator hands you an empty hobby store, a starting license, and a supplier catalogue, and the first real decision isn't what to stock — it's how to price it once the Hobby Basket System starts judging you. Four hours in, that system is the only part of the game that's shown its teeth.

The Hobby Basket System is doing more work than the shelves

Selling a kit on its own is fine. Selling a kit next to the paint set built for its scale and the tool it actually needs is the point — the game tracks basket composition, not just basket total, and a customer who leaves with three matched items clearly counts for more than one who leaves with a single box. Figuring that out took about forty minutes of flat sales before the pattern became obvious, which felt less like a tutorial failing to explain itself and more like the game wanting you to notice it yourself. Once noticed, restocking stopped being "keep shelves full" and started being "keep shelves full of things that sell each other."

Customers served
41
Matched baskets sold
14
Deliveries unpacked
9

Build Tables are the open question

Customers can sit at a Build Table and work on a kit in the shop rather than just buying and leaving, and in four hours this has happened exactly twice, both times with no more than one table occupied. What that interaction is actually for — foot traffic, dwell time, some kind of reputation tick — hasn't become clear yet, and the two times it happened weren't different enough from an ordinary sale to say. This is the mechanic we're most interested in watching develop as the shop gets busier.

What we are watching for

Whether licenses change the shop's shape or just its inventory list. One license is unlocked so far, and it mostly opened a new supplier catalogue rather than a new kind of decision. If later licenses add genuinely different customer types or pricing logic rather than more SKUs to the same loop, this could open up considerably. If not, the Hobby Basket matching we've already learned may be most of what the game has to teach.

Whether the day doesn't pause at opening turns into a real problem. Early setup — arranging a new shelf, checking a delivery — has to happen with customers already walking in, which has cost us two mis-priced items so far from working too fast under pressure. Manageable at four hours with one till. Unclear if it stays manageable once the shop gets bigger.

Notes so far

Pricing is manual per item, not per category, which is more control than expected for a game this early into its systems — worth noting for anyone who assumed this would default to broad price sliders. Deliveries arrive on a schedule visible in advance, so nothing so far has felt like it snuck up on us; the two pricing mistakes were self-inflicted, not the game's.

At $7.49 during the launch discount this is an easy recommendation to at least try, given the demo exists for anyone who wants to check the core loop before the Hobby Basket System clicks. Whether it's worth the full $9.99 once the discount ends is exactly what the rest of this playthrough needs to answer, and that's the review that comes with a score.

Updated as we go.

Accessibility

  • Subtitles present for customer dialogue, not resizable
  • Full key rebinding available at launch, including a dedicated crouch bind
  • No colourblind mode found yet, worth confirming once paint-matching becomes central
  • No difficulty setting; pacing is controlled entirely by how much stock and how many licenses you take on

Checked during play, not from a feature list. Tell us what is missing at hoursdeepcontact@proton.me and it gets added.

❦