Quick answer
Sell confirmed surplus, keep quest or crafting materials, and adjust price from the customer's face and the market arrow—not from a static “best price” list. The official description says supply, demand, shop prestige and decoration bonuses all influence pricing.
The first transaction
- Place the table or fixture in the shop.
- Drag an item from your inventory onto it.
- Set the quantity and a test price.
- Invite a passing customer if you want to accelerate the test; the gameplay notes say a specific customer can be invited only once.
- Watch the reaction and record the result in purchase history.
Read the market signals
| Signal | What it tells you | Action |
|---|---|---|
| Green demand arrow | High demand | A higher-than-average price may still sell |
| Yellow demand arrow | Average demand | Start close to the shown market value |
| Red demand arrow | Low demand | Lower the price, wait, or use the item elsewhere |
| Red customer face | Too expensive | Reduce price or remove the item |
| Yellow customer face | Acceptable | Keep the price while collecting more evidence |
| Green customer face | Too cheap / very happy | Test a small increase |
Sell, keep or craft?
- Keep: anything named as a recipe, quest objective, upgrade material or rare-looking drop until its use is clear.
- Craft: materials that produce a meaningful weapon, armor, recovery item or shop fixture for the next run.
- Sell: confirmed surplus after the active quest and next craft are covered.
- Reinvest: use profit on the next useful equipment or shop model, not a decorative purchase with no tested benefit.
Comfort, prestige and fixtures
The gameplay transcript records comfort affecting whether an invited customer accepts, and purchase history exposing prestige and demand context. The official store page also says furniture can provide permanent combat benefits and improve shop appeal. Treat these as two connected systems: test one fixture or decoration at a time and note whether the effect changes customer behavior or run readiness.
No fake calculator yet
There is no reliable public formula for the final sale price. This page provides a decision method, not invented multipliers. A future calculator should require a maintained item value, demand state, prestige state, decoration bonus and patch date for every input.
Sources and scope
Pricing inputs and furniture claims come from the official Steam description. The Steam Community Guides hub provides the live player-reference index. Face colors, demand arrows, invitation behavior and purchase history are recorded in the gameplay transcript in Fell & Sell.md and should be rechecked against the released build.
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