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Undervalued

You didn't want a real job. So here you are. Run an antique shop in Vienna with your friends or on your own. Buy low, sell high, pretend you know what you're doing. Oh, and keep your mood up. That last part is kind of the whole game.

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Latest Contributor: IGF TeamEdit notes
Search Google: Who developed Undervalued?Developer scaleThe operating scale of the game's developer.
Search Google: Who published Undervalued?Publisher scaleThe operating scale of the game's publisher.
Search Google: Is Undervalued self-published or published by ChainBreakGames and Icegrim Softworks?Publisher statusHow the game's publishing relationship is classified.
Search Google: How is Undervalued and ChainBreakGames and Icegrim Softworks funded?FundingThe known source of funding behind the game.
Search Google: Who controls the creative direction and IP for Undervalued and An Undervalued Team?Creative controlWho appears to retain creative control of the game.
Search Google: What is the release status of Undervalued?Release statusWhether and how the game has been released.

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About the Game

Every customer who walks in is either a goldmine or a trap, and you won't know which until you've already lowballed yourself twice. Bargaining isn't just a minigame with a meter – it's a slow grind of trial and error. Offer too much, you're broke. Offer too little, they walk out. Sell in-store. List online. Flip the same lamp three times if you have to. Knowledge is the only real currency here (and money, of course; don't spend it all at the local casino).

Here's the thing nobody puts in the job listing: working at an antique shop is kind of soul-crushing. Your mood drains constantly, just from existing in a place you never chose. And then the printer jams. And then someone trips over the umbrella stand, and it's you, and it really hurt. Mood isn't optional. To fill it back up, you've got options – most of them questionable.

Undervalued is built for co-op. Split the work, argue about prices, blame each other when a deal falls through. Someone has to deal with the customer who wants to haggle for forty minutes over a ceramic bowl, and it doesn't have to be you. Probably shouldn't be you. You're needed elsewhere.

  • Players: 1-4 (experimental up to 99)

  • Antique Shop Management

  • In-store Sales & Online Marketplace

  • Price Negotiation

  • Knowledge-based Progression

  • Mood System

  • City to Explore

  • Paperballs to throw on your Friends

  • PC to waste Time on