Mall Simulator 2D
Build a shopping centre, then find out what your friends do to it.
You lay out the floors, open the shops, set prices somewhere between bargain and daylight robbery, and hire people to stand behind the tills. The customers do the rest. They have budgets, moods and favourite stores, and they will walk straight past you if the shop next door is cheaper.
Why the multiplayer came first
Every action in the game goes through the same command path, whether a human or the simulation triggered it. That sounds like plumbing, and it is, but it is the reason co-op did not need a second copy of the game logic. The same machinery turns into rent wars and hostile takeovers in competitive mode.
Where it stands
The MVP milestone is done and the game is in production. What is left is the unglamorous half: balancing, localisation, the tutorial, achievements and Steam integration. None of it is interesting to write about and all of it decides whether the game is any good.
What is in it
- Free-form building: floors, walls, shop plots, zones and furniture
- Four customer types who compare prices and remember bad service
- Co-op: one mall, everybody building at once
- Competitive: rents, market share, buyout offers and the occasional act of sabotage