Start with the current product price reference, then check whether each item contributes enough after its purchase cost. Unit contribution = selling price − unit purchase cost. That is not business profit: rent, wages, transport, utilities, losses, and unsold inventory still have to be covered.
A small pricing test
- Record the current selling price, latest purchase quote, units sold, and recurring costs. Use the total shown on the delivery order; Build 3680 added that total to existing-order details.
- Calculate unit contribution = selling price − unit purchase cost. For a period, estimate business contribution = sales revenue − inventory purchase cost − delivery/transport − wages − rent − other recorded operating costs. This is a comparison worksheet, not a claim that the game uses this exact formula internally.
- Keep the product mix, hours, staff, and layout steady. Change one product price or one clearly defined group, then compare the same length operating period before and after.
- Keep the change only if the period contribution improves, the in-game price/satisfaction signal stays acceptable for your goal, and stockouts or queues do not get worse. If sales are weak, check demand, visibility, availability, and service before blaming price alone.
| Signal | What it tells you | Next check |
|---|---|---|
| High markup, low sales | Unit margin alone is not enough | Neighborhood demand, competitors, and customer response |
| Frequent stockouts | Sales may be limited by replenishment, not price | Order size, delivery timing, transport, and shelf capacity |
| Strong sales, cash still falling | The store may have low contribution or high fixed costs | Purchase quotes, wages, rent, transport, and theft/other expenses |
| Price change and staffing changed together | The comparison cannot identify the cause | Hold other major settings steady and test again |
If the business does not provide a clear comparison for the exact period, record the values from its sales and expense views. Do not count the same cost twice, and do not compare a full week against a single day.
Example: a price rise can still lose money
Suppose one item sells for $20 and costs $12 to purchase: its unit contribution is $8 before operating costs. If a test raises its price to $22 but units sold drop from 100 to 80, sales revenue moves from $2,000 to $1,760. Compare the actual purchase cost and operating expenses for both periods; the higher unit margin alone does not tell you which result is better. These numbers are illustrative arithmetic, not a game price recommendation.
If the game expense view reports inventory already included in a business total, do not subtract it a second time. When a delivery quote changes or stock is carried between periods, record beginning and ending inventory too; otherwise the comparison can mistake a large restock for a price failure.
Do not convert a video or old Early Access profit result into a current recommendation. The official Build 3680 notes also say the new-business UI now clarifies which goods are importable in your current situation; eligibility and delivered cost should be checked in the live UI. For business selection, use business types by stage and compare your own operating figures.
Sources
- Product prices and Import Price Index — current site reference; live quotes in game take precedence.
- Official Steam announcements — Build 3680 delivery-total and import-eligibility changes.
- Location, demand, and pricing — third-party planning framework; its estimates are not the game's internal profit formula.
