Fell & Sell does not ask you to accept a fixed vendor price. You control the tags, while supply, demand, shop prestige, and decoration bonuses shape what the market will bear.
The confirmed variables
Official store information names current supply, demand, shop prestige, and decoration bonuses as pricing inputs. It also states the basic consequence: goods gather dust when prices are too high, while prices set too low can push the business toward bankruptcy.
Start with the interface
Use the price information and demand signals shown by the live game rather than importing a formula from another shop simulator. Demo 2.0 added a transaction display on the counter scroll so players can see what an NPC is buying.
Change one thing at a time
Price a small group, observe sales, and make a measured adjustment. If several variables change together—new decor, higher prestige, and a large price jump—you cannot tell which caused the result. Keep notes by item and version.
Balance margin and turnover
A high margin is not useful when inventory never moves, and rapid sales can hide weak profit. Consider shelf space, replacement difficulty, current demand, and whether the item is needed for crafting or equipment before listing it.
Use decoration intentionally
Decor can improve sales appeal while also granting expedition buffs. A layout therefore has an opportunity cost: the best commercial arrangement may differ from the best combat preparation. Test both the customer response and the next run.
No verified formula yet
Exact demand multipliers, prestige thresholds, decoration percentages, customer patience, refresh timing, and optimal markup are not confirmed. Any future price table should cite the build and method instead of presenting guesses as a hidden formula.
Source standard
Core facts on this page come from the official Steam store and developer announcements. Demo observations are labeled when used. Exact values absent from those sources are not invented.