How to Make Money in Anime Shop Simulator

Where the money goes

The end-of-day ledger shows your revenue against supply costs, upgrade costs, employee wages, payments and fines, then profit. On top of that, every order has a delivery fee ($10 in the demo), and players report bills you have to remember to pay. One asked for a notification because the game does not flag them clearly.

Three players’ worth of advice sums it up: keep a cash buffer, never spend your last money on a single order, and buy licenses before decorations.

Pricing

  • Use the market price. The pricing screen shows it and has buttons for a percentage above or below with rounding. Streamers mostly used market +10% to +20%.
  • At +20%, some customers push back. One stream saw customers leave unhappy at that level. The day-end summary counts how many customers left dissatisfied.
  • High prices trade customers for margin. Players who raised everything found customers still come in, see the price, get annoyed and leave. The few who buy pay a lot. It’s a way to thin out an overwhelming rush, not to earn more.
  • Some prices change daily. Not every product moves, but enough do that it’s worth checking the market price each morning.

Turnover beats decoration

A launch tips video’s core rules, and they match what players on the forums found:

  • Restock gaps immediately. A customer who arrives for a product and finds a gap leaves without spending. Keeping shelves full keeps the shop busy.
  • Put the expensive stock where customers walk first. Centralise high-margin items along the main path.
  • Swap to higher tiers as they unlock. Advanced booster boxes take the same shelf space as basic packs and earn far more per unit.
  • Double up on best sellers. One player stocks the same product on two shelves and says both empty by day’s end.

Impulse items at the checkout

Low displays of keychains, pins and loose card packs right where people queue to pay get grabbed while customers wait, and that raises the average bill. It’s the cheapest upgrade in the game.

Boosters: sell or open?

Selling packs is steady income. Opening them is a gamble: sometimes a rare pull is worth far more than the pack (streamers pulled cards valued in the hundreds), and often it isn’t. Open packs when you have spare cash, sell duplicates, and keep strong cards for the Arcanis deck. See cards and boosters.

Why are loans so small?

Players asked the same thing in launch week. A launch-day video showed a loan offer of $38 a day for 7 days, $267 in total, a 15% overpayment. A forum player reports around $250 to repay over seven days. The amount goes up a little if you are holding more cash, but it stays small. Players on the forums think it exists so you can’t soft-lock yourself when you run out of money for stock, and that’s how to use it.

The first big earning milestone

Over 9000… asks for $10,000 earned in total, and 39.1% of players have it as of September 14. Achievements weren’t unlocking reliably until Hotfix 1.0.3, so if you passed $10,000 before September 13 and got nothing, that’s why; see the achievements page.

Staff wages are the other big cost. When hiring pays off is covered in the employees guide.

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