- Fell & Sell wiki
- Pricing guide
Fell & Sell pricing guide: four inputs, no numbers
Ruthless Economics: You control the tags. Read the market to set prices based on current supply, demand, your shop’s prestige, and your decoration bonuses. Find the sweet spot—price too high and goods gather dust; price too low, and you go bankrupt.
That paragraph is the entire published specification. It names four things to weigh and attaches a number to none of them. Everything below is either that sentence taken apart, something the achievement list proves on its own, or a tool for measuring what the game will not tell you.
The four inputs, one at a time
Three of the four are named once and never explained. The fourth, prestige, is the only one the game exposes as a countable ladder anywhere public — and it does that in the achievement list rather than in any pricing screen.
- Current supplyThe word is the developer’s. Whether it means your own shelves, the world, or both is not stated.
- DemandNamed as an input you are meant to read. No source we can cite explains what the reading looks like on screen.
- Your shop’s prestigeThe only input with published discrete levels — the achievement list names Prestige Level 1, 3, 5, 7 and 10.
- Your decoration bonusesFurniture is explicitly not cosmetic: it gives combat buffs and “boosts your shop’s overall sales appeal”.
Wording of all four taken from the store paragraph quoted above, retrieved 2026-08-27 and re-checked 2026-08-28.
Prestige and Comfort are levels, and here are the ones that exist
The store page mentions prestige without ever saying it has levels. The achievement list does: five milestones each for Prestige and Comfort, at the same five steps. This is the sharpest thing anyone can say about either system without guessing.
| System | Levels the game awards for | Milestones |
|---|---|---|
| Prestige | 1 · 3 · 5 · 7 · 10 | 5 |
| Comfort | 1 · 3 · 5 · 7 · 10 | 5 |
Parsed from the public achievement list for app Fell & Sell, retrieved 2026-08-27. The gaps — 2, 4, 6, 8, 9 — are gaps in the achievement list, and the list is the only source here. Whether those levels exist in-game is not something we can read off it, so this table stops at what the awards name.
What a Prestige level does to an acceptable price, what a Comfort level does to footfall, and what raises either by how much. Guides elsewhere state these effects in confident sentences. We could not find a source behind any of them, so they are not repeated here.
What the game counts as sellable
Nobody has published an item database, but the achievement list gives away the category structure for free: 7 separate selling counters, 34 steps in total. A single sale can move two of them at once — the generic counter and its category — so these numbers must never be added together.
| Selling counter | Thresholds | Steps |
|---|---|---|
| Any item (generic) | 1 · 10 · 25 · 50 · 100 · 200 · 300 · 500 · 750 · 1000 | 10 |
| Weapons | 1 · 10 · 20 · 40 · 60 · 80 | 6 |
| Armor | 1 · 10 · 20 · 40 · 60 · 80 | 6 |
| Magic items | 1 · 5 · 25 · 50 | 4 |
| Alcohol | 10 · 25 · 50 | 3 |
| Bone items | 10 · 25 · 50 | 3 |
| Bloodstone items | 5 · 10 | 2 |
Same achievement list. The categories are the game’s own words — bloodstone items and magic items are counted separately from ordinary stock, which tells you they exist long before any wiki lists them.
Measure your own band
With no formula published, the honest method is the one every shopkeeper game rewards anyway: try a price, watch what happens, remember it. This log does the remembering and works out where your ceiling currently sits.
Your own price band
The game publishes no price table, so this does not invent one. Log what you asked and whether it sold; it reports the highest price that worked and the cheapest one that got refused. Everything stays in this browser.
Loading anything you logged before…
Nothing here is sent anywhere. The band is arithmetic on your own entries — the highest price that sold and the lowest that was refused — not a prediction from a model we do not have.
Why a bad price costs more here than in other shop games
Stock is not bought wholesale, it is carried out of a dungeon. The developer is blunt about the risk on the way in:
The Dungeon Demands a Toll: Carve your way through hordes of skeletons and monstrous foes. The deeper you go, the rarer the loot. But beware: if you die, you lose your entire unbanked haul.
An item priced so high it never moves is not a missed margin, it is a shelf occupied by something you nearly died for. That is also the argument for the second gold source the game hands you: Check the Quest Board: Survived expedition? Make sure you stop by the local Quest Board to turn feats you’ve achieved during your expedition into gold, gear, and items. The Quest Board was overhauled in the 27 August update, which fixed an empty board and rewards vanishing after a reload.
One reviewer says none of this matters
A pre-release review of the demo build put it directly: “In practice, the economy lacks bite. You can ignore market demand completely and sell everything at a median price without much pushback.” player-reported · 2026-08-27
notimereviews.com review of the demo build, 2026-07-26 — demo build, before the 1.0 release. We include it because a pricing guide that only quotes the marketing copy is advertising. Whether the shipped 1.0 economy pushes back harder than the demo did is something we have no data on either way.
Do the patch notes mention prices?
Not once. All three post-launch updates are listed below with what each one says it touched — which is a statement about the published notes, not a guarantee that no number moved in the build.
| Update | Date (UTC) | What it changed | Economy, per the notes? |
|---|---|---|---|
| Ver. 1.0.1 | 2026-08-26 | demo furniture reward fix, stat-bar UI, FOV, localization | no |
| Ver. 1.0.2 | 2026-08-26 | dungeon generation, freeze on floor load, inventory-overload weapon loss, equipment stacking, FOV slider | no |
| Gamepad Support + Major Fixes | 2026-08-27 | full controller support, auto pickup, key rebinding, Quest Board overhaul, save fixes, cell room gates | no |
Steam announcements from the developer account, read 2026-08-28. If a later patch does touch the economy, this table is where it lands.
Pricing questions
- How does pricing work in Fell & Sell?
- You set every price yourself. The developer names four inputs to weigh: current supply, demand, your shop’s prestige and your decoration bonuses. Price too high and the goods sit; price too low and you go bankrupt. No formula, price table or numeric guidance has been published for any of the four.
- Is there a suggested price for items?
- Nothing official says so. The store page says “you control the tags” and describes reading the market yourself. If the game shows a hint in the interface, no source we can cite documents what it is.
- What raises Prestige and Comfort?
- The achievement list proves both exist as levelled systems — Prestige and Comfort each have five milestones, at levels 1, 3, 5, 7 and 10. What raises them, by how much, and what a level is worth in gold is unpublished. The store page ties furniture to combat buffs and to the shop’s “sales appeal” without splitting that across the two labels.
- What can you sell in Fell & Sell?
- The achievement ladders track seven separate selling counters: any item, weapons, armor, magic items, alcohol, bone items and bloodstone items. That is the game’s own category list, and it is the closest thing to an official inventory of what is sellable.
- Do prices change after an update?
- Not so far. None of the three updates shipped since launch — 1.0.1, 1.0.2 and the 27 August controller update — contains an economy or pricing change. That is a statement about the published patch notes, not about the code.
Where the rest of the sourced material is
Pricing is one system among several. These three pages carry the parts that do have hard numbers.
- All 97 achievementsThe selling ladders on this page are seven of twelve groups — the other five are where crafting, floors and gold live.
- The free demoThe economy criticism quoted above was written about the demo build, so it is worth knowing exactly what that build contained.
- Release date & platformsController support landed after launch and changed one answer there — the same update that overhauled the Quest Board.