Key art showing the blocky AutoParts Simulator logo over a blurred background of a warehouse aisle lined with parts boxes

Game review

AutoParts Simulator Review

5.5 / 10

Developer
AvilaGames
Publisher
AvilaGames
Released
20 January 2026
Platforms
["Windows"]
Genre
Simulation

Own It, Command It, And Occasionally Get Soft-Locked By A Shelf

AutoParts Simulator entered Steam Early Access in January 2026 from AvilaGames, a solo or near-solo developer's take on the retail management sim genre, casting players as the owner of an auto parts shop who negotiates with customers, restocks shelves, adjusts prices, and expands the business through a leveling and license-unlock system. Steam's own storefront currently lists the game's release date as September 11, 2026, but that appears to reflect a later Early Access relisting rather than the game's actual debut: the earliest English reviews date back to late January 2026, with reviewers explicitly describing it at that point as a fresh Early Access release, and this review treats that earlier date as the game's true original launch. At $2.99, the English review pool sits at just 8 reviews, 6 positive and 2 negative, small enough that this review reads all 8 in full rather than sampling.

A Recognizable Loop With Real, Reported Bugs

The core gameplay, per this small pool, works but shows its Early Access seams clearly. The most detailed review in the pool describes getting soft-locked when items became stuck on shelves and unreachable, only escaping the bug by exploiting the game's physics to knock the item loose, and separately reports accidentally closing a cash drawer with no way to reopen it. That same reviewer, despite reporting both bugs in detail, still recommended the game and closed with "props to developer for his (or her) first game," suggesting patience with rough edges from a clearly early, small-team project. A second reviewer flagged a specific interface annoyance: restocking a shelf requires repeating the same manual action once per item rather than restocking in bulk, "1 than 2 3 ecc," a design choice more than a bug but one that grates during repetitive play. A third reviewer, writing in March, called the game "decent for a pre-alpha" while noting the same restocking friction, adding they expected it to improve given how recently it had launched.

The Customer AI Has Become An Unofficial Punchline

One specific complaint recurs in a form pointed enough to be worth quoting directly: customer demands that don't track with the size of a small auto parts counter. The pool's most negative review describes one of their very first customers walking in and demanding "2 boxes of brake pads, a battery, and 5 hydraulic jacks," closing with "who the **** is buying 5 jacks?!?!?!?!?" It's a small detail, but it's the kind of specific, reproducible complaint that's more useful than generic dissatisfaction, an early-game customer AI that doesn't yet scale its demands sensibly to a starting inventory, and it lines up with that same reviewer's broader complaint that the game "isn't as smooth as other market/store simulator games are" and that they quit before finishing the first level.

For Some Players, It's Already A Relaxing, Working Loop

Set against the bug reports and AI complaints, several reviewers describe a game that already delivers what it promises for a low asking price. "This game is surprisingly fun and a great way to relax and unwind," wrote one, requesting only quality-of-life additions like shelves snapping into place and later-game license unlocks for items like turbos and nitrous bottles, while adding "I really have no complaints" beyond wishlist items. Another, writing from within the Early Access window itself, offered a more measured but still positive framing: "Early access. Still working bugs out. Updates and fixes released. The Developer answers threads and questions," treating the buggy state as an expected, actively-addressed part of buying into Early Access rather than a dealbreaker. Two later, much shorter reviews from mid and late 2026, "Very good games" and "its a ok game 10/10," suggest continued, if thin, positive sentiment as the game has aged, though neither offers detail to weigh against the pool's more substantive complaints.

A Genre With No Real Twist, At A Price That Forgives That

AutoParts Simulator doesn't do anything the retail-management-sim genre hasn't done before, restocking, pricing, customer service, and incremental business expansion are the same beats found in dozens of similar Steam simulators, and nothing in this review pool suggests the auto parts theming changes that formula in a meaningful way beyond flavor. What it has going for it is a genuinely low buy-in at $2.99 and, per multiple reviewers, an actively present solo developer patching bugs and responding to community feedback during a still-ongoing Early Access period. For a niche, familiar genre exercise from what reads like a first-time developer, that combination of low price and visible responsiveness is enough to earn real if muted goodwill from the handful of people who've reviewed it so far.

Verdict

AutoParts Simulator is a small, unpolished, but functional Early Access retail sim whose $2.99 price tag buys real goodwill despite a short list of concrete, reproducible bugs, shelf soft-locks, a jammed cash drawer, and a customer AI that hasn't yet learned realistic demand sizing. Its review pool is too small and too early to call this anything but a work in progress, but the balance of that small pool leans genuinely positive, crediting an active solo developer over flashy features. Worth a look for genre fans willing to tolerate Early Access rough edges at a genre-typical, low price point; everyone else should wait for a few more of those threaded bugs to get ironed out, and for a pool of eight reviews to grow into something that can speak more confidently to where the game lands once its promised store reputation, employee, and customer systems actually arrive.

Category scores

Category scores are the reviewer's read on each area. They inform the overall score but do not average into it — the number at the top of the page is a judgement, not a calculation.

  • Gameplay 5.5 / 10
  • Progression 5 / 10
  • Value 6.5 / 10
  • Originality 4 / 10
  • Interface 4.5 / 10