Game review
Model Kit Shop Simulator Review
5.2 / 10
- Developer
- Tenacity Games
- Publisher
- PlayWay S.A.
- Released
- 24 July 2026
- Platforms
- ["Windows"]
- Genre
- Simulation
Supermarket Simulator, But It's Gunpla
Model Kit Shop Simulator does exactly what its name promises and nothing more: it takes the now-familiar first-person retail-management template established by Supermarket Simulator and its many imitators, and reskins it around scale models, paints, and plastic hobby kits. You order stock, unbox it, fill shelves, ring up customers at a cashier station, and expand from a single cramped storefront into a bigger operation with hired stockers and multiple registers. The one genuinely on-theme addition is the Build Tables mechanic, where customers bring purchased kits to a table and assemble them on the spot for a bit of extra cash, along with a Hobby Basket System that matches kits to the specific paints and glues needed to finish them. It entered Early Access on July 24, 2026, reached version 1.0 on September 9 after a rapid, roughly six-week Early Access cycle, and sells for $9.99.
The developer's own description leans hard into the niche appeal — "let customers bring their projects to life at Build Tables" — and that's an honest pitch: this is a game aimed squarely at people who already know what a Gunpla is, not a generic business-sim reskin trying to disguise itself as something new.
A Large, Mostly Positive Pool With Recurring Structural Complaints
Model Kit Shop Simulator has built up 101 total Steam reviews (88% positive, "Very Positive") since its Early Access debut, with 43 of those in English. The tone across the sample is warm but rarely uncritical — reviewers like the theme and the chill pace, then list the same handful of structural gaps almost every time. One long-time hobbyist reviewer, self-described as building model kits "for more than 40 years," is blunt about the comparison: "this game is basically supermarket simulator for model kits. The only thing that really differs is the product your selling." Another reviewer frames the same point more diplomatically: "It's your standard asset swap storekeeper game... except this time it's a model shop."
The recurring structural complaint is inventory friction. One reviewer describes ordering as tedious by design: "Boxes contain only about 6-8 items in them and you can only order them ONE. AT. A. TIME... That's what you'll spend all day doing." Another flags a hard cap on hired stockers — "they've (for some reason?) capped the # of restockers at 2" — that becomes a bottleneck as the shop scales up, and notes the restockers move too slowly to compensate. A third reviewer, deep enough into a long session to be tracking store levels, reports the game "starting to see lag spikes with 100+ daily customers" at shop level 21, suggesting the simulation doesn't fully hold up once the numbers get large.
The Build Tables and an Actively Patching Developer Are the Real Selling Points
What lifts Model Kit Shop Simulator above a pure genre clone, according to the reviewers who stick with it, is the Build Tables feature and the pace of post-launch support. One reviewer specifically calls out the assembly mechanic as a highlight even while acknowledging the game's familiarity, and several others credit the developer directly for responsiveness: "Cool game with - at this point - very active and responsive developer," and "The dev is very active on his Discord and listens to new ideas and suggestions on improvements from the players." That pattern is backed up by the patch log itself — the 1.0 build shipped a week and a half of near-daily hotfixes and update notes, including a full gamepad support pass and several controller-specific quality-of-life fixes, evidence of a developer still actively iterating rather than treating the 1.0 tag as a finish line.
Several reviewers also single out the atmosphere as a strength independent of the mechanical repetition — "Super chill game," "very chill and relaxing," and a request that the developer add "'pile of backlog' as decor... after all what's the point of being a model kit hobbyist without it." For a niche audience that already loves the real-world hobby, the theme carries real weight even when the systems underneath are borrowed wholesale from elsewhere in the genre.
Thin Late-Game Content and a Rough Controller Pass
The consistent long-term complaint is that the loop hollows out once a shop is staffed and running smoothly. One reviewer who reached the mid-game put it plainly: "once you reach a certain point in the game and hire people, theres not much to do," while another, more experienced simulation-genre player noted the same ceiling from a broader perspective: "This is missing some 'high end' features that would add complexity and strategy to the game. There is no vendor interaction... fee-free, instantaneous round-the-clock delivery[] makes inventory management irrelevant." One dissenting review calls the 1.0 tag premature outright: "'1.0' announced after less then [sic] 2 months of early access and still pretty superficial."
The newly added full controller support, while appreciated as an accessibility step, was flagged by one reviewer as unfinished in its first pass: the A button doubles as both the cashier scan button and the jump button, causing accidental jumps mid-transaction, and general pad navigation was described as feeling "ether to fast or to slow." Combined with a limited catalog of kits and paints relative to the genre's ceiling, and world-building that's purely cosmetic — empty background buildings, unchanging traffic, no other functioning shops nearby — the game reads as a competent, actively supported niche entry rather than a system that's found new ground.
Verdict
Model Kit Shop Simulator is a well-executed but unmistakably derivative entry in the retail-sim wave, distinguished mainly by its hobby-shop theme, its Build Tables assembly mechanic, and a developer who has kept up a genuinely active post-launch patch cadence. Reviewers who love scale models and plastic kits get real mileage out of the theming and the chill pace, but the shared complaints — throttled restocking, single-item ordering, a mid-game plateau once staff is hired, and a controller pass that still needs polish — point to a game that hasn't yet built the "high end" systems its own most experienced players are asking for. Worth it for hobbyists who want the theme; everyone else has seen this shop before, just selling something else.
Screenshots
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A busy Day 11 at Shop Level 90 — a full checkout line is the game's clearest sign that a store has been built up successfully.Image: Tenacity Games via Steam -
The Build Tables mechanic in action — customers who buy a kit can sit down and assemble it on the spot for extra cash.Image: Tenacity Games via Steam -
A much smaller Day 1 storefront at Shop Level 3, before stockers, multiple registers, and Build Tables get unlocked.Image: Tenacity Games via Steam