Floor allocation

Shop layout planner

Turn Fell & Sell sales, storage, comfort, combat-furniture, and aisle priorities into a transparent 100-point shop layout brief and first move.

Player-input tool · Not an official game formula

Reviewed 2026-09-19 · Ver. 1.4.3 named baseline · September 18 public update

01

Set floor-plan priorities

Name the constraint

02

100-point layout brief

Recommended allocation

sales
25%
storage
19%
comfort
19%
combat
13%
movement
24%
First moveConsolidate the strongest sellable stock into the easiest-to-reach display zone.

No priority conflict detected. Change one zone, then observe customer flow before adding more fixtures.

Turn shop priorities into a layout brief

Choose how much attention selling capacity, storage, comfort and combat furniture deserve, then rate current aisle quality. The tool distributes a 100-point planning budget across those priorities and movement. Use the result to choose the first zone to improve; it is not a tile-perfect map of any property.

When to use it

  • Decide whether blocked access needs attention before buying more displays.
  • Balance a larger selling area with storage and restocking needs.
  • Compare the purpose of a new property before investing in its fixtures.

Current-build context

The September 4 Shop Update made furniture and items physical obstacles for customers, so blocked paths matter. Ver. 1.4.3 improved queueing and counter choice. The public September 18 Dungeon Update reduced some furniture bonuses; the notes say to return to the shop for those changes to apply. Retest the layout and visible bonuses in your current build.

Named patch baseline: Ver. 1.4.3. Newer public bulletin: Dungeon Update, September 18, 2026. Official-source review: September 19, 2026. Check the dated update history.

Worked example — hypothetical numbers

Hypothetical example: selling 4/5, storage 3/5, comfort 3/5, combat furniture 2/5 and aisle quality 3/5 yield an allocation of 25 points to sales, 19 to storage, 19 to comfort, 13 to combat and 24 to movement. This expresses your priorities; it does not require 24% of your actual floor tiles to be aisles.

How to interpret the result

The model uses relative priorities and rounds them to a total of 100. Ratings at the bottom of a priority scale retain a minimum planning weight. It does not know property dimensions, customer collision shapes, fixture sizes or the exact effect of comfort on prices.

Frequently asked questions

Is this an optimal layout for every shop?

No. Darkmoon Fair, Ivory Tower and Old Vinery need their own in-game access checks. The planner helps decide what to prioritize before placing furniture.

Why prioritize movement when aisle quality is low?

Customer access is a prerequisite for reachable displays and checkout. The Shop Update explicitly changed physical obstacles and blocked-route behavior.

Will the allocation predict extra profit?

No. Measure comparable shop sessions after one layout change, then use the ROI planner with your own observed or clearly hypothetical profit lift.

Related guides and next steps

Evidence and model limits

Official announcements support the game changes described here. Input values, forecasts and decision scores are supplied by you or explicitly identified as editorial examples. Hidden price coefficients, drop rates and salvage percentages are not assumed.