Sound design · SFX · Foley
Runes & Revenue
A magic shop where staff brew, forge and enchant while customers queue at the counter. Almost every one of those actions needed a sound before it could feel satisfying.
A management game is a loop of small confirmations
In a cozy management game the player is not fighting anything. They are placing, brewing, forging and selling. The same handful of actions, hundreds of times an hour. Sound is most of what makes that loop feel good rather than tedious: it has to confirm every action instantly, stay pleasant on the fiftieth repeat, and still leave room for the music underneath.
That means variations rather than single files, a consistent tonal palette across twenty different activities, and a level discipline strict enough that a coin drop never jumps out louder than a forge strike.
Recorded for this shop
The set was built from recording sessions rather than assembled from a library: metal on metal for the forge, liquid and glass for the brewing bench, paper and cloth for binding and sewing, coins for the till. Recording the material means the shop has its own character, and it means a variation can be produced by going back to the session, not by pitching the same file again.
The shop, in motion.
The official trailer from the Steam page. Nothing loads until you press play.
20 sounds, one per thing you can do.
One example per action in the shop, taken straight from the session files. 515 recordings sit behind these. Tap one; the next one stops the last, so nothing ever overlaps.
Building something with a loop like this?
Management, crafting, farming, shopkeeping. The sound problem is the same: hundreds of repeats that still have to feel good. Tell me what your players do most often.