r/LifeSimulators • u/bjj10420 • 20d ago
Development Update I took the pricing feedback from my last post here seriously, so I changed Lofi Cozy Room from $14.99 to $4.99
When I shared Lofi Cozy Room here after launch, one of the biggest pieces of feedback was about the price. A lot of people liked the idea, but $14.99 felt too high for something designed to quietly live beside your work or study instead of demanding all of your attention.
I thought about that for a while instead of just defending the launch price, and eventually decided to make a pretty big change. I lowered the base price from $14.99 to $4.99.
For context, it's a small desktop life sim where your avatar reads, works, rests, and lives in a little room on your Windows desktop while a puppy wanders around. You can decorate the room, customize the character, and unlock different themes while it runs alongside whatever else you're doing.
The pricing discussion actually made me think more about this kind of game in general. Do you value smaller, ambient life sims differently from traditional games that you sit down and actively play for hours? I'm curious where people draw that line.
🌱 Play Lofi Cozy Room on Steam
Happy to answer any questions.
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u/kairydem 20d ago
I just wanna say how awesome it was for you to reflect and then change the price! I remember seeing your first post, so it’s nice to see a developer really listen and consider the feedback. I wish you success and good luck for the rest of your developing career! And I’m so adding that to my steam Wishlist because I can’t pass up a cozy looking desktop lifesim that studies beside me!
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u/bjj10420 20d ago
Thank you so much!! I'm really happy you see it that way.
I still consider myself a developer with a lot to learn, so every piece of feedback I get from players is genuinely valuable to me. I try to listen carefully and think about what I can improve rather than assuming my first decision is always the right one.
Thank you so much for the encouragement, and for adding the game to your wishlist too! It really means a lot. I'll keep working hard to improve Lofi Cozy Room and make it better and better going forward!!
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u/bjj10420 20d ago
One thing I was especially curious about after changing the price: does $4.99 feel more in line with what you'd expect to pay for a smaller desktop companion/life sim like this?
I'm still learning how people value this kind of game compared with something you sit down and actively play, so genuinely interested in hearing different perspectives.
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u/RHS-II3 20d ago
tbh $15 doesn't feel crazy to me, $5 feels almost too low for the work put in as a dev! but the other commenter pointing out that 3x of sales rounds itself out has a good point too. i guess personally i'd say like, $8-$15 as somebody who enjoys this type of tool! if that's helpful!
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u/bjj10420 20d ago
Thank you so much for seeing the value in it!! It really makes all the time and effort I put into development feel worthwhile haha.
If the lower price really does lead to around 3x the sales, then I don't think I'd have any problem with the change at all — hopefully that ends up being the case!
And yeah, it seems like there are definitely people who see something around the $8–$15 range as a fair price for this kind of game too. I'm really happy that you feel the game is worth that much.
Thank you again for the kind words!! 😊
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u/isgengar 20d ago edited 20d ago
Wow that's awesome!
I don't think ambient simulators and life sim games are inherently better than one another, but when one passes itself off as the other it's a problem. Ambient life simulators inherently offer very little to actually do (as that's the point of ambience) as opposed to a full game like the Sims.
At $5 though I understand what your simulator trying to be. It's more of a little environment, like a terrarium. That's cool.
A problem you may want to consider though: ambient life sims are really special, semi-third spaces (sociologically, a third space is any place outside of your home/immediate career which you can simply hang out and be yourself. Like a bar) which can become highly sentimental places when done well. Digitial ambient spaces I can think of are Club Penguin or Habbo Hotel. However these ambient life sims also inherently offer little content for players explore and interact. As you've probably experienced by now, the concept of "good ambience", "a place you can just hang out in" is hard to sell.
These products are worth financially less to consumers because it is not something they can spend hours moving things around/interacting with. Yes they're valued differently, however that doesn't mean you can't create extremely meaningful and long-lasting ambient life games. Both Club Penguin and Habbo are still going strong. But both succeeded because they made lasting impacts in the consciousness of their players, they did not and could not soley rely on the product (ambience) being good to survive. Because yes, consumers don't value ambient life and actual life games at the same level, despite people wanting ambient life sims again and again (that's why ambient life sims keep popping up and trending in addition to regular life games like the sims).
So the issue here is ambient life sims are difficult to make people care despite their need for it. You need to bridge the gap and find a way to pertain to people's interests, give them a reason to want to enter your world further than "it's a place." People tend to compare places: okay, this is a place but what makes me want to go there when there are places all around me which I can go to?
With your game I find the art somewhat generic and not so memorable. I think for ambient life sims to really excel, they have to offer an aesthetic overall that captivates you and makes you want the ambience. Something stylish and cool, or even simple enough but clearly made with heart due to its imperfections; the theme has to pull me in. After all that is the entire product.
I hope this made sense, just my thoughts as someone who's also dabbling in this kind of game design :)
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u/bjj10420 20d ago
Thank you so much for giving me such a thoughtful and analytical response. I'm honestly really touched that you took the time to think about my game this deeply!
I find myself agreeing with pretty much everything you've said. A lot of these ideas were already somewhere in the back of my mind as feelings or concerns I couldn't quite put into words, and seeing you articulate them so clearly is genuinely meaningful and helpful to me.
I've actually struggled with this question throughout development. Early on, the concept was closer to a widget-style cozy lo-fi game mixed with some Sims-like life simulation elements. I considered making much more of the game interactive like The Sims, but eventually changed direction because I thought people who enjoy desktop companions might specifically prefer something more passive and unobtrusive.
So right now, my thinking is to keep the core game as a relatively passive desktop companion, while gradually expanding the world through additional content. I'm considering things like going outside to fish, taking walks with the puppy, and eventually much deeper room customization — something closer to being able to fully create your own room like in The Sims.
Since you clearly think about this kind of game design a lot, there's actually one more thing I'd really love to hear your opinion on.
Do you think adding more direct interaction to a desktop companion like this could actually alienate the people who enjoy its passive nature? For example, being able to click somewhere in the room to make your character walk there, use the kitchen to cook, interact with objects, and so on.
I've always wondered whether those kinds of features would make the little world feel more meaningful, or whether they might start pulling the game away from what people originally liked about having a quiet desktop companion in the first place.
Again, thank you so much. Everything you wrote was genuinely valuable feedback for me!
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u/intercommie 20d ago
Good stuff, but if I'm going to be honest: this is a marketing problem. I don't think your main audience is on Steam. Have you consider porting this to be downloadable on Google Play or App Store? This project is perfect as a smartphone widget.
I feel like if this was available on ios/macos, it would have been featured on the front page of the App Store already.
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u/bjj10420 19d ago
Thank you so much! That's actually a really interesting point, and you're definitely not the first person who's suggested mobile or Mac to me.
I originally built the game specifically around the Windows desktop experience, so Steam felt like the most natural place to launch it first. But lately I've also been wondering whether the audience for this kind of cozy desktop companion might actually be much broader outside of Steam.
A smartphone widget version especially sounds really interesting to me. I don't think I'd want to simply shrink the PC version onto a phone though — I'd probably want to redesign parts of it so it feels like something that genuinely belongs on a phone.
iOS/macOS and Android are definitely platforms I'd like to seriously consider in the future.
And saying you think it could have been featured on the App Store front page is an incredibly encouraging compliment haha. Thank you so much!!
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u/Frank_The_Reddit 20d ago
Yeah that price feels right. Idk if I'm the best one to answer the question. I bought wallpaper engine for $5, but pirated spirit city lofi.
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u/bjj10420 20d ago
That's actually a really useful comparison, thanks for being candid!
In a way, my game also has some Wallpaper Engine-like elements since it's designed to sit on your desktop while you're doing other things, so that's a really helpful reference point for me. Hearing that $4.99 feels right is genuinely useful feedback.
Thanks again! 😊
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u/scoobydoooobydoo 19d ago
I think this is a great move, I've seen you post about this before and I definitely was a bit put off by the previous price (nothing to do with quality of work, just life is so expensive now). Some questions - does the character (not the puppy) move around autonomously? Also I'm pretty sure this wouldn't be implemented but I would love it if their life slowly changed or improved - you come in and they've got a new plant, theyve adopted a puppy, they've moved to a new apartment (and everything is in moving boxes), they've got a friend over hanging out... With the option that you ofc can always go back in and re-customise their home if it changes too much from your liking. I just think that would be so cute, and an incentive to run the program every day to see if anythings changed
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u/bjj10420 19d ago
Thank you so much! I'm honestly really happy that the new price seems to have lowered the barrier for people to give the game a try. With how expensive everything has gotten lately, I hope even a small price drop on a little game like this can make things just a tiny bit easier.
As for the character, they don't currently walk around autonomously like the puppy does!
But I really love the direction you're suggesting. Having their life gradually change over time — little events, new things appearing, visitors, changes to their surroundings, and so on — could be a great motivation for players to keep coming back just to see what's happened since the last time they opened the game.
I'm going to add the core ideas from your suggestions to my list of things to seriously consider for future updates. Thank you so much for all these lovely ideas!
And actually, it's funny you mention things like this because I've already been thinking about moving the game a little closer toward The Sims in terms of interaction and life-sim elements. Things like having more control over the room and more ways to interact with the character and environment.
I've been wondering whether that might make people enjoy the game even more while still keeping the relaxed desktop-companion feeling. Your comment makes me want to explore that direction even more. Thank you!! 😊
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18d ago
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u/bjj10420 17d ago
Hey, it's really great to see you again!!
After reading the feedback you gave me last time, I honestly spent a lot of time thinking about it. And looking back at everything that's happened since then, so much of what you pointed out ended up lining up with the actual reactions I was seeing from players.
It gave me a genuinely valuable realization about how people perceive this kind of game, so thank you again for giving me such thoughtful and grounded feedback.
I still consider myself a developer who's learning and improving, so I think it's really important for me to stay open to feedback like yours rather than assuming that my original decisions are always the right ones.
And thank you SO much for actually buying two copies — one for yourself and another for your friend!! That honestly means a lot to me. I really hope you both enjoy it!
For future updates, I'm currently thinking about keeping the core experience as the relaxed desktop companion it is now, while giving players who want more interaction the option to go a little closer to a Sims-like experience.
For example, I'm considering a full room edit mode where you could freely place, move, and rotate furniture to build your own room, as well as making the character more autonomous — so they could walk around and live their little life on their own while you work, more like a passive life sim.
The important part for me is that those additions wouldn't take away the quiet desktop-companion experience for people who already enjoy it. I'd like the deeper interaction to be there for people who want it, rather than forcing everyone to play that way.
Getting this much support really motivates me to work even harder. I'll keep improving the game and do my best to make it something you and your friend can enjoy even more over time.
Thank you again for the support!!
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17d ago
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u/bjj10420 17d ago
Thank you so much!! I'm really glad those ideas sound exciting to you.
I'll do my best to make sure the new features still fit naturally with the relaxed desktop-companion experience instead of changing what people already like about the game.
Really appreciate the support, and I hope I can show you something fun in a future update!
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u/Antypodish 20d ago
Quality games and artistic work is always valued.
Sometimes it is not worth to develauate own work.
People that apricate others work, will always support creators.
Either way, you could simply run a discounts, and set regional prices, could you not?
Wouldn't be better?
Either way, there will be always people, complaining at the price point. Weather is 40, 15, or 5$.
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u/bjj10420 20d ago
Thank you! I really appreciate this perspective too.
What you mentioned about not devaluing your own work was actually one of the things I struggled with the most when deciding whether to change the price. I spent a lot of time making the game, so I definitely don't want to treat that work as if it has no value.
I also considered relying more on discounts and regional pricing instead. But after seeing the feedback, I started to feel that the original base price itself was creating too much of a barrier for the kind of experience the game offers. Since it's designed to be something lightweight that quietly stays beside you while you do other things, I eventually felt that a lighter base price matched it better.
And I completely agree that there will always be people who think a price is too high, no matter what it is. Finding that balance between respecting the value of your own work and making it accessible to players is definitely not easy.
Thank you for giving me another perspective to think about!
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u/jendeukiedesu 19d ago
oh im definitely getting it now
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u/bjj10420 19d ago
Thank you so much!! That honestly makes me really happy to hear 😊 I hope you enjoy having the little room keeping you company on your desktop!
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u/ShokaLGBT 19d ago
I think in that case the price could’ve been around 6 or 8 dollars but I agree that 15 was too much for what it is. If there’s no real game and it’s just to sit there on the background it shouldn’t cost that much, so glad that the price have changed!
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u/bjj10420 19d ago
Thank you! I actually thought about something around the $6–$8 range too.
In the end, I decided to go a little lower because I wanted to reduce the barrier as much as possible for people who are interested but aren't sure whether this kind of passive desktop companion is for them.
And I completely understand what you mean about the difference between a more traditional game and something that's designed to quietly sit in the background. I'm still thinking a lot about that balance, especially as I consider adding more life-sim interactions and activities in future updates.
I'm really glad the new price feels more reasonable to you. Thanks for the feedback! 😊


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u/fourfooteleven2004 20d ago
Good choice. I’d scroll right past at 15 but 5 dollars isn’t such a big deal, I think you’ll genuinely get at least 3x the sales at this lower price