$9.99Fell & Sell
Fell & Sell pairs first-person dungeon crawling with running your own fantasy shop. Fight skeletons for loot, haul it home, then set prices, craft gear and turn a roadside cabin into a mercantile powerhouse. Good for sim fans who want their stock to come with a sword fight.
Is Fell & Sell worth it?
Fell & Sell is worth it if…
- you like simulator games where stocking the shelves means fighting for the stock
- you enjoy setting prices and watching supply, demand and prestige shift the result
- you want short combat runs mixed with crafting, decorating and expanding a shop
Screenshots
Risky dungeon runs for shop stock
Your shop sits in front of a descending dungeon, and that is where the inventory comes from. You cut through skeletons and larger foes in fast first-person combat, grab what drops, and decide when to leave. Go deeper for rarer loot, but dying costs you everything you have not banked. You step back through the doors with a full bag or push on for one more room that might end the run.
Foraging trips and strange builds
When the dungeon feels too steep, you head to the local forest instead. You forage for materials while dealing with goblin raiding parties, sudden thunderstorms and a psychedelic mushroom season that scrambles the rules. Dungeon altars change runs too: shrink to dodge heavy attacks, melt heavy items into gold with Midas Touch, or cycle combat states. It keeps each restock trip slightly different.
Forging, quests and useful furniture
Back at the cabin, raw hauls become progress. You forge stronger weapons and tougher armor for deeper pushes, turn in completed feats at the Quest Board for gold, gear and items, and build decor that does more than look nice. Furniture layouts give permanent combat buffs for the next run while making the shop more appealing. It is preparation with a payoff you feel on both sides of the counter.
Pricing and growing the shop
You read supply, demand, shop prestige and decoration bonuses to find the point where goods sell without selling you short. Profits go back into the business, growing a humble roadside cabin toward a much larger mercantile operation.
How does the shop loop work?
What do you actually do in Fell & Sell?
You run a fantasy shop supplied by your own expeditions. Fight through a first-person 3D dungeon or forage in the forest, escape with materials, then craft weapons and armor, build buff-granting decor, set prices based on the market, and reinvest profits to grow the cabin into a larger store.
What happens if you die in the dungeon?
You lose your entire unbanked haul. That choice sits at the center of every run: bank what you have by heading home, or stay deeper for rarer loot that could pay for the next forge upgrade or shop expansion.
How does pricing work?
You set every tag yourself, weighing current supply and demand plus your shop's prestige and decoration bonuses. Finding the sweet spot matters, since overpricing leaves goods unsold and underpricing drains the gold you need to grow.
Is this a relaxing shop simulator?
Not exactly. The shopkeeping side has the familiar loop of crafting, decorating, pricing and expanding, but getting stock means fast hack-and-slash runs with real risk. Pick it for that split life: fighter on the expedition, trader once you make it home.



















