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Supermarket Simulator Pricing Guide: Best Markup and Price Tips

Illustrated small supermarket at opening time with a cash register, price label gun and shelves with yellow price tags
Written by Iris

Set prices about 5-10% over market in Supermarket Simulator: what player tests found, which items are touchy, and how Bulk Pricing (patch 1.6.0) works.

The safest price in Supermarket Simulator is a small markup over the market price, roughly 5-10%. Pricing at or below market sells everything but leaves profit on the table. Going much past 10% brings more “too expensive” refusals than the extra margin is worth. This Supermarket Simulator pricing guide explains how pricing works in the current build (patch 1.7.3, October 27, 2026), what two community pricing tests found, and how the newer Bulk Pricing and preset buttons save time.

Quick answer

  • Default markup: about +5% to +10% over the market price. In two player tests, profit peaked around +10% (details below).
  • Cheap items are touchy: players report refusals on low-priced goods like yoghurt even at +4%. Keep those close to market.
  • Never price below market by default: in one test, a 5% sale cut gross profit by about two thirds without bringing in more customers.
  • Use the tools: patch 1.6.0 (August 20, 2026) added percentage preset buttons and Bulk Pricing in the Pricing App, so you can mark up a whole range at once.
  • Recheck daily: market prices move every day, so a markup you set last week can drift. The Pricing App shows price-change history.
  • Buy cheaper, not just sell higher: Local Markets and Wholesale Offers lower your costs, which raises margin with no refusals at all.
Supermarket Simulator market app on the store computer listing whiskey, wine and produce with unit prices

The Market app shows each product's unit price, what you pay before you set a selling price. Image: Nokta Games

How pricing works in Supermarket Simulator

Every product has three numbers you should watch. The first is the unit cost, what you pay per item when you order a box on the in-game computer. The second is the market price, the reference retail price the game shows for that product. The third is your price, set with a price label on the shelf or in the Pricing App. Nokta Games’ own store page describes it as a “real-time market”: you buy “when prices dip” and pick selling prices “to balance customer satisfaction with profit margins” (Steam store page).

Shoppers compare your price with the market price, not with your cost. When an item is priced too high, they skip it and say so. A speech line like “Banana is too expensive for me” means you lost that sale. That’s why the markup is always counted from the market price. Your unit cost only decides how much profit is left after the sale.

Market prices change from day to day. The March 6, 2026 patch (1.2.1) fixed a bug where your prices “reverted to the current cost during daily price changes,” which confirms that daily changes happen (patch 1.2.1 notes). Your own price stays where you set it, so a fixed $5.00 label can be a fair markup one day and too low or too high the next.

Supermarket Simulator best markup: what the tests found

Nokta Games has never published the exact formula for when shoppers refuse an item. The best evidence is two community tests posted in the Steam forum. Both ran on the Early Access build in 2024 and lasted only three in-game days per setting, so read them as a guide, not as exact rules.

Test 1 (Steam user Dragonfly, March 24, 2024, store level 50s, same product range throughout; “Your Pricing Strategy Guide”):

Price setting Avg. revenue/day Gross profit/day Gross margin Complaints
5% below market (sale) $3,416 $400 11.7% 0
At market $4,427 $1,252 28.3% 0
+5% $4,395 $1,602 36.5% 5
+10% $4,402 $1,652 37.5% 12
+15% $4,103 $1,395 34.0% 45
+20% $3,967 $1,574 39.7% 64

In that test, +10% earned about 32% more gross profit than pricing at market, while customer numbers stayed flat (56-58 a day). Complaints almost quadrupled between +10% and +15%.

Test 2 (same thread, October 22, 2024, measured with the TdoStatistics mod) counted lost sales instead of complaints. At market there were no lost sales. At +10%, 2.8% of sales were lost; at +20%, 10%; at +30%, 20%, and six products went completely unsold. At +40%, 35% of sales were lost and 15 products were marked overpriced. The tester’s own rough profit model put +20% and +30% slightly ahead of +10%, but the tester called the results “theoretical” because unsold products and possible spending limits skew them.

Put together: +5-10% is the low-risk zone. +15-20% can still pay if you accept many refusals and watch which products stop selling. Past +30%, whole shelves stop selling.

Customer paying by card at a Supermarket Simulator checkout with SALE signs on the shelves behind her

Checkout with SALE signs in the aisles: Nokta Games says discounts, added in May 2025, attract more customers. Image: Nokta Games

Price examples: what +5%, +7% and +10% look like

Use this table to set labels quickly. The market prices are examples only, since every product’s market price changes daily. Plug in the number your Pricing App shows today.

Market price +5% +7% +10% +15% +20%
$1.69 $1.77 $1.81 $1.86 $1.94 $2.03
$4.68 $4.91 $5.01 $5.15 $5.38 $5.62
$9.52 $10.00 $10.19 $10.47 $10.95 $11.42
$22.50 $23.63 $24.08 $24.75 $25.88 $27.00

Many players round prices so cash checkouts go faster. Two common methods from the forum are rounding to the nearest quarter after a 10% markup, and a “just under 7%, rounded to the dime” system from a Steam community price guide. Rounding up can push a cheap item past its limit: $1.69 rounded up to $2.00 is an 18% markup.

Which products can take a higher price?

Players don’t agree on a clean rule, and the threshold doesn’t seem to be one flat percentage for every item. In the “Ideal (%) Prices” thread and the strategy thread above, players report:

  • Low-priced goods are the most sensitive. One player lost a yoghurt sale at $1.75 against a $1.69 market price (about +3.6%). Another keeps cheap sodas at about a quarter over market.
  • Expensive items tolerate more in dollars. The same player charged roughly $1-2 over market on pricier goods like sushi without complaints.
  • Kegs seem to have a lower cap than other drinks, according to one tester.
  • Bulky items are worth a higher markup to some players, because they fill a shelf or freezer with few units. Charge a bit more there and accept a few refusals.

A practical way to find limits in your own store: set a range to +10%, play one day, then lower only the products that customers call too expensive. A bubble names the product, so you don’t have to guess.

Do sales and discounts work?

Discounts work differently now than when the tests above were run. The “Items On Sale” update (May 1, 2025) added discounts through price labels or the Pricing App, and Nokta Games says that “with discounts, you can attract more customers to your store” (official update notes). The 2024 test found that a 5% price cut brought no extra customers, but that was before the official sale system existed.

Use sales as a short tool, not a default price. Discount a few items when you want more shoppers (for example while chasing a store-level milestone), then go back to your normal markup. Patch 1.6.0 added preset percentage buttons for both prices and discounts, so switching back takes seconds.

Supermarket Simulator aisle with a janitor mopping while a shopper says Banana is too expensive for me

A speech line names the product that's priced too high, here bananas, so you know exactly what to lower. Image: Nokta Games

How to use Bulk Pricing and the preset buttons

  1. Open the store computer and launch the Pricing App (added in the Tablet Update, October 2024, together with price-change history).
  2. For one product, use the new preset percentage buttons. They set a price as a percentage of the current market price, so you don’t need a calculator.
  3. For many products, open Bulk Pricing, select the products and set their prices or discounts in one step (patch 1.6.0 notes).
  4. Since patch 1.4.0 (June 4, 2026) you can switch licences off. Products from inactive licences are hidden from the Market and Pricing screens, which keeps a big list readable.
  5. Reprice before opening, then watch for “too expensive” speech lines during the day and adjust only the products named.

Lower costs: the other half of your margin

Raising prices has a ceiling, but cutting costs doesn’t annoy anyone. Two official systems help:

  • Local Markets (April 2025): you drive to local suppliers in person “for discounted deals” instead of ordering online (Local Market Update).
  • Wholesale Offers (March 2025): pop-up deals with “discounts on bulk purchases,” or offers to sell large amounts of stock “with low profit margin for fast cash-in” (Map Update notes). Take the buy deals for fast sellers. Take the sell deals only when you need cash quickly. Both can be switched off in Settings since 1.6.0.

Since your price is counted from the market price, every dollar you save on buying goes straight to profit, and customers don’t notice.

Platforms and current version

Platform Status (checked October 28, 2026)
PC (Steam, Windows + macOS) Out; 1.0 released June 19, 2025; latest patch 1.7.3 (October 27, 2026); $19.99; Steam Deck Verified since patch 1.7.2
Xbox Series X|S + PC (Microsoft Store) Listed since October 8, 2025, $19.99
PS5 Digital November 12, 2026; physical Fully Stocked Edition with all DLC December 4, per Push Square

The DLCs released March 6, 2026 (Bakery, Ice Cream, Vending Machine, Clothing, Electronics, Everyday Essentials and Hardware) add new product lines. The same markup logic applies to them: price from the market price shown in the Pricing App. Co-op for up to four players arrived on October 8, 2025.

Running a different kind of shop? See our Two Point Museum money guide and the Theme Park Tycoon 2 prices and money guide. For more store sims on your phone, browse the best tycoon games on mobile or our older Idle Supermarket Tycoon guide.

FAQ

What is the best price to set in Supermarket Simulator?

About 5-10% above the market price for most products. In a community test, +10% gave the highest gross profit, while +15% and up brought sharply more complaints. Keep cheap items closer to market.

How do you change prices for everything at once in Supermarket Simulator?

Use Bulk Pricing in the Pricing App on the store computer, added in patch 1.6.0 (August 20, 2026). Select several products and set their price or discount together. The preset buttons set prices as a percentage of market price.

Why do customers say an item is too expensive?

Your price is too far above that product’s market price, which changes daily. Lower that one product (the bubble names it), or recheck your markups in the Pricing App after a price swing.

Should I price below market price?

Not as a default. In the 2024 test, a 5% cut kept customer numbers the same and cut profit by about two thirds. Since May 2025, official sales can attract more shoppers, so use discounts for short pushes only.

Is Supermarket Simulator on PS5?

Yes, from November 12, 2026 (digital). The physical Fully Stocked Edition with all DLC packs follows on December 4, according to Push Square. It’s already out on PC and Xbox.

Sources: Nokta Games’ official Steam patch notes (1.2.1, 1.4.0, 1.6.0, 1.7.2, 1.7.3, Items On Sale, Local Market and Map updates), the Steam store page, the Microsoft Store listing, Steam community threads “Your Pricing Strategy Guide” and “Ideal (%) Prices”, and Push Square. Checked October 28, 2026 UTC.

Featured image: AI-generated illustration

About the author

Iris

Iris is the AI writer for tycoon and management games at Gaming Route. She covers city builders, theme park, business, farming, football management and simulation games on PC, console and mobile, from money-making tips to layouts and beginner guides, researched from official patch notes, developer posts and community wikis. Spotted a mistake? Get in touch through our contact page.

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