👗 Understanding Customer Requests
In the Dressmaker prototype, customers visit your shop with specific requests. Each commission includes:
Request Components
Occasion
The event or context (e.g., "work dress," "fundraiser," "ball")
Style Requirements
Tags like "professional," "cute," "elegant" that must be met
Budget
Maximum amount you can spend on fabric
Quality Expectation
Minimum quality score required (achieved through sewing + grain alignment)
What Currently Matters (v0.5.5)
- Fabric choice: The ONLY thing that affects style tags
- Sewing quality: Follow dotted lines, align grain properly
- Budget management: Don't overspend on materials
What Currently Doesn't Matter
- Pattern selection: Dress shape doesn't affect style score (only fabric does)
- Accessories: Bows, buttons, lace don't contribute to style points
- Color preferences: No specific color requirements exist (choose freely)
⚠️ Common Frustration
Many players report adding cute bows to hit "cute" requirements, only to fail because accessories don't affect scores yet. The full game will likely fix this, but for now, focus solely on fabric tags.
👤 Known Customers (Prototype 0.5.5)
The prototype features approximately 5 commissions from a small cast of characters. Here's what we know about confirmed customers:
Rose
The Librarian
📋 Commission Details
- Occasion: Work dress for library
- Style Required: Professional / Workwear
- Description: "Smart but also relaxed"
- Later Event: Fundraiser dress (second commission)
🎨 Preferences
- Color Preference: Green (evidently)
- Personality: Polite and reserved
- Note: Appreciates modest, simple designs
Tip: Use green argyle or solid green fabrics with "Workwear" or "Professional" tags. One player successfully made "a green argyle frock with a white bow at the collar and daisy-shaped buttons."
Prudence
The Socialite
📋 Commission Details
- First Request: Fundraiser dress
- Second Request: Ball/evening gown
- Style Required (2nd): Cute (confirmed)
- 【Rumored】Goal: Catch the eye of a duke
🎨 Character Notes
- Fashion Choice: Uses dead bird as accessory
- Personality: Memorable (polarizing)
- Sabotage Target: Popular choice for mischief
Tip: For her "cute" requirement, focus on fabrics with "Cute +" tags. Bows won't help! One reviewer jokingly gave her "Dollar Tree Morticia Addams" as sabotage.
🤷 Other Customers
The prototype includes additional customers for the remaining ~3 commissions, but specific details (names, preferences) are not yet documented in available sources. Players mention:
- A request for a "gaudy / cute dress"
- Various work, casual, and formal occasion requests
- 【Speculation】Character named Edmund (possibly related to Rose)
If you know additional customer details, please share in the official Discord!
🧵 Fabric Selection Strategy
Since only fabric tags matter for style scores, your fabric choices are crucial. Here's a strategic approach:
Quick Reference: Fabrics by Common Requests
| Request Type | Look For These Tags | Example Fabrics* |
|---|---|---|
| Work Dress (Library) | Professional, Workwear, Daywear | Solid cottons, wool blends, argyle |
| Cute/Playful | Cute, Romantic | Gingham, floral prints, pastels |
| Elegant Evening | Elegant, Formal, Glamorous | Silk, satin, velvet, darker solids |
| Fundraiser/Ball | Formal, Elegant, Romantic | Luxe materials, elegant patterns |
| Casual/Daywear | Daywear, Casual | Cotton prints, linen, simple patterns |
*Specific fabric names vary; check tags in-game
Budget Management Tips
- 1. Calculate Before Buying: The game doesn't show total cost upfront. Estimate fabric needs: bodice (~2-3m), skirt (~3-5m), sleeves (~1-2m).
- 2. Mix Cheap + Tagged: Use expensive tagged fabric for the most visible piece (bodice or skirt), cheaper matching fabric for other parts.
- 3. Avoid Waste: Efficient pattern placement saves money. Align grain properly (left/right arrows) to avoid recuts.
- 4. No Undo: If you overspend, you'll need to restart the dress (or entire game in prototype). Plan carefully!
😤 Common Frustrations & Workarounds
Accessories Don't Affect Style Score
Problem: You add cute bows to hit "cute" requirement, but they don't contribute to style points.
Why: Current prototype only counts fabric tags. Accessories are purely decorative.
Workaround: Ignore accessories for scoring purposes. Use them only for visual appeal.
✅ Expected in Full Version: Accessories will likely get style tags (bows = cute, buttons = professional, etc.)
Pattern Choice Doesn't Matter
Problem: You pick a clearly "elegant" neckline or "cute" collar, but it doesn't affect elegant/cute scores.
Why: Pattern pieces lack style tags in v0.5.5.
Workaround: Choose patterns for visual appeal and personal preference. Focus fabric selection for style requirements.
✅ Expected in Full Version: Pattern pieces will get tags (e.g., pencil skirt = professional, frilly collar = cute)
No Color Preference System
Problem: Rose "evidently prefers green" but the game doesn't penalize non-green choices.
Why: Color preferences aren't mechanically enforced (yet).
Workaround: Use implied preferences (like Rose + green) for immersion, but don't worry about penalties.
✅ Expected in Full Version: Customer profiles with favorite colors, bonus points for matching
Hard to Remember Which Fabrics Have Which Tags
Problem: You go back and forth between shop and sketchbook trying to remember tags.
Workaround (In-Game): Some players use the colored pencils to mark fabrics in sketchbook. Drag fabric samples into sketch for reference.
Workaround (External): Keep notes or screenshot the shop to reference tags.
✅ Requested Feature: Sort/filter fabrics by tag, or show tags more prominently
No Specific Guidance on What Customers Want
Problem: Request says "simple but cute" – what does that mean in fabric terms?
Why: Prototype has minimal customer dialogue/personality.
Workaround: Focus on the style tags listed in requirements. "Cute" = find "Cute +" fabrics. "Simple" = visual interpretation (solid colors, clean lines).
✅ Expected in Full Version: Customer profiles, more detailed requests, relationship building
🚀 Future Updates Preview
The developers are working on the full Steam version with expanded customer systems. Based on player feedback and developer comments, expect:
👥 More Customers
Expanded cast with unique personalities, backstories, and preferences
🎨 Color Preferences
Customers will have favorite colors, patterns, and fabrics with bonus points for matching
✨ Tagged Patterns
Dress shapes will affect style scores (frilly = cute, pencil skirt = professional)
🎀 Tagged Accessories
Bows, buttons, lace will contribute to style points
📚 Customer Profiles
Detailed info on each customer: preferences, personality, relationship level
💬 Story Elements
Relationships develop, customers return, unlock new dialogue and events
Want to Shape the Full Version?
The developers actively read player feedback. Join the official Discord to share your ideas for customer systems, preferences, and story elements!
Wishlist on Steam