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Smoke Keeper is a cozy first-person organizing simulator set in a two-storey Victorian tobacconist. The night's delivery has been scattered across the shop, and 4,316 boxes, cartons, tins, jars, pouches and accessories must be put back where they belong before morning.
Every item carries a number, and every place on every shelf carries the matching engraved plate. Read the stock, find its bay and shelf, and turn complete chaos into perfect order.
Pick stock up by the armful, cycle through the stack in your hands, and carry each piece to its correct place. The shop itself is your guide: gilt bay letters, shelf plates and a detailed plan help you navigate the building rather than follow a quest list.
Cigars are a job of their own. Find a key for a locked shipping case, open it, then pack each house's cigars by hand into its display boxes.
In Cozy mode, completed rows earn skill points. Unlock and improve helpful abilities including Quick Order, Target Hint, Spot Matches, Auto-Place and Batch Grab to make every route through the shop more efficient.
Prefer a challenge? Speedrun removes the help, starts the clock on your first step, and records your best time on the leaderboard.
Sort 4,316 pieces of stock across one hand-built two-storey shop
Match every item to its numbered bay, shelf and display
Unlock five efficiency skills in relaxed Cozy mode
Pack cigars from locked shipping cases into their correct display boxes
Race in Speedrun mode and compete for a faster finishing time
Save your progress and return to the same night whenever you like
Full controller support plus rebindable keyboard and mouse controls
I really love these kind of shelving/organization games, but I have to say that this is the first one I found frustrating. I think it might appeal to a very specific type of gamer; if you want a game where you want to get on a leaderboard by levelling up skills and placing items in very specific locations as fast as possible, you might enjoy this. But as someone who likes the actual collecting and organizing in these types of games, I really struggled. I want to preface this by saying that I don't think it's a "bad" game, and I would gladly come back to it if it got a new level that was a bit more intuitive. But as it stands now, it's too frustrating and not relaxing/satisfying enough for me to continue playing. Let me start with what I DO like about this game. It's a beautiful game with a great concept that stands out amongst the rest of the genre. It's not another supermarket or toy store (though I love those too) and the ambiance is unique and enjoyable. For the most part, it works well with my XBox controller, and I had no issue with graphics, movement, lag, etc. It really is a very pretty game. Levelling up is relatively well-paced as well, and it has most of the skills I would expect to see in this kind of game, minus one (auto-sort, as mentioned below). My top issue with this game: the store layout makes NO sense. Usually in this genre of games, there's an obvious pattern to what goes where and labels for each section (an aisle that has all the cleaning products or a section labeled for blue potions or whatever) but that's completely absent here. The only section that makes sense and was actually relaxing to play with is the center section with the display boxes. But otherwise, you can pick up three identical items and they go in three entirely different sections of the shop, and there's no way to know which area it goes in until you pick it up. So you can't just pick up every pack of "Sovereign Slims", go to the section with the slim packs, and place them on the shelf. To make this even more frustrating, there's no auto-sort feature. So if I pick up every pack of Sovereign Slims I see, they stay in my hand in whatever order I picked them up, and I can't just auto-sort so I can stop at the first section, dump that portion, move on to the next section and repeat, etc. Instead, you either have to manually sort them by throwing things on the floor and trying to make little matching piles to pick up later, or you have to stand in front of the shelves and cycle through everything in your hand to get to the matching items... and the list only cycles in one direction, so if you overshoot, you can't just back up, you have to keep going until you get to the item again. And when I say the shop layout makes no sense, that includes the numbering system. All you get in this game is numbered sections (L1, R12, G46, etc) and they do NOT go consistently from left to right. It's bad on the bottom floor, but at least it's a little easier to decipher because you have L for left, R for right, B for back, F for front. But the numbering goes from the back of the store to the front, so when you're facing the L shelves, you have to remember to read them from right to left. But the top floor? Holy cow. It's all just G, and it doesn't go consecutively around the room. One shelf will be something like G15 and then you turn to the very next shelf after the corner and it's something like G32. G16 will be on the other side of the room. So I couldn't memorize where each section was and had to constantly use the map and beacon features. My final complaint is a far more minor thing that's annoying but not a deal-breaker. Placing/taking things from the shelves uses the same button and the targeting can be a little finnicky, so I almost always wind up accidentally removing an object from the shelf when I'm trying to place something next to it. Not a HUGE deal, but it does slow things down and add to the frustration. Anyway, I hope to see some improvements in the future, but even if the game stays as is, the price was reasonable enough for me to take the risk on it. It's not for me because it's not the cozy, intuitive organization I was expecting, but if you go into it just looking for a marathon of shelving random items in very specific locations, you'll be fine.
1 found this helpful
loved playing this music is so relaxing got lost in it for a few hours and before i knew it i was done ! very enjoyable
2 found this helpful
Pretty fun to play in my free time. The controls feel a little clunky and not very smooth sometimes, but that also makes it a new challenge for me. Overall, I’m enjoying it so far! 🎮
1 found this helpful
The game establishes an immediately charming atmosphere through its visual presentation and ambient design. The grand Victorian hall, starry vaulted ceiling, polished wood architecture, and warm chandelier lighting give the shop a genuinely striking presence. Paired with a smooth, relaxing jazz soundtrack that loops seamlessly in the background without abrupt cuts, the initial setup feels perfectly tailored for a methodical sorting experience. Completing an entire shelf group reinforces this tone with a brief first person flourish, where the character takes a puff of smoke accompanied by gentle wisps curling across the screen and a rewarding audio chime, all without locking control. Beneath the cozy exterior, the user interface and HUD introduce severe visual and functional friction. Keybind indicators and shelf coordinates are rendered at a microscopic scale, making them nearly illegible from a standard viewing distance or handheld screen. The control scheme relies on pervasive dual platform button prompts (such as X / □ and LT / L2), cluttering tooltips instead of cleanly displaying dedicated glyphs for the connected gamepad. Furthermore, simultaneous input handling leaves the mouse cursor permanently visible on screen during controller play, causing messy dual selection bugs where mouse hovered and stick highlighted settings remain active at the same time. Basic menu logic is also prone to desyncs. Rapidly toggling the pause menu with the ESC key creates a false freeze where the interface believes the menu is still active even after gameplay resumes. The core sorting loop is dragged down by artificial bottlenecks, sluggish movement, and missing quality of life features. The base walking speed is an exaggerated crawl, and even fully investing progression points into Sprint fails to provide adequate mobility across the two story hall. This is compounded by an unforgiving initial 3 items carry limit and an unnatural, grid like item layout that feels like procedurally stamped rows rather than organic shop clutter. Route planning is heavily penalized: hovering over floor items reveals only their category names, requiring you to pick them up before the HUD displays destination codes. You are then forced to open a static blueprint, squint at tiny coordinate labels, memorize the location, and walk over. When carrying a full stack, inventory management becomes tedious because RB only cycles forward. Accessing the bottom of a stack requires cycling through the entire pile one tap at a time because LB is locked to an active skill instead of cycling backward. Upgrades and late game mobility introduce awkward traversal flaws rather than meaningful convenience. Maxing out the Jump skill locks the character into an all or nothing super leap with no pressure sensitive tap versus hold controls, causing frequent overshooting when trying to jump down. This is worsened by arbitrary level geometry. the 2nd floor balcony features identical looking railings where roughly half the perimeter permits jumping down, while the other half acts as a solid invisible wall. Active skills offer little relief. Target Hint provides a helpful vertical light beacon from the upper floor looking down, but fails to guide targets upward from the ground level. Auto Place is practically useless, carrying limited charges, requiring a cooldown, and demanding that the player stand near the target shelf just to place a single item. The endgame unravels into an unguided, bug ridden scavenger hunt. Completing all primary shelf groups creates a false sense of progress, as hundreds of loose sub items remain unplaced due to an unexplained two stage container packing mechanic. These loose items originate from locked chests scattered throughout the venue that require finding tiny, unassisted keys. Opening a chest allows players to pull out loose cigars that cannot be returned to the container, creating an accidental camouflage trap against the dark floorboards where all skills are unusable for these cigars. While entire chest crates can be carried directly to shelves to pack display cases, the despawn logic is broken. Emptying the final item can cause the chest to vanish mid animation and violently fling the last loose piece clear across the venue. Hiding total completion behind microscopic, unassisted key hunts and stray launched items ruins the payoff of the experience. Compounding these mechanical flaws is a disappointing approach to community feedback and development strategy. When players reported basic game freezes and navigational bugs, the developer actively pushed back against negative reviews, arguing issues should not be rated poorly because they were acknowledged in separate announcements or could not be reproduced internally. Expecting paying customers to join third party platforms or hunt down patch notes just to highlight early game freezes treats the player base like unpaid QA testers. While requesting logs is standard, attempting to police reviews instead of directly addressing technical faults leaves a poor impression. The rapid fire release pipeline makes this even harder to overlook. With sister titles like Bar Keeper, Coffee Keeper, Jewelry Keeper, and Wand Keeper scheduled to drop every 2 weeks, it is clear the priority is churning out reskinned releases rather than properly optimizing, testing, or building upon a single solid foundation. Releasing half baked, unoptimized games at a biweekly cadence is an even worse look than notorious "shipping 24 games in 24 months" release marathons. There was no playable demo, and this was not sold under an Early Access. This was launched as a supposedly complete, fully released product. Paying customers bought a finished game with their hard earned cash, not an invitation to be unpaid playtesters, and pushing unpolished games out the door this fast completely disrespects the player's time and money.
18 found this helpful
The issues mentioned have been fixed. The game is fun, can be done inside an hour. Graphics look good, upgrade pacing is okay - you really only need inv. space item collection, sprint and jump. The other upgrades are not even needed to finish the game. [strike]Extremely buggy. Opening menus randomly freezes the game 9/10 times. The game also tends to freeze upon picking up items, teleporting to entrace doesn't work then and you have to fully restart the game. Not recommended until these are patched.[/strike]
4 found this helpful