eCommerce Business Simulation

The rules of the world in Komrce simulations

This is not a report. It is a map of the mechanics: what moves the market, what moves customers and what moves money. Your session's figures (prices, volumes, results) live in your account and change after every round. The rules here do not change.

The starting point

You run an online store. You are not alone in the market.

Every round is one quarter in the life of your company

Your team gets a working online store and a playing field shared with the other teams. Each round you make a set of decisions; when the round closes, the engine runs them across all teams at once, and only then do you find out what happened.

That is the difference from an exercise with a correct answer: your result does not depend only on what you chose, but on what the others chose at the same time. A good price becomes a bad one if three teams settle below it. An adequate ad budget becomes inadequate if everyone bids on the same people.

There is no elimination and no bankruptcy. You can go negative, you can run out of cash. The game continues, but it costs you. The only penalty is economic.

How you win
The final score is not revenue, not profit and not size. It is the sum of the dividends you took out of the company over the course of the game. Money left inside at the end does not count. Money taken out too early leaves you without ammunition. This is the central tension of the simulation.

You can build the finest company in the market and still lose to a smaller one that knew when to pay out.

Where everyone starts

Every team starts identically: starting capital in the account, initial stock in the warehouse, a small operations and customer service team, a neutral reputation and a base of returning customers. From the first decision onward, the paths diverge.

The playing field

One market, four worlds

The same money buys something different, depending on who spends it

The market is not a uniform mass of buyers. It is split into four segments that behave differently: some watch price closely, others barely at all; some return often, others almost never; some are many and cheap to reach, others few and expensive. You cannot be optimal for everyone at once. This is where strategy begins.

Segment Size Price Promos Conversion Returns
Wealthy / City WC
Wealthy / Rural WR
Modest / City MC
Modest / Rural MR

relative position between segments, not absolute value. For Price and Promos, the dots show how strongly the segment reacts.

A segment's price is only part of the benchmark. The rest moves with what the other teams do, round by round.

The biggest is not the most profitable

Modest / City is by far the largest segment and converts best. But it is highly price sensitive and returns more than any other segment. High volume does not automatically become profit.

The smallest can be the calmest

Wealthy / Rural has the smallest population and the weakest base conversion, but it tolerates high prices and rarely returns. It is a margin market, not a volume market.

Demand is not unlimited

In each round, only a small part of every segment is actually on the market and can be bought through advertising. All teams bid on the same pool. As long as total demand fits inside the pool, everyone gets what they paid for. The moment the total exceeds it, cost per click steps up for everyone. The greater the pressure, the harsher the step. At full saturation, the same customer costs you five times as much.

Competitive pressure is visible to everyone, in real time. Nobody has an information advantage here, but not everyone reads it in time.

What is on the table

Seven decision categories, every round

Some are chosen per segment, others once for the whole company

  1. Prices: separately for each segment, together with your sales forecast. The forecast matters: the ad budget will not buy beyond what you projected, and whatever is left unspent returns to cash.
  2. Marketing: how much you allocate in total, how you split it between segments, and what share goes to brand instead of direct selling. Here you also decide how much you push toward new customers and how much toward those who have already bought.
  3. Promotions: a discount campaign, on or off. It cuts price and lifts conversion, but not equally in every segment.
  4. Inventory: how much stock you order. It arrives the following round, so you order for who you will be, not for who you are.
  5. Packaging: basic, standard or premium. One choice for the whole company.
  6. Delivery: per segment: paid by the customer, standard or express.
  7. People and money: hiring and layoffs, wage levels, repayments or new credit, and how much profit you pay out as dividend.

Packaging

  • Basicno effect
  • Standard▲
  • Premium▲▲

Delivery

  • Paid by the customer▼▼
  • Standard▲▲
  • Express▲▲▲
Nothing that is free for the customer is free for you. Every step up in packaging and delivery carries a per unit cost that goes straight into your margin. A gain in conversion paid for too dearly is a loss disguised as growth.

Brand builds slowly and never erodes

The share of budget you put into brand brings no sales that round. It builds brand equity, a capital that accumulates slowly, with a strict cap per round, and that never evaporates. What it buys you is two things: slightly better conversion everywhere, and traffic that arrives on its own, without paying for the click. Organic traffic grows with every point of brand, up to a ceiling.

It is the slowest lever in the game and the only one that works for you while you are not looking. Teams that ignore it entirely pay, round after round, the full price of every customer.

The invisible engine

Reputation does not appear in the P&L. It shows up all over it.

NPS starts neutral and moves with how you treat your customers

Customer satisfaction (NPS) is not a decision. It is the consequence of the other decisions and, unlike them, it spreads. Good NPS cuts your returns, keeps your customers and makes your credit cheaper. Bad NPS does the opposite, on all three at once.

What raises it

  • Premium packaging▲
  • Express delivery▲
  • Sufficient customer service▲▲

What lowers it

  • Returns and stockouts▼▼▼
  • Public backlash▼▼▼
  • Negative cash▼▼

Customer service is a capacity, not an intention

Roughly one order in ten generates a support contact. Each agent can handle a limited number of requests per day, and how efficiently they work depends on how well they are paid: below a certain level, output drops; above it, output rises, but with a ceiling. If volume exceeds capacity, satisfaction falls no matter how good the product is.

A stockout is not just the lost sale. It is also the angry customer, who damages your reputation, which makes your next customer more expensive.

What reputation buys you

  • Fewer returns▼
  • Better retention▲
  • Cheaper credit▼
The money

From revenue to dividend

The full journey of one euro through your company

From the price you collect, first comes the cost of goods, then packaging and delivery. That is gross margin. From it are subtracted, in order: performance advertising, brand investment, wages and overhead, warehouse rent, the penalty for stock held beyond capacity, interest on credit and, if you bought it, the market report. What remains is the round's net profit.

People are capacity, not budget

Each worker can process a fixed number of orders per day, adjusted by wage level. If you sell more than your team can process, the excess orders are lost: you paid for the advertising, you do not collect the revenue. Under-resourcing operations is the most expensive way to save money.

Wages are paid in full, no matter how busy people are. A wage that is too low reduces output; one that is too high stops raising it proportionally.

Credit: how much the bank gives you depends on you

The credit line is not a fixed sum. It is recalculated every round as the average of three benchmarks: your annualised profitability, the value of stock in the warehouse and annualised turnover. A company that grows soundly expands its own access to money.

If you run out of cash, you do not leave the game. You automatically receive emergency funding, above the normal credit line, with a significant penalty and a direct hit to reputation. It is the most expensive source of money in the simulation and the only one you do not choose.

The dividend is the score

You can pay out only a portion of accumulated profit, and never more than you actually hold. Every euro taken out is a euro that no longer buys stock, advertising or people next round, but it is the only euro that counts at the end.

Too early, you cut your growth. Too late, you are left with a beautiful company and a small score.

The unexpected

The market does not sit still

If the facilitator enables them, events strike rarely, but they strike

Occasionally a round brings an event outside your control. It can hit the whole market or a single segment, and when it happens you are warned as the round opens: you have time to react, not just to suffer.

Demand spike

Conversion climbs sharply. Whoever has stock and capacity wins the round; whoever does not, watches.

Competitor entry

A new player cuts into everyone's conversion. The market has not shrunk, it has simply been divided differently.

Shipping costs jump

Delivery gets suddenly more expensive. A thin margin turns negative without you changing a thing.

Public backlash

Reputation takes a direct hit, with effects visible for several rounds.

The team

Everyone proposes. One signs.

Every team member has their own decision form and can fill it in completely. But when the round closes, only the captain's form reaches the engine. What the others fill in are proposals: the captain sees them field by field, with the differences from their own version highlighted.

This is not a technical limitation, it is a rule of the game. Business decisions are not made by arithmetic average, and disagreement has to be settled before the deadline, not hidden behind a vote. If nobody submits anything, the round closes with default decisions, usually the worst possible outcome.

The most common cause of a wasted round is not a wrong decision. It is a conversation that did not finish in time.

The market report

For a fee, out of company cash, you can buy the market's aggregated data: what prices the others charge in each segment, how much they sell, what delivery and packaging strategies they use. It is anonymised: you see the market, not team X. One edition covers several rounds, so there is no point buying it every round. It is the only information in the game that costs money.

The boundary

What is here and what is in your account

In this document

How the world works: the segments and the way they react, what decisions you have on the table, how demand forms, how reputation moves, how money circulates. It does not change from one session to the next.

In your account

What state the world is in right now: market prices, volumes, advertising pressure, your results and everyone else's, how many rounds remain and how long until the deadline. It changes after every round.

Ionuț Radu Munteanu

A word from the founder

I built Komrce because I kept seeing the same thing: people who knew what to do in theory, but froze when they had to make an actual decision.

Here, you get to make that decision and see what happens next. You are not risking real money, but you will quickly notice where rushing, overthinking or avoiding a difficult conversation can cost you.

My advice is simple. Do not play it safe just to avoid mistakes. Make the decision, look at the result and understand why it worked or why it did not.

The teams that do well are not necessarily the smartest. They are the ones that talk things through, make a decision and do it before the deadline.

Ionuț Radu MunteanuFounder, Komrce

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