Another key element in the plot is the Items and their management. Clients will give and request Items, which will unlock some options but block others. It is up to the player to decide whether to give the object now or wait to see if another client offers something better.
In the early iterations of the game, Items were purely based on a sprite that appeared and disappeared. However, in the latest update, I realized that this could be a tool for providing clues, defining clients, or even challenging facts they have stated. Thus, objects have become an essential element in the narrative, enhancing the decision trees while having importance in their own right.
The shop, on the other hand, serves as a counterbalance to this. The shop provides Items but can also buy them from the player, putting him/her in the position of choosing between a valuable opportunity and a significant sum of money (which also opens up narrative lines). Once again, I pose a difficult question for the player to answer, which, from their perspective, is neither good nor bad.