Also yeah, gutting the shop prices is great. I honestly think it's objectively bad for early indev games to include grinding. Hole Dweller did the same thing, having everything in the shop be silly cheap for most of development until, like, the last couple months before the full release, as it meant players could do and see everything ASAP so they can provide feedback about different things quickly, rather than grind for 5 hours just to possibly find that [final character] is bugged during [scene].
God, I can only imagine some long RPG Maker games having the first few hours be super polished, followed by the remaining 30 hours of the game be buggy, unbalanced and unpolished as hell because not as many players got that far.