Dressmaker walkthrough

This walkthrough follows one dress from an empty shop to a paid delivery, in the order the game actually asks for it. Each step names where the detail comes from: the official Steam listing, the developers’ own announcements, or a named review that played the game. Where none of them says, the step says Unconfirmed rather than guessing.

Facts checked September 29, 2026Reading time 9 min readEvidence cited per claim

Dressmaker walkthrough
Illustration made for this site — not game art.

Your first dress, step by step

The sequence below is the game’s own order of operations: measurements, design book, fabric, cutting, sewing on the mannequin, decoration, delivery. The tags name the source of each step’s mechanical detail.

00Steam listing

Open the shop

You start as the town dressmaker with a shop, a window and a bell. The tutorial walks you through the front desk, the cutting room and the store; if you already know how to play, the early commissions are the fastest way to build up fabric stock.

01Developer post

Ring the bell for the next customer

Customers do not queue up in front of you: you ring the bell to summon the next one, which is how the day is paced. This became the rule in the first patch after launch — before that, the next customer simply appeared.

02Developer post

Take the customer’s measurements

Every character is measured, and the mannequin is adjusted to those measurements. Pattern pieces are drafted against that body, so two customers asking for the same dress shape do not get the same pattern. The developers describe this as the point of the game: a bespoke dress is made to fit the person.

03Steam listing

Plan the dress in the design book

The design book — the sketchbook — is where the dress exists before the fabric does: mix and match bodices, sleeves, collars and skirts, colour the design, and pin fabric and appliqué ideas to it. Component names in the book are clickable, so you can read what a piece is before you build the outfit around it.

04Screenhub review

Buy fabric and accessories at the emporium

Take stock of what you own, then shop for the rest: fabric for the body of the dress and accessories for the finish. The review that played the game notes the game encourages buying at least five metres of material per dress so a plan can be completed as intended. The shop stocks over 450 fabrics and over 350 accessories, including sequined fabrics and ribbons.

05Steam listing

Cut the pattern — on the grain or the bias

Lay the pattern pieces out on the cloth and cut. The game asks you to find the grain or the bias for each piece first, then arrange the pieces to cut them with as little waste as possible. How you cut shows in the finished garment, and each panel may use a different fabric — so this is a design decision, not admin.

06Screenhub review

Sew the panels together

At the machine you assemble the dress panel by panel, following each seam with the cursor and advancing the stitch with the keyboard. Thread colour is yours: click the spools in the sewing scene to change it. Mistakes make the machine clunk and cost you dress quality, so the sewing step is where a careful plan pays off.

07Steam listing

Decorate the dress

Buttons, bows, appliqué and lace trims go wherever you like — placement is completely free, there is no slot grid. Trims are tracked by length, which is why one achievement needs more than fifty metres of trim on a single dress, and the game records how many accessories you have placed.

08Developer post

Deliver and get paid

Hand the dress over: reputation and coin are the confirmed rewards. If the customer accepted the commission, you get paid even if the dress does not turn out as intended — a bug the first patch fixed, in the player’s favour. Delivered dresses are scored, and 100% quality on a dress is its own achievement.

09Developer post

Restock the window and sell off the rack

Between commissions, hang finished dresses in the shop window and sell them off the rack. This is a deliberate feature rather than a leftover: the team added it so players could design their own dresses and sell them, and use the income to fund an extra elaborate commission piece.

What customers actually ask for

A commission is a brief, and the dress is judged against it. The clearest account of how those briefs read comes from a review that played the full game.

Occasions drive the request

Townsfolk want dresses for events on their social calendar: workwear, ball gowns, a wedding, and — in the reviewer’s example — a completely black, gothic design for a funeral.

Styles are scored, not guessed

Dresses and their parts carry style scores, and customers want certain categories and scores met. Mixing pieces with the right scores is how a dress fits its brief.

One bad trim can break the brief

The same review gives the cautionary example: a professional dress with a slim cut and pinstripes stops fitting the brief the moment you add a garish pink trim or an oversized brooch.

Requests escalate with the story

Each customer has a major-commissions storyline, and ten achievements confirm all ten of them. Later briefs in a storyline are more ambitious than the opening ones.

How the game opens up

Progression is tied to the story rather than to a shop level or a currency grind.

Unlocks follow the story

The review describes a system of consistent unlocks that adds new, more ambitious dresses after each major quest and narrative beat. The developers mention the same thing when they talk about tuning the unlock progression and tutorials.

From simple dresses to princess gowns

The opening chapter is simple dresses. By the end of the story you are building large, flowing gowns with multiple tiers of fabric and accessories, plus themed outfits — gothic, gardening, and the occasional eye-catching number for the town eccentrics.

About 35 hours of story commissions

The developers put the story commissions at approximately 35 hours, not counting the off-the-rack dresses you design and sell on your own initiative.

The story does not branch

The game’s writer has said explicitly that the story is not branching: you are not locked out of a dress by an earlier decision. Every commission in the game is available to every player.

More content is coming

The roadmap adds an online challenge mode, transparent fabrics, proper controller support, and mobile and Switch ports. Small updates in the meantime add new fabrics and accessories.

Where dress quality comes from

Dresses carry a quality percentage, and it is what the achievement 99 Problems But A Stitch Aint One is built on. What is officially confirmed: sewing mistakes cost quality, and 100% quality is measurable. What is not published is the exact weighting of plan, cut, stitch and decoration — so the honest advice is to keep every step clean rather than optimise a formula nobody has seen.

Where these facts come from

This site is built from three official sources: the Steam store listing, Steam’s global achievement statistics and the developer’s own Steam announcements. Everything they state is quoted or paraphrased with the source cited; anything none of them states — per-fabric stats, hidden achievement conditions, what sabotage changes — is marked Unconfirmed rather than filled in. Nothing here is sourced from community wikis or datamining, and generated illustrations are labelled as such.

  • Official Dressmaker on Steam (app 4019220) — The official store listing, read September 29, 2026. Source of the release date (September 21, 2026), the $14.99 price, Windows/Mac support, language support (English, Simplified Chinese and Japanese with full audio), the single-player/casual-simulation classification, the named fabrics (cotton, linen, wool, silk, velvet), the decoration types (buttons, bows, appliqué, lace trims), the sketchbook, mannequin, grain/bias cutting, window-display and "satisfy (or sabotage!)" mechanics, the official system requirements, the interface feature flags (Mouse Only Option, Playable without Timed Input, Custom Volume Controls, Steam Cloud, Family Sharing), the Steam Deck compatibility rating shown on the store page, the review summary (Overwhelmingly Positive), the six bundles the game ships in, and the Screenhub pull quote.
  • Official Dressmaker — developer announcements on Steam — The Dressmaker team’s own announcement feed on Steam, read September 29, 2026. Source of the content roadmap from the launch post (September 21, 2026: an online challenge mode, transparent fabrics, controller support, and planned mobile and Switch ports), the price post (September 7, 2026: $14.99 with regional pricing and a -10% launch discount, approximately 35 hours of story commissions, over 150 dress pieces, over 450 fabrics and over 350 accessories, and more free content to come), the monthly development posts (per-character measuring and pattern drafting, custom fabric shaders, the off-the-rack feature, nine of ten characters illustrated, each with an over-the-top personality, and the team credits), and the two post-launch patch notes (Build 403 on September 22, 2026 and Build 410 on September 24, 2026).
  • Press review Screenhub — Dressmaker review (five stars) — Leah J. Williams’ five-star review for Screenhub, published September 15, 2026 — the review quoted on the Steam store page. Source of the order of operations on a commission (measurements, design book, emporium, cutting, sewing on the mannequin), the brief-and-style-score system, the five-metres-per-dress guidance, the cutting and sewing mini-games, the note that sewing mistakes reduce dress quality, and the progression from opening dresses to tiered gowns.
  • Press review The Guardian — Dressmaker preview — Jordan Erica Webber’s preview for The Guardian, published August 18, 2026. Source of the measurement system as the developers describe it (a lattice deformer that shifts and scales dress pieces proportionally), the observation that the game does not simulate cloth, and the writer’s statement that the story deliberately does not branch.
Questions

Walkthrough questions

What should I do first in Dressmaker?

Follow the tutorial through the front desk and cutting room, then take a commission: ring the bell, take measurements, plan the dress in the design book, buy fabric, cut on the grain or bias, preview and sew on the mannequin, decorate, and deliver.

How long does the story take?

About 35 hours of story commissions, according to the developers, excluding the off-the-rack dresses you design and sell yourself. There is no officially published completionist figure.

Is the story branching?

No. The game’s writer has said the story does not branch, and that she did not want players to miss a dress because of an earlier choice — so no commission is locked out.

Do mistakes ruin a dress?

They reduce its quality rather than destroying it. A review of the game describes the machine clunking on a bad stitch and the dress losing quality, and quality is measurable in percentage terms — 100% is its own achievement.

How much fabric should I buy for one dress?

A review of the game notes it encourages buying at least five metres of material per dress so the design can be completed as intended. Per-fabric prices are not officially published.

What should I do between commissions?

Design and sell off-the-rack dresses from your shop window. It is the second income stream the developers added deliberately, and it funds the expensive commissions.