Customers and commissions
Customers bring different tastes and events that give each commissioned dress its context.

Customers bring different tastes and events that give each commissioned dress its context.
Start here
The official description grounds commissioned work in customers’ tastes and the events they are dressing for. That gives each garment a purpose beyond its appearance on a mannequin. This page treats those customer briefs as the confirmed story context. It does not introduce named townsfolk, scripted conversations, or a sequence of quests. When playing, let the customer information actually shown in the game guide your interpretation.
Make the brief your starting point
A useful personal approach is to connect the customer’s preferences with a visual idea before choosing material. Then revisit that idea while cutting, sewing, and decorating. The creative tools described on Steam allow several decisions along the way, including fabric choice and freely placed decoration. This gives you a way to interpret the brief through your own design. It does not establish specific character relationships, branching story outcomes, or a fixed order of commissions.
Understand the confirmed progression
The official description says delivering dresses earns reputation and coins. It also describes selling ready-made creations through your shop. Those are the confirmed progression elements used here; no reward amounts or reputation formulas are supplied. If you want practical help with a customer brief, use the first commission guide. Read this page as background for the workshop setting, and use information actually presented in the game for individual customer decisions.
Continue reading: A beginner’s guide to Dressmaker.
Source: Official Dressmaker Steam page.