In Development

One economy.
Every price set by players.

Supply Chain Simulation & Market Warfare

A supply-chain simulation and market-warfare game. Grow wheat, mill flour, bake bread — then compete for the town's wallets against other merchants and 18,000 simulated residents. No combat, no grinding: every price you set meets a real market.

35business types
99production recipes
3regions
5towns to run in
Trading Desk · Ironforge Market live
Purchases today¥ 128,400
Workshops running3 / 8
Goods listed17 SKUs
Town market share12.8%
Net profit▲ ¥ 34,120
Sales · last 30 in-game days
Core Loop

One loop, six steps

Every coin is born inside the loop and spent inside it again. Profit is never conjured — it comes from your judgement of cost, timing and price.

STEP 01

Source materials

Buy raw stock from the market and your own land. Price swings decide what it costs to get in.

STEP 02

Manufacture

Assign workshops to recipes. Success rate and craft time follow the tier.

STEP 03

List and price

Set your own prices. Shelf space is finite — position is itself a cost.

STEP 04

Get out and earn

Residents and rival players both pay. The gap between supply and demand is your margin.

STEP 05

Bank the capital

Cash comes back — and decides how fast and how far you can bet next.

STEP 06

Expand and repeat

New shops, new factories, new land. Compound the whole operation.

Production

Factories, recipes, throughput, yield. Steady returns, lowest barrier — every trade route starts here.

Low risk · steady return

Market trading

Watch the curve, buy low, sell high, arbitrage across towns. The price line is a second income curve.

High risk · high return

Public contracts

Bid on the town's public procurement, post a performance bond, deliver on time and earn credit.

Mid risk · steady credit
Industry

Four tiers, one real production line

From soil to shelf, every item keeps a traceable processing path. Raw material has an origin, a recipe has a failure rate, a finished good has a market. Nothing appears from nowhere.

L1Farming & Gathering

Wheat, rice, maize, soybean, vegetables, fish, timber, ore — the source of everything.

L2Primary Processing

Flour, rice, cooking oil, pickles, frozen fish. What the mills and food plants produce.

L3Goods & Condiments

Dough, rice wine, vinegar, fish balls, canned food. Baking, pickling and brewing.

L4Consumer Goods

Bread and other goods that go straight on a retail shelf. Here the line finally closes.

Facilities

3 factory types · 11 workshops

Milling, food and brewing plants, with eleven workshop types underneath: milling, pressing, baking, pickling, canning, brewing, fermenting, cold processing and more.

Recipes

99 recipes · 3 tiers

Civilian, industrial and advanced. Success rate and craft time drop away as unlock costs climb. A recipe is an asset, not a consumable.

Land

5 classes · 10 land tiers

Farmland, pasture, aquaculture, forest and mine — 50 land configurations. Tier sets your output band, upgrade cost and upkeep.

Goods

145 items

From farm goods to industrial products to retail-ready goods, across four tiers. Raw, semi-finished and finished goods all trade and price in one market.

Business Types

35 business types, one commercial map

From the bakery on the corner to the port terminal, from the community pharmacy to the city exchange — 27 types you can build and run yourself, plus 8 public services the town provides directly.

World Map

Three regions, five towns

A region is bound to its distribution channel — you do not pick it. Real play begins at the town level, and every town has its own population cap, industrial lean and policy rules.

Mythic Realm
channel_official · Official
IronforgeTown · independent market
5,000population cap
StormwindCity · merged
8,000population cap
Doulu Continent
channel_taptap · TapTap
ShadowmoorTown · independent market
6,000population cap
Eternal Lands
channel_overseas · Overseas
DanasusTown · independent market
4,000population cap
OgrimmarCity · merged
10,000population cap
Governance

Three levels, one real market

The region sets the boundaries of sovereignty, the city coordinates regional division of labour, the town carries local trade. Tax rates, tariffs and budgets are all public — power here is not elected, it is calculated.

I

Region · Sovereignty

Bound to the distribution package — you cannot choose it. Foreign investment admission, cross-region tariffs and currency policy are set here.

II

City · Merge Group

Several towns merged into one. Each city has an industrial focus, and same-city trade is cheaper — regional specialisation.

III

Town · Local Trade

Treasury, prosperity, land, tax rates and public services all land here. This is your battlefield.

Town affairs

Governance, treasury, land assets, market industries and public services — a town's entire ledger, laid open.

Fully transparent · live
Chambers · commercial intelligence

Browse the shops, workshops and researched recipes in any town. Who is earning, and how much, at a glance.

Competitive intel · player-visible
Companies · tradable assets

A company owns its recipe book, staff and management, and can be listed for sale. Buying a rival's recipes is also a form of attack.

Listing freezes it · transfer on close
Land and shop transfers

Land is auctioned on the exchange; shops and factories can be transferred. Everything on the capital market can be repriced.

Public auction · free transfer
35business types27 player-buildable · 8 town services
99production recipesCivilian / industrial / advanced
145itemstrading across four material tiers
50land configurations5 classes · 10 tiers each
Get Started

This land, your judgement

No pay-to-win, no grinding numbers. Pick a town, lease your first shop, start with a single purchase — then let the market take over.

Browser-based · no download · cross-platform accounts · region bound to your channel