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.
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.
Buy raw stock from the market and your own land. Price swings decide what it costs to get in.
Assign workshops to recipes. Success rate and craft time follow the tier.
Set your own prices. Shelf space is finite — position is itself a cost.
Residents and rival players both pay. The gap between supply and demand is your margin.
Cash comes back — and decides how fast and how far you can bet next.
New shops, new factories, new land. Compound the whole operation.
Factories, recipes, throughput, yield. Steady returns, lowest barrier — every trade route starts here.
Low risk · steady returnWatch the curve, buy low, sell high, arbitrage across towns. The price line is a second income curve.
High risk · high returnBid on the town's public procurement, post a performance bond, deliver on time and earn credit.
Mid risk · steady creditFrom 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.
Wheat, rice, maize, soybean, vegetables, fish, timber, ore — the source of everything.
Flour, rice, cooking oil, pickles, frozen fish. What the mills and food plants produce.
Dough, rice wine, vinegar, fish balls, canned food. Baking, pickling and brewing.
Bread and other goods that go straight on a retail shelf. Here the line finally closes.
Milling, food and brewing plants, with eleven workshop types underneath: milling, pressing, baking, pickling, canning, brewing, fermenting, cold processing and more.
Civilian, industrial and advanced. Success rate and craft time drop away as unlock costs climb. A recipe is an asset, not a consumable.
Farmland, pasture, aquaculture, forest and mine — 50 land configurations. Tier sets your output band, upgrade cost and upkeep.
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.
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.
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.
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.
Bound to the distribution package — you cannot choose it. Foreign investment admission, cross-region tariffs and currency policy are set here.
Several towns merged into one. Each city has an industrial focus, and same-city trade is cheaper — regional specialisation.
Treasury, prosperity, land, tax rates and public services all land here. This is your battlefield.
Governance, treasury, land assets, market industries and public services — a town's entire ledger, laid open.
Fully transparent · liveBrowse the shops, workshops and researched recipes in any town. Who is earning, and how much, at a glance.
Competitive intel · player-visibleA 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 closeLand is auctioned on the exchange; shops and factories can be transferred. Everything on the capital market can be repriced.
Public auction · free transferNo pay-to-win, no grinding numbers. Pick a town, lease your first shop, start with a single purchase — then let the market take over.