Trading Towns is an early-access economic sim where you build wealth through gathering, crafting, and trading goods. Progression centers on earning gold through multiple income streams to unlock new town features and expand your territory. It's a light, low-pressure idle experience suited for players seeking a relaxing alternative to conventional city builders, though content remains limited in its current development stage.
About this game
Trading Towns is a simple and relaxing economic game in which your goal is to find ways for your town to become wealthy and prosperous.
What players are saying
▲ Recommended8 hrs
Very simple game as of the moment, but a nice and relaxing kind of idle game. Quite a bit different from many of the other idle games I've played, and also different from the other idle city builders. Most stuff in the game is progressed via gold, which is made various ways in-game.
Very light on content, but this is only version 0.2 and the game is less than $3 on sale. Looking forward to more content and what's to come. I've had a great time so far and I plan on maxing everything in the game that is available at the moment.
I'll recommend since you'll get a few hours of relaxing time within the game. However, it's heavily flawed. I unlocked everything already with not much else to do. I only have the map 25% explored and I don't see the incentive to explore the rest. Scouting feels VERY slow! Even when increasing adventures scouting skill to max, it's still super slow compared to how fast you progress through the game. It would be nice if we could have more than 3 adventurers to make the speed of the game work with exploration.
Dungeons are pretty neat. Makes it worth not producing certain materials since you'll loot most decent mats from dungeons.
I don't fully understand workforce. Is it implemented? Buildings are somewhat quick to build no matter the "workforce" required. There's no population of people either and you're limited to 40 buildings, and with how big the map is, that seems highly redundant.
As I mentioned it's a chill time-wasting experience for a few hours, but that's about it. Other than that, not much content.
ChangesReworked UI.Improved visuals, added biomes and cliffs.Removed big roads and changed mechanics. Production buildings need now a logistic center nearby to function.You can now add items into the logistic center to improve performance of nearby buildings.Production buildings can now be upgraded up to lvl 10.Houses don't produce any income anymore. They now buy items from the town center and generate profit.Houses can now be upgraded manually and don't need appeal. Upgrading houses increases population = more items bought and varity (food, drinks, clothing, ...) of items. Appeal increases now prices of goods / profit.Removed maintenance costs.Heroes can now explore and clear tiles.Added quests acting as tutorial.Removed mayor levels.Added direct access to the world map, merchant and bank.Merchant offers now all blueprints.Reworked world map. Trading Towns are now similar to houses and buy items.Bank doesn't give loans anymore.Added attack animations.Replaced monster drops with gold. Stronger monsters give more gold.Upgrading hero gear is now much cheaper.Removed monsters from the map. They can now only be discovered with a hero camp.Added mysteries that can be explored by heroes giving rewards based on hero core stats (STR, DEX, INT, ...).Hero slots can now be unlocked with gold.Balanced costs. Buildings are now cheaper.Added new buildings.Removed fertile land. Farms can now be build everywhere.Removed town hall. No needed anymore.Added different resource tiles.Clearing disasters now gives gold.
ChangesAdded world map where you can trade items with other towns.Added bank to give / take loans.Merchant doesn't trade with items anymore.Removed merchant, tax office and other unique buildings and added their functionality as rewards for leveling up.Added starting items.Added hero camp in which heroes automatically fight nearby enemies.Added new enemies, added rarity and increased their strength. Drop amount is now based on strength.Most enemies can now be tamed and become pets. Higher rarity enemies become higher rarity pets with better stats and more traits. Heroes need a high CHA stat to tame.Heroes gain EXP even if they fail to defeat an enemy based on damage dealt.Changed hero skilltrees and added a weapon and armor skilltree. Currently only 3 weapons are available.Added critical chance value for each weapon.Added new buildings.Resource buildings now show the tiles they use.Added a synergy bonus. Buildings gain a efficiency bonus if build nearby other buildings that produce items they need.Some balance adjustments.Some visual improvements.
ChangesSome visual bug fixes and improvements.Merchant now sells blueprints, upgrades and artifacts.Added new buildings and items.Reduces wood and stone costs for house upgrades.Destroying trees or mountains now gives 50 items instead of one.Added disasters and buildings to counter them.Added storage building that increases maximum inventory / storage space by 20.Farms don't produce in winter anymore.BugsFixed hero skilltree bugs.Fixed merchant bugs.Fixed reload bugs.
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