
A challenging trading and combat game with a story and quests, where goods have unique properties, and the more you carry, the more dangerous the journey becomes.
Modeled estimate, not a reported figure. How we estimate →
About
TRADESMAN: Deal to Dealer is a game about a merchant who rides around in his horse-drawn (or bear-drawn) cart. Starting his journey in his home village of Grampstead, the Tradesman heads off to the other towns and villages of the world. Stock up on marine morsels in Fishpool, quench your thirst at Grubgrog Village's renowned tavern, sell basic necessities in Hoboken, and trample the dirt in Normingham, the capital of these lands!
Trade: buy up stock in one place and sell it out wherever your goods are needed most to earn money and gain trading experience.
Automatic battles with active skills: the roads are perilous, and the more goods you have in your cart, the more dangerous they become.
Your wares aren't just a basket with a price tag - each product has a range of traits that complicate transportation.
Many unique types of mercenaries, each of which you can take a shine to, but not enough to think twice about swapping them out for a better mercenary.
Consumables: study the culinary arts to cook meals and feed your mercenaries. Use power-up scrolls and books to lecture your mercenaries.
Buildable talents: talents for combat, trade, social interactions, and survival.
Transport quests: work as a taxi driver and drop off drunks, children, and wounded guards.
Classic quests: head to marked points on the map and fulfill various characters' requests.
Soulslike quests: go god-knows-where and do god-knows-what.
Plot quests: plot quests!
Genres
Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English, Russian, Simplified Chinese, Vietnamese, Spanish - Spain
Engagement
Reviews
Themes across 192 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
値段が良くて最初の数時間は面白い。 ただゲームコンセプトと実際のゲームの作りが致命的にあってない所為で段々飽きがくる。 まず、スキルポイントが致命的に足りない。 全部取得するのに百数十ポイント必要だけどレベル上げるのに1しかたまらない、8時間でもレベル30~40、割とほとんどのスキルが必須級なのでこれを貯めるまでかなり道中が面倒&出来ないクエストが存在する。 クエストの為に運ぶアイテムが膨大、点在し、さらに分割不可能なのでかなり煩雑、またこっち行かないといけないのかと、ここが致命的。 大商人ボーナスが道中危険度アップデバフと致命的に合わない。 ここがクエスト用のものにも連なる話だけど、そもそも荷物を大量に運ばせようというシステムにゲームがなってない、なにがさせたいのか、という感じ。 信頼度ボーナスが遠すぎる。 1町1万ポイント。 10個くらいやったらすでに飽きが来る、1マスずつしか移動できない、詰み過ぎたら敵は強い&時間がかかる。 道中危険度システムがこのゲームの良いところ全部潰してる。 日本語がないので無理やり日本語翻訳作って遊んでるがシナリオ楽しめるほどゲームは緩くないので全然会話入ってこない、またあっちこっちからアイテム集めさせるきかよって気持ちが馬鹿みたいにでかくなって辟易する。 値段からすればかなり遊べはするけど、疲労感すごい。
Давно случайно наткнулся на эту игру на одном из фестивалей демок. Уже тогда она меня заинтересовала своей идеей, рисовкой, геймплеем и юмором. Симулятор торговца с подбором и улучшением пати для защиты товара - лично я подобный микс жанров до этого не встречал. Сразу захотел поддержать разрабов, но решил дождаться полного релиза, чтобы вкатиться уже в доработанное видение их игры, где будут убраны многие шероховатости, и улучшен баланс. Получил уведомление, что релиз уже близко, запустил текущую версию, и увидел, что за это время была проделана просто огромнейшая работа. Уже сейчас в ней столько контента, что можно легко залипнуть на десятки часов. Хотел всего полчаса поиграть, а в итоге не заметил, как весь вечер пролетел незаметно, еле себя остановил :D Надеюсь, что после релиза она не станет непризнанным хидден гемом, а дойдёт до массовой аудитории, особенно за такую цену.
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Price dynamics, follower growth, revenue and sales trajectories with interactive tooltips
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Hours played at review time, across 192 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
确实傻逼啊,我靠。走一步都要打架,打赢了没什么奖励。打输了就掉钱。你买东西就提升怪物强度。这也他妈太不合理了。
It's impossible to sleep without getting robbed. You can't take half my inventory every night and also be mega stingy with gold and loot and expect me to keep wasting my time
玩的好好的.全金满级佣兵.新手村全部满级声望....领取所有声望物品.直到领取了 爷爷村的 参天古树任务之后....我所有的装备.佣兵 书籍.食物.所有物品 全部莫名消失...莫名其妙被劝退了..简单来说 重复性太高..中期和后期一样.一眼看到头..没劲儿~
---The good things--- Difficulty scaling: Despite there being a lot of gamers out there who claim to want tougher enemies without just increasing the numbers, and despite this game having that (with the goods dictating how difficult encounters are via modifiers), its a shame no one seems to notice it in all these reviews I'm seeing. In my opinion, its actually pretty lenient in terms of difficulty once you understand how it works. The enemy difficulty scales up based on the road difficulty, as well as the quantity and rarity of goods you're travelling with, and the goods you're hauling also apply modifiers to combat. If you want an easier time just [spoiler] haul 9/10 items to avoid the full stack debuff. [/spoiler] Travel: I think I read a review that said the game was lacking in travel options. The game has multiple different ways to speed up travel. You can re-use 3+ roads you've cleared if your cargo difficulty isn't 2 or more. This feature alone makes travelling to dead end locations more tolerable as instead of fighting there and fighting on the way back, you can just skip the return fight provided you're not overloaded with goods. It also has quick battles. Quick battles let you skip the whole walking portion that the game has for travelling down the road and do all the battles in one calculation. The thing is, your chances of having 100% success relies on how difficult the road is considered. There is a way to boost your calculated power for quick battles. But that requires players to have found the [spoiler] altar in the ruins [/spoiler] or other means of boosting their quick battle party score. The thing at that spoiler tag also increases other combat and non-combat things and can be found early on provided you're not impatient with exploring. The mole people let you travel to certain destinations. In the beginning they will only take you roughly 3 towns away to a single location. You can do a drinking game at two different locations (that I have found so far) to end up at random locations you've already discovered if you get blackout drunk. Trading: You can make a trading chain multiple towns long in order to sell an item for 30% more after you sell in 6 towns. You can go the traditional route of buying big value items and delivering them to where they sell best. Travelling to dead end middle of nowhere locations to sell goods isn't as much of an issue because of the travel system. This point relates to both making money and reputation building. If you sell certain goods like industrial goods to a town demanding industrial goods, you will gain rep. However, you also gain I think 1/5th of that rep towards neighbouring locations. This means just by trading in towns that are adjacent to dead end towns in the middle of nowhere you won't have to spend as much time building up rep in them. And this point relates less to making money but more towards gaining experience for your trader. You can sell goods that you just purchased back to the trader you bought them from for a slight profit. Like fish. So fish up some and sell them to the trader. But remember to negotiate before selling. Eventually, you get a cat companion named Rombus who you can send off to sell things for you to earn money. Although, its pretty easy to forget he is available to sell goods because its done through the cart menu and other issues related to remembering he exists that I can't really go into without probably going over the character limit for a review. ---The things that need improving--- The game would lock up my laptop if I was playing with the game maximized and alt tabbed out a couple times as I was playing. I'm playing on Linux on my potato of a laptop and haven't been able to check if this same issue is happening to my desktop. Anyways, to get around this issue I've been playing with the game in windowed mode. Now I have to deal with sometimes clicking outside the game and then having to bring the game back into focus. But at least its no longer freezing my laptop. Sleep is for the rich. I mean it. If you're sleeping you have to pay money for your mercenaries to stand guard and increase your chances of avoiding theft to 100%. And you can't sleep during the day to make time pass and hope that rain passes by by the time you wake up. So, sleeping is primarily done if you don't think you can take on a road that is 1-2 levels too high due to night time difficulty increases and youd rather pay about 40 gold to ensure that the delivery makes it to its destination intact. In the beginning its a substantial amount but later on its chump change. When travelling on the roads at 3X speed some of the encounters in between battles would disappear without letting me choose an option. This doesn't seem to happen on 2X speed. Oh well, at least now I have the time to click the [spoiler] plants in the background after visiting Eaton and click traps on the ground. [/spoiler] There is no confirmation button for selling goods that are no longer in demand. If you have the demand tab open you can see whether you're at your limit. But this might be what players are running into if they are selling goods and still end up being poor. Each town only buys 2 stacks of goods that are in demand. Unless you have an ability to sell 1 more stack. Anyways, if you try to sell 3 stacks without negotiating the price on the third stack, you're selling them at a far lower price than intended. About 1/10th of the price instead of for a profit. Also, its not readily apparent that you need to click the white dialogue looking box to negotiate prices before selling your third stack of goods, or that negotiating is even an option. It would probably be better to put a button that says "negotiate" instead of expecting players to press the trader's dialogue box. I wonder how many players have never negotiated due to this UI decision and just pressed sell. Mercenaries only need 10k exp to reach max experience. Their level is separate from the experience gained in combat and requires scrolls to level up. Or silver diamonds from your trader levelling up let you level up mercenaries without scrolls. Experience determines the stats they start a battle with. Level determines the stats they have outside of the experience start of battle buffs. While this makes it slightly easier to see that two of the same units at the same level have the same stats, or slightly easier to compare different units' stats without all the start of battle stats muddying up things, its not the traditional way to display a unit stats as an amalgamation of things that affect their stats. Some unit abilities need more explanation on how they work. Like the rogue's nocturnal reflexes says "Greatly increases attack speed at night". Great. How much does their attack speed go up? Also, does the dps displayed on their stats page include or not include crits? Maybe the dev should include an estimated dps with crits? And an estimated dps after experience start of stats buffs are included. The other issue I have is that rogues are green quality and they seem to do more damage in a fight than some blue or purple quality units. But I will say, their hp is horrible. So they tend to die fairly quickly if they do get hit. Making them far less useful if the enemy can take a few hits. Or ambushes the party. ---Conclusion--- All in all, a fun game to play. And it has a refreshing new approach to trading in a game. It has some flaws, but they're not gamebreaking.
Absolutely fantastic hidden gem and a true labor of love. Honestly, a lot of the negative reviews seem to come from people who simply haven't given the game a proper chance. Once you get into it, there's a surprisingly deep and addictive loop of trading, progression, exploration, and combat. You can really feel the care the developers put into the mechanics, humor, pixel art and all the little details. It has personality, charm, and that dangerous "just one more trip" quality that suddenly eats several hours. For the price, it's an absolute steal. And I'm very happy I didn't listen to the negative whiners with their brainrot!
in start was good game for chill but after 5 min enemy keep increasing lv and strong and i still try make gold for buy this stupid system broke game , 200% bad system & cuz that not worth to west time . i thought was good game for chill and trading but guess i was wrong . -Fix your System
任务一坨 ,没有指引就算了,完成任务后,就连任务交接地址大多数也没有明确完成目的地,虽然地图上贴心的给了一个感叹号,关键是不可能一个一个去验证吧,可能美其名曰考验脑子,完全没有趣味可言,就是不停地重复重复重复跑图,一个小游戏可能就靠这些费脑子的猜猜猜来延长你的游戏时长
Game is unfair, thief mechanics doesn't make sense, plus I had to go around 3 tows all that time, because my team is too weak to take anyone else. Needs lots of balancing and work on that thief mechanics.
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Active players
Estimated daily and monthly active players (DAU/MAU) modeled from peak concurrency.
Players by region
Where this game's players are, estimated from review languages.
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