
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 193 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
Не особо чего то ждал от этой игры, но на удивление очень сильно удила. Интересно развиваться и изучать мир, выполнять квесты, в игру очень приятно играть. Все очень атмосферно и с душой сделано, очень редко такое начинаю чувствовать в инди играх. Отдельно хочу отметить юмор в игре, он хорош. Всю игру проходил на steamdeck, для разработчиков хочу попросить сделать более удобное управление для него. И что то подумать над конвертацией золотых очков (прокачки талантов) в серебрянные (очки опыта отряда), т.к. выкачал все на данный момент, попытался штурмовать воспоминания пробуя разные билды персонажей, но задушился качать каждого через свитки и гринд валюты. (имел перекач 80 уровня торговли и 25 лишних золотых очков)
[h2]其他游戏什么情况下面对强大的敌人?[/h2] 找寻失落的遗迹,发掘被掩盖的真相,声名鹊起吸引来江洋大盗或是阴险的贵族。 [h2]这个游戏呢?[/h2] 我的朋友,你只需要往马车里放一车吃喝,再来几件刀剑,就能吸引到足够把 DND 7 级冒险者都能轻松干趴下的敌人。他们不为别的,只是图你包里的三瓜两枣。 如果马车里能塞真正的金银珠宝,估计天上的炽天使和地狱的大恶魔都得到路上拦截你的马车,因为他们八辈子都没见过钱。 [hr][/hr] 这个游戏的其他设定还过得去,唯独[b]商品决定威胁[/b]这点实在是败笔中的败笔。我不是指商品价值影响敌人强度系数,这一点算是合理设计,我是说——[b]商品只要放在包里就能给敌人提供增益[/b],这是何意味? 我想绝大多数人都喜欢跑商的商品给自己提供增益,而它们的总价值与商队声望影响敌人强度,以自身 BD 增强自身来对抗愈发强大的敌人(同样的价值决定敌人强度,包里的东西决定玩家是否强大)。玩家需要在利益与战力方面权衡,偶尔需要运输一些不好卖、但是对战斗有用的道具,而这些道具本身又会占一定的价值,增加游戏深度。 而这吊游戏反其道而行之:[b]商品种类给敌人加强度,你是给对面做 BD 而不是给自己做[/b](包里的东西决定敌人是否有额外词条加成),始终得以[i]减法[/i]玩游戏,设计出这个的策划还是自己滚蛋吧。 你说的对,但我电脑里有一款每 5 张狼皮可以为敌方野兽增加 7 点攻击力的游戏。等我往包里塞 100 张狼皮,全世界的路边野狗瞬间飞升至传说狼王,一口能给精金板甲咬成废铁。 设计这方面的策划不会真觉得自己老聪明了吧?货物同时影响[b]难度系数[/b]和[b]敌人词条加成[/b],两条曲线让难度涨得飞快。而玩家要么憋屈少运东西,要么靠那点写死的佣兵系统打得鼻青脸肿——这也是一个例子,为了应付这个搞笑的系统,不同佣兵之间的数值差距大得离谱,我还以为在玩 DND 呢。 明明反过来设计可以让玩家构思一系列 BD 增加游玩深度,同时增加来自佣兵以及维护的经济压力防止后期过于简单,而系统的策划选择了最神的设计思路。 这个系统不改,这游戏我看也就这样了。设计游戏系统的时候,麻烦确认来上班的是一个智人。 [hr][/hr] [h2]When do you face formidable enemies in other games?[/h2] When uncovering lost ruins, unearthing buried truths, or rising to such renown that you attract notorious cutthroats or scheming nobles. [h2]And in this game?[/h2] My friend, all you need to do is throw a cartload of food and booze alongside a few swords into your wagon, and you'll attract enemies powerful enough to easily wipe the floor with a level 7 D&D party. And they aren't even out for glory; they're literally just after the pocket change and scraps in your backpack. If you could actually stuff real gold and jewels into that wagon, I bet seraphs from heaven and archdemons from hell would descend to highway-rob your cart, as if they haven't seen a single coin in eight lifetimes. [hr][/hr] The game's other mechanics are passable, but having [b]cargo dictate threat levels[/b] is an absolute disaster of a design choice. I don't mean cargo value scaling the enemy difficulty coefficient—that's reasonable game design. What I mean is that [b]simply having goods sitting in your inventory directly provides buffs to enemies[/b]—what on earth is the logic here? Most people would expect trade cargo to grant buffs to themselves, while total cargo value and caravan fame scale enemy strength, allowing players to build up their own setup to take on increasingly dangerous threats (cargo value dictates enemy scaling, while inventory contents determine player strength). Players would have to weigh profit margins against combat utility, occasionally hauling deadweight goods that don't sell well but offer combat bonuses—items that take up cargo space and carry value, thereby adding gameplay depth. Instead, this godforsaken game does the exact opposite: [b]cargo types buff the enemy; you're crafting builds for the opposing side rather than yourself[/b] (what's in your bag dictates what bonus affixes the enemies get). You're constantly forced to play the game by [i]subtraction[/i]. Whoever designed this mechanic should pack their bags and see themselves out. You have a point, but on my PC there's a game where every 5 wolf pelts grants enemy beasts +7 attack power. By the time I stuff 100 wolf pelts into my pack, every stray mutt on the roadside instantly ascends into a legendary wolf king, biting through adamantine plate armor like wet cardboard. Did the system designer genuinely think they were a genius for this? Having cargo inflate both the [b]difficulty multiplier[/b] and [b]enemy affix bonuses[/b] means difficulty skyrockets along two compounding curves. Meanwhile, the player is forced to either haul pitifully little cargo or get beaten black and blue trying to rely on a rigid, hardcoded mercenary system. And speaking of which, to compensate for this laughable setup, the stat discrepancies between different mercenaries are absurdly overtuned—I honestly thought I was playing D&D. Doing the exact opposite would have allowed players to theorycraft diverse builds and add gameplay depth, while introducing economic pressure via mercenary wages and caravan upkeep to keep the late game challenging. Instead, the system designer chose the most galaxy-brained design imaginable. If this system doesn't get overhauled, this game is dead in the water. Next time you're designing game mechanics, please make sure the person showing up to work is actually a Human.
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Hours played at review time, across 193 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
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.
【评测】玩法有潜力,但新手引导、存档、窗口BUG影响体验 简单说下我短时间游玩下来的真实感受:游戏的跑商核心玩法本身是有乐趣和潜力的,但目前版本的基础体验问题非常多,对新手玩家极其不友好,整体游玩感受比较糟糕。 首先是新手引导过于简陋空洞。 游戏虽然给了我们“赚钱、升级、成为大商人”的大体目标,但完全没有告诉玩家具体该怎么实现。作为新人,开局完全不清楚正确的跑商思路、赚钱方法和发育节奏,只能自己盲目摸索。而且新手任务设计得过于简单、毫无内容感,不仅没办法教会玩家玩法,也完全体验不到跑商经商的核心乐趣,开局体验非常枯燥,很容易让人直接弃坑。 其次是存档机制非常不符合游玩习惯。 游戏全程只能系统自动存档,没有任何手动存档功能。哪怕作者说明游戏会自动保存,但无法自己掌控存档时机,游玩体验很没有安全感。除此之外,读档操作极其麻烦,没办法在游戏内直接读档,每次都必须退回主菜单才能读取存档,一旦跑商操作失误,重试成本很高,严重打断游戏节奏。 最后是影响游玩的全屏窗口BUG。 我在全屏游玩过程中,只要电脑弹出任意系统弹窗,游戏就会直接强制缩小成窗口模式。最致命的是:跳出窗口后游戏判定会出错,鼠标完全无法移动到屏幕下半部分,导致大量界面按钮点不了、游戏无法继续操作,最后只能强制关闭游戏。这种问题不仅打断游玩流程,还极易导致进度白白丢失,是非常影响基础体验的恶性BUG。 总结:游戏题材和跑商玩法是OK的,底子不差,但新手引导、存档设计、窗口适配这几个基础问题完全没做好。目前版本体验粗糙,非常影响游玩感受,建议作者优先优化基础体验,再丰富玩法内容。
The Game is very good, the diffuculty scaling is done via the wares you carry so beware! But for the pricetag a must buy
這是一份接近中評的好評 這是一款主打貿易和護衛(戰鬥)的遊戲,該遊戲最獨特的地方為,絕大部分商品都會讓敵人變強,且帶的商品越多,敵人的基礎強度也跟著變高,算是以另一種方式演繹了越強的敵人才有資格搶越強的商隊的感覺;但也因為這獨特的遊玩方法,使得整個遊戲你都得考慮我帶這些東西上路能不能順利打到路上的敵人,並非記好商品鍊就能隨便玩的貿易遊戲。 在商品方面,這款遊戲有提供每座城市的商品供給/需求圖,而且是直接顯示在大地圖上,不需要一個城鎮一個城鎮的去點,[spoiler] 但具體每個城市各提供/需求多少的量要點技能 或 硬背 [/spoiler] ,不過還是要至少去過一次後才會開始顯示,另外商品刷新是全地圖統一時間刷新; 這款遊戲還有隱藏商品一類的設計,具體表現形式為販賣足夠量的指定商品後,下一次刷新便會提供隱藏商品,隱藏商品的品項跟數量在還未正式販售前只有在各城市商人那裡才看得到;而且就算這次刷新出隱藏商品,如果該輪未能提供足夠指定商品,下次刷新是會把隱藏商品刷新掉得,很麻煩。 另外各城市商品數量永遠是固定死,每次刷新就固定提供/需求對應的數量,像其他貿易遊戲可能有的持續發展使商品提供/需求量持續增加是不存在的。 另外包包是算格子的,沒有負重系統,但每件商品的一組(也就是占據一格)的數量不同。 在移動方面,是由一駝獸,四護衛加上一個不會被打的商人還有提供BUFF的馬車為隊伍最大組成;每次移動至少會碰見兩次怪,而怪物固定是四人滿隊的狀況,你就算只帶駝獸上路還是要打四個人*2喔;雖然商人不會被打,但只要其他五個人都掛掉就算是輸;而馬車還有耐久度(不是戰鬥損耗,是移動損耗),個人感覺這耐久度非常不夠用,雖然空耐久度也能上路,但會導致馬車BUFF消失,相當於削弱己方戰力。 接下來就是導致遊戲評價變低的主要原因了,那就是隊伍的實力上限真的很低阿,一隊傳說混史詩的隊伍(差不多一流強度)在[u] 沒有額外食物強化 [/u],[u] 危險度15左右 [/u]就開始有機率會全滅了;那這危險度15很難達到嗎?並沒有,起始區域還難一點,但後面三個區域的基礎危險度就能到5甚至7了,要是晚上還得加個1或2,算一算只要商品危險累積度到8了就能造成總危險度15了,而一組紫貨物就能+2,要是打算一路買一路賣,而不是選擇買一組商品,去到隔幾個城的賣,中間不買賣其他東西的話,隨便就能讓商品危險度累積到8; 那為什麼實力上限低呢?因為傭兵的等級上限很低阿,史詩只到8,傳說只能到10,那敵人呢?總危險度15的基礎就能到16~18級,要是算上各種商品debuff,當成20~22甚至更高的難度都不誇張,就這能不好打嗎?而且我方同名史詩最多兩名,同名傳說最多一名,而敵人呢?敵人是能帶四個同名史詩,我還看過三名同名傳說的,估計四個傳說也是有機率的。大家都傳說,我方五個10級,敵方四個15級,不恐怖嗎? 當然你可以說,那我商品一直都帶很少行不行?當然可以,但這就要說到那可惡的送材料任務,稍微後面一點的送材料任務,光是材料的危險度可能都要6了,甚至到10的也不在少數;那分批送任務行不行呢?不行,材料沒帶齊就不給提交,倉庫更是只有起始地點才有,分批帶過去是不可能的事,後面更是有好幾個BOSS要打,比難度15的小兵只有更難打與超難打的,就沒有簡單的。 而食物補給的部分,做起來麻煩阿,食材要跑兩三個城池才能湊齊,食物配方基本都是1+1+1->1的模式,然後你要想幫全隊上一次BUFF,不好意思,5個食物沒了,要是在同一趟中還得補血,那耗費量更誇張。 不過,考慮到這款遊戲的定價,只要你喜歡貿易遊戲,而且不討厭過多的工廠線操作,那還是很推薦購買來玩了,就算是全價購買也是一款很值得遊戲
完全没法理解为什么这游戏好评率这么高,是因为价格低吗? 作为跑商游戏卖东西只有大赚和大亏看不到本应有的中间值,这对吗?游戏主打的规划运货多余的东西不要带,要带的话护卫得足够强,不仅仅是因为商品带多了会增加敌人强度,也是因为多带了也根本没法儿卖。一个城市只有所需的商品大幅升值其他都是大幅贬值,跑商游戏一般来讲目的性不会强到这个地步吧。 确实玩的时间有些短,但是我真不想折磨自己了,就连技能树都看不到什么魅力,要说另外一个花钱的技能树倒是比玩家技能树给的增幅效果强不少
Купил игру после релиза, но знаю про неё почти с начала её разработки по дорелизным роликам, до конца пока не прошёл. Очень понравилась поначалу своим геймплеем и сюжетом. Игра разрабатывается очень долго, а особо больших изменений в игровой части не претерпела, очень понравилось изменение графики, так как игра стала более плавной и ламповой. Очень не хватает разнообразия игровых событий во время езды по дороги или возможности пропуска или облегчения езды по дороге по мере игры. Бесит, что после десятков наигранных часов тебе каждый раз встречается Денчик, Нурлан и надоедливые засады. Механика открытия бизнеса как таковой доход почти не приносит, и ты её скипаешь без задней мысли, она тоже требует разбалансировки. Хотелось бы особый предмет или прокачку для того чтобы замечать засады или их скипать. К середине игры дорога - самая жёсткая рутина которая занимает почти 80% времени, это сбивает от понимания сюжетных заданий и как такого интереса к ним, поэтому очень хочется её ребаланса. Пока ставлю лайк разработчикам и жду в скором времени обновлений, которые улучшат игровой процесс. На текущем этапе продолжать играть не хочется.
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