
Guide a caravan through scattered medieval villages, supply them with goods, help them prosper ... and profit yourself as much as you can.
Revenue comes from in-game items and microtransactions, which our price-based model doesn't estimate. Copies below reflect the player base, not paid sales.
Media

About
Medieval Merchant is a medieval game of commerce and trade where small villages depend on you to grow. Buy and sell goods, supply towns with what they lack, and watch them develop and thrive. Use the supply-demand based economy to your advantage to make these local lands flourish build your own prosperity in the process.
Key features
Town growth through trade
Each town has its own resources, production chains, shortages and demands. Supplying what they need unlocks upgrades, new goods and lets you tap into higher-value markets. Build your trade network over time by developing more and more towns.
A dynamic economy system
Prices in the supply-demand based economy fluctuate with shifting world conditions. Temporary events, regional trends and other economic pressures can raise or lower the value of your goods, creating new opportunities or disrupting established routes. Plan your journeys, adapt to changing circumstances and take advantage of openings in the market.
Upgradable Caravan and Retinue
Grow your caravan as you travel and trade. Improve carrying capacity, speed and efficiency, and recruit specialists who add bonuses to your journeys. A stronger retinue lets you take on longer routes, handle more goods and adapt to the challenges of a growing trade network.
Genres
Stats
Languages: English**languages with full audio support
Engagement
Reviews
[h3]Nothing too fancy to see here, but it does have a functional system in place if you're interested in some basic trading and production management gameplay.[/h3] It's a fairly simple gameplay loop: - Move wagons from village to village buying low and selling high. - Occasionally take surplus profits and spend on additional wagons, NPC stat boosters, and/or production facilities at villages. - Fill orders that villages get from time to time to provide them with X amount of a certain good/product as well as special orders needed to upgrade village tier. - Don't run out of money before you finish the map goal(s). Upkeep costs can sneak up on you! [quote] [b]NOTE[/b] - If you aren't paying attention to upkeep costs and your total funds, you can easily end up broke. Fortunately you don't lose immediately upon going negative. You have a certain number of days you can be in the red before you lose. [/quote] Based on the village's position on the map, it can only produce a finite number of resources and corresponding refined goods. Those villages will tend to request goods that they don't produce. In addition, the production rate is finite too, so from time to time you might have to sit idle at a village until enough goods have been produced for you to either fill orders or just sell for profit. The upkeep cost for sitting idle in a village is a lot lower than the cost when traveling, so doing piecemeal frequent trades can eat away at your profits. Other than the relatively small text in some areas of the UI as well as a lack of music and sound effects, I did notice an odd periodic occurrence of duplicate trades. For example, sometimes I was able to buy full stock from a village multiple times (sometimes up to 3 times!). In other situations I was able to sell X number of goods multiple times (i.e. had 20 fish but sold twice so the village now has 40 and I got paid for 40). [h3]Overall it was a fairly repetitive ok experience, with a good amount of room for improvement. Will keep an eye out as this is a genre type that doesn't really get that much love relatively speaking.[/h3]
Related
Related
Trends
Concurrent players on Steam, sampled daily since tracking started.
Hours played at review time, across 35 reviews with recorded playtime.
Caravan go vroooom :)
Some of the font is too small for laptop users. it hurts my eyes. i don't even care to check the quantity of the order because of the font. I think the dev need to be aware of this. It ruins my experience.
I'm going to give it the thumbs up because I like where it's going. My huge gripe with it is that there appear to be no shortcut keys. It's all just pointing and clicking, which I tend to do early in a game, but once I'm comfortable with what I'm doing, I expect there to be hotkeys so I can start doing things more efficiently... but that's where the game let me down. It's very early, and the mechanics of the game are sound. It's perfectly set up for different scenarios and developing more complex logistical challenges through resource diversification and map layout. I see where this is going, and I'll check back in on it.
UI too small. Unplayable. I don't know what is it with some of you game devs, that you make UI so small. no matter is it little indie game or AAA title. When you program the game, do you have some 80 inch monitor 30 cm from your face? It's like in music production, when you do mix the music, listen to it with different devices, like low end stereos, crappy computer speakers, headphones. You people... your equipment is too perfect and HIFI to make games or music for ordinary user. You should have included UI scaling option at least
lots of potential here to build on this little game, great concept, give it a chance, i had a good 2 hours of fun, for free. thats hard to beat these days!
Dağınık ortaçağ köylerinden geçen bir kervana rehberlik edin, onlara mal tedarik edin, refahlarına katkıda bulunun... ve kendiniz de olabildiğince çok kar edin.
Buying low and selling high genuinely feels rewarding. Completing missions and upgrading cities to unlock more advanced resources adds a strong sense of progression. The main downside is the tutorial, which feels overwhelming at first, and parts of the UI could be clearer and more intuitive.
It's... fine. It feels a bit like all the worst attributes of a trading game and an incremental idle/clicker. Lots of micromanaging the same 3 trade routes over and over again. The later levels I'm sure are more complicated, but doesn't change the fact that without something more interesting going on it is really just progress bars with lots of busywork
Credit default Swaps Trading needs to be added, but besided that its great!
Audience
Estimated from the language of this game's reviews — a proxy for where players are, not official Steam demographics.