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(1 edit)

Thank you for your feedback!

I couldn’t reproduce issue with market. I checked market database, it does have “Clay” under listed resources to restock (with 50% ratio). Market updates it’s content once restock timer reaches zero. Then new values are calculated from current values of the warehouse. So if during restock warehouse had 0 clay, and then city produced 30 clay, market will have 0 clay to sell until next restock. If issue persist, you can try to open console (` key) and then enter restock_market to force restock of the market. Or you can try to wait for next restock timer to reach zero.

Taverns provides alternative ways to restore values, bypassing limits (starting from stone epoch) and reducing required time to wait (8/6/4 seconds for 100/105/110 energy compared to 20 seconds when sleeping from UI or 10 seconds using tent). This is why tavern’s actions have price.

Actually, the principle of the market is opaque. I won't speak for the others, but how I thought. I have a character under control, I do something to them, then I build a "city" of two buildings, then I build a resource miner. The miner begins to mine. He puts it in a warehouse. How to get it? It's unclear. Well... I'll figure it out with time, it's not critical. Next, the question arises how to feed the berries to the laboratory. Because I can't put anything in the warehouse either. Eventually, I find a market and begin to understand the principle of how it works. Just what I noted. The fact that I literally gave birth to them all, and they also demand money from me :) Kill them all! :D However, I digress :)

So, the logic becomes clear. Working with the city warehouse is through the market. Capitalism as it is, for 300% of the profit it will go to any crimes :) And so I try to upgrade the workers and get confused again. There are resources in the warehouse, but not in the market. So you're talking about updating the market right now, and does the player know about this mechanism? I am not saying that this information does not exist, I am only saying that I personally did not notice it, although I am not the most inattentive person. This mechanics is unclear, because if you sell something to the city, the laboratory immediately picks up the resource and starts working. But with the purchase, everything is somehow different. And it's very counterintuitive when you have forward and backward working differently. Anisotropic, that's what it's called :)

I agree that market and university might be confusing at the beginning. This is due to the fact that I hit my own soft deadline and had to publish game before being able to work on it further. I will definitely change their mechanics to more transparent one later. For now I plan to add gardeners/florists that will collect berries/flowers for city and change requirements for respective researches to be reachable without market manipulations.

Purchase from market, on the other hand, takes resources from warehouses. So, if market restocks with 10 stones, and warehouse’s level of stone reaches, for example, 8 stones, you won’t be able to buy 10 stones, only 8 will be available and buying them will reduce city’s stone level to 0.

I want to make economy vital part of the game, so player could have many different ways to earn coins to avoid activities he don’t like by simply buying stuff from the market. But yes, this feature is vague right now, due to the lack of side content. This is why I want to add more side content in next updates, rather than focusing purely on story progression.