Steam release scheduled · App 5104420

Keepshore: Market Watch Seal

View on Steam ↗Updated Awaiting first sample
  • Single-player
  • Multi-player
  • Cross-Platform Multiplayer
  • Downloadable Content
Steam

Store data

Store status
Coming soon
Scheduled release
12 October 2026
Positive reviews
—
Total reviews
0
Release date
12 October 2026
Player tracking—Begins when the game launches
Release date12 October 2026Scheduled by Steam
Store statusComing soonSteam store listing
Steam rating—0 reviews
Steam metadata

Game information

Details supplied by the Steam store
App ID
5104420
App type
Dlc
Supported systems
Windows
Genres
Casual, Simulation, Strategy, Free To Play
Release date
12 October 2026
Last player update
Awaiting first sample
Steam store data

System requirements

Supplied by the developer on Steam

Windows

Minimum
Requirement
Requires a 64-bit processor and operating system
Recommended
Requirement
Requires a 64-bit processor and operating system
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Player history

Concurrent players

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24-hour and 7-day views use hourly peaks from ten-minute samples. Longer views use retained daily peaks. Up to 24 recent event markers are shown per layer.

Twitch

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Awaiting the first Twitch sample.
Long-term history

Monthly players breakdown

Calculated from SteamWatch samples
Monthly data will appear after the first successful player sample.
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About this game

Description

Supplied by the Steam store

Your factor minds the stalls.

Hire the realm's most diligent clerk. Each morning, while your town is awake, he settles yesterday's true surplus and keeps your market watch.

He never out-trades you. He just never forgets.

Arm a good, and stop thinking about it

Keepshore's market is a real game — prices move with supply, one commodity runs hot each day, and the sharpest players read the rise and hold the dip. But some goods are not a decision. The clay you overproduce. The flax that piles up because the chain downstream is only half built. Those are chores.

Arm them, and each morning your factor clears the pile — at the same counter, through the same saturation, the same way you would by hand.

He only ever sells what the town genuinely does not need

Surplus is not "everything in the storehouse". Before a single unit moves, the factor subtracts:

A keep floor — days of that good's own measured consumption, held back so no workshop downstream ever starves because you automated something

Every active contract on that good, at full delivery size, so a shipment can never go out short

And he will not touch food at all. Your larder is never the factor's business.

Three goods, pinned where you actually decide

Up to three goods sit pinned at the top of the Trading Post, holding their live price, trend and timing cue where you are already looking. It buys you the pinning — every number on those rows is one the game shows you for free somewhere else.

"He never out-trades you" is a property, not a promise

A trading automaton that beat a careful player by hand would gut the best thing about this market. So the factor is fenced in every direction, deliberately:

He sells at the floor. Market Day, the Trade Wind, festival commerce — every temporary premium is divided out before he prices. Selling the same pile yourself, at the same instant, always pays at least as much

He never touches the hot commodity. The day's loudest signal is yours to read, always

He is never condition-triggered. No "sell when the trend hits X". Timing transients is the skill ceiling of this market, and it stays a player's to reach

He skips anything a live quest names , and an automated sale is invisible to a Stockpile objective in both directions

He earns no credit. Not a Perfect Sale, not a Trade Run streak, not the Trader's Record, not one progression counter. Those are play

He works once per real day, and only while you are playing. Not the 120-second game clock — that would be a continuous auto-seller, which is a different product and not this one. Miss a week and he still fires exactly once

In short

A standing sell order on the goods you choose, once each morning

Sells true surplus only — after the keep floor and every open contract

Three goods pinned to a watchlist in the Trading Post

Prices at the floor, never at a premium — he can never beat your own hand

Never touches food, the hot commodity, or a quest good

Advances no progression counter, streak or record

One-time purchase , across your whole realm, forever

The chore, handled. The trade, still yours.

Steam gallery

Screenshots

6 available
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