Store data
- UK price
- £4.19
- US price
- $2.99
- Positive reviews
- 92%
- Total reviews
- 12
- Release date
- 22 September 2026
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| Month | Peak | Gain | % gain | Average | Avg % gain |
|---|---|---|---|---|---|
| Last 30 days | 2 | -1 | -33.3% | 0 | -95.8% |
| October 2026 | 2 | -1 | -33.3% | 0 | -94.6% |
| September 2026 | 3 | — | — | 0 | — |
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| United KingdomGBP · GB | GBP | £4.59 | £2.75 | 40% | £2.75 | No change recorded |
| United StatesUSD · US | USD | US$4.99 | $2.99 | 40% | $2.99 | No change recorded |
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| PeruPEN · PE | PEN | PEN 13.49 | S/.8.09 | 40% | S/.8.09 | No change recorded |
| PhilippinesPHP · PH | PHP | ₱139.00 | P83.40 | 40% | P83.40 | No change recorded |
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You lead a merchant House out of Ötüken, seat of the Göktürk khaganate, in the seventh century. Iron and felt go west. Silk, turquoise and Khotan jade come back — if the caravan does.
Every kilo you load is a kilo of something else you left behind. Gold dust is worth nine hundred a kilo and tallow is worth twelve, and the animals do not care which one they are carrying. That single trade-off is the whole game, and it never stops being interesting, because the market at the far end has an opinion of its own.
At every stage the road forks. A short leg through bandit country, or two days more along the river. Water you can carry, or water you have to find. What is on the button is what you get: the distance, the days, whose ground it is, and whether you have walked it before.
Two hundred encounters wait on those roads, and they are not riddles with right answers. A flooded ford, a Tang commissioner with a book, a shaman who wants iron for his coat, a blind singer who knows four hundred lines of the Kagan's ancestry and will trade all of them for a place at the fire. Each answer costs something different — days, silver, goods, or what the men think of you.
When riders come over the ridge you can buy your way out, and it works. It works the second time too. By the third, word has gone round that this House pays, and the men who come for you are not asking for a toll any more.
That is the shape of the whole game: the cheap answer now is the expensive one later, and you can see it coming if you are paying attention.
Your caravan master has a name, a clan and a childhood — a smith's son packs a load better, a boy raised on the border can talk his way past a spear. He earns what he learns on the road, and he loses every bit of it the day he dies.
The House does not. It keeps its name, its banner, its treasury, its people and its plots, and it keeps the roll of every master who ever went out for it and what became of him. A journey can end badly without the run ending with it.
Every city has Houses in it already, holding most of what is worth holding. They earn while you are away, take the free plots, buy each other out, and send word offering to buy you out. Come home from a long road and the map has changed without you.
Three games, played the way they were actually played. Aşık oyunu — knock the knucklebones out of the scratched circle with a lead-weighted throw. Üç Taş and Dokuz Taş — three stones and nine, on lines drawn in the dust, against somebody who is genuinely trying to beat you.
Play for silver or for a share of the load. The yard shuts for days afterwards, and a master known at every circle on the road gets back in sooner.
200 encounters , every one written for this road and this century
50 trade goods , from Zandanījī brocade to bow sinew, priced by what each city makes and lacks
12 cities with living markets — glut one and the price stays down for weeks
Three historical minigames with an opponent that searches rather than bluffs
A House that persists : base, staff, plots, banner, and a roll of the dead
Twelve languages, complete : interface and all two hundred encounters in English, German, Turkish, Azerbaijani, Kazakh, Kyrgyz, Turkmen, Uzbek, Hungarian, French, Japanese and Simplified Chinese
Native 1280×800, full controller navigation, remappable keys, text scaling from 85% to 150%, and a colour-blind-safe palette — because telling a profit from a loss should not depend on telling green from red.
The goods moved on this road. The cities are where they were. The games are the games. The wolf on the banner, the stone men beside the track, the ovoo you leave silver on — all of it is the seventh century, and none of it is decoration.
| # | ||
|---|---|---|
| 01 | First Road | 30.1% |
| 02 | First Home | 23.8% |
| 03 | Master 3 | 23.8% |
| 04 | Unscathed | 23.8% |
| 05 | No Toll | 19.0% |
| 06 | First Build | 14.2% |
| 07 | First Plot | 12.6% |
| 08 | Fast Home | 11.1% |
| 09 | Master Lost | 11.1% |
| 10 | Eight Builds | 6.3% |
| 11 | Five Plots | 6.3% |
| 12 | Master 6 | 6.3% |
| 13 | One Run 5k | 6.3% |
| 14 | Own A City | 6.3% |
| 15 | Purse 25k | 6.3% |
| 16 | Purse 5k | 6.3% |
| 17 | Uc Win | 6.3% |
| 18 | Long Road | 4.7% |
| 19 | Ten Roads | 4.7% |
| 20 | Twelve Plots | 4.7% |
| 21 | Asik Win | 1.5% |
| 22 | Dokuz Win | 1.5% |
| 23 | Every Road | 1.5% |
| 24 | Fifty Roads | 1.5% |
The mods tab spoke English in thirty-two languages The settings page that lists the encounter sets other people have written - how many it found, how many lines they carry, where to put a folder - was never translated. Three keys, added after the language passes had already run, and nothing afterwards asked whether they were in the files. They are now in all thirty-five languages. Ninety-three strings. If you play in anything but German or Turkish and have ever opened that tab, you have been reading English. Four smaller faults in the text Turkmen carried one iñ against two thousand one hundred and fifty-three correct iň. One letter, in the demo tally line. Uzbek used three different apostrophes. Eight of them are now the one the rest of the file uses. Polish, Portuguese and Brazilian Portuguese left the English Kayalyk standing in one encounter where the page elsewhere says Kajałyk a...
Read full update on Steam ↗The bazaar learns to buy A caravan exists to carry things somewhere and sell them. It turned out that the selling did not work - and had never worked - for any load bigger than a saddlebag. What was wrong Every city held a figure for how much of a good it kept in stock. For a good the city makes itself, that figure is large: Samarkand sits on hundreds of bolts of silk. For a good it does not make, it is small - and that is right, because it is what makes a source city worth the walk. The same figure was also used to decide when you had flooded a market by selling into it. Ötüken does not weave silk, so its figure for silk was three. Three. Walk in with a hundred and twenty bolts on the backs of your mules and the market counted you forty times over its own depth, the price hit the floor after the first handful, and the rest of the load went for about a quarter of what it was worth. Me...
Read full update on Steam ↗The two hundred encounters are now in all thirty-five languages Until now the encounters - the flooded ford, the Tang commissioner with his ledger, the blind singer who knows four hundred lines of the khagan's descent - existed in twelve languages. In the other twenty-three you read the interface in your own language and the encounters in English. That gap is closed. All thirty-five languages now carry the interface and all two hundred encounters: 1,738 lines of written prose each, the whole thing, in every language the game offers. The language screen has nothing left to warn you about It used to tell you, before you picked, that your language would give you the interface but not the encounters. That sentence is gone, because the thing it warned about is gone. Every language on that screen is now the whole game. Fixed Traditional Chinese contained simplified characters. Forty of them...
Read full update on Steam ↗The top of every screen is one row now The House screen used to spend its first four hundred pixels on a title, a paragraph of numbers and a panel of four stacked buttons. All of that is one row across the top: your resources, the House name on a scroll, your banner, and four buttons. The screens below it gained around a hundred and fifty pixels each. The forge cards now show their price and their requirement without scrolling. The road fork shows all three roads and their costs at once. Outfitting shows six cities where it showed three. Drawn, not drawn on Names sit on parchment. Buttons are tooled leather in a bronze frame. The eight tabs of the House have eight symbols - a hearth, a yurt, a walled gate, two banners, three men, a carved stele, the moon and sun, a sealed scroll - where before they had none at all, because the strip dropped them whenever there were more than six. Seve...
Read full update on Steam ↗A new opening The intro is no longer a map with a moving dot. It is six painted scenes of the journey, every frame of them drawn for this game: the camp at Ötüken striking its tents, the open steppe, a snowed-in pass, the dunes at noon, a caravanserai gate lit from inside at night, and the walls of Samarkand at the end of it. Hold the camel in the corner to skip it, as before. The day's march has a picture now Press on down the road and you see the country you are actually in - and the season you are actually in it. Spring steppe is green with meltwater running through it. By autumn the same grass stands tall and ochre; by winter it is thin snow over dead ground. The desert is cool scrub in spring and a white hammer at noon in summer. River banks flood in spring, run clear and green in summer, stand as bare willow in winter with ice along the edge. Farmland is ploughed in spring, heav...
Read full update on Steam ↗The game now shows the buttons you are actually holding A DualShock or DualSense has always worked here - the bindings go by position, so Cross confirms and Circle goes back exactly as they should. What was wrong was the picture on screen: the game drew Xbox symbols no matter what was plugged in, and told you to press A when it meant Cross. The worst of the four was X. On screen it meant Square. On a PlayStation pad, X is the name of a different button entirely - the one at the bottom. It was the one prompt that looked like it transferred cleanly and pointed at the wrong button. Cross, Circle, Square and Triangle now appear in place of A, B, X and Y. L1, R1, L2 and R2 replace LB, RB, LT and RT. The d-pad, stick presses and Options keep the symbols they had - they look the same on both devices. A new setting under Controls Automatic, Xbox or PlayStation. Automatic reads the controller...
Read full update on Steam ↗The year turns Setting out in March is no longer the same as setting out in October. Spring - meltwater. The rivers run high and the fords are slow. Summer - the desert costs half again as much water. Autumn - everyone travels. Fodder is cheap, the roads are full, prices are poor, and raiders know the columns are loaded. Winter - the passes close. No grass. Whoever travels now takes the long way and carries their own fodder - and is paid well for it, because nobody else came. The winter road is built without a mountain leg at all, so the short way is simply gone and the long way costs weeks. Every one of these is a factor on a number the game already had - the pace, the free water, the free fodder, the raid chance - which is why it all still adds up. Waiting is now a decision You can hold at Ötüken for up to thirty days to catch a better season. It is not free: the animals and the peo...
Read full update on Steam ↗The achievements were never firing This page has listed Steam Achievements since launch. They were being earned — your house has been keeping the record all along — but nothing was ever sent to Steam, because the game had no Steam integration at all. Twenty-four achievements, none of them reachable. That is fixed. From this build on, an achievement you earn unlocks on Steam when the journey ends. Keepsakes Nine things a caravan picks up on the road, granted through Steam for time played: The Wolf, The Falcon, The White Stag — the banners. The Bactrian, The Frame Drum, The Master, The Yurt at Ötüken — the road. The Ashina Tamga and The Eagle Tamga — the brands, taken from the marks the game already uses. One an hour of play, at most one a week, nine in all. They are keepsakes, not rewards: nothing in the game gets easier for having them, and they are not tradable or marketable. Steam C...
Read full update on Steam ↗The belief layer has art now All twelve animals of the year, drawn and animated — the turning of the years is a row of beasts that breathe, not a list of words. The kam has a face. Each of the four lands shows the custom that belongs to it: the fat on the fire, the water poured back, the cloth on the thorn, the untouched willow at the ford. Fixed: the customs of the land almost never happened Twelve encounters were written for Earth and Water, and they were drawn from the same pot as two hundred others. Measured over a hundred played journeys, a rite turned up in four of them. A custom is not something you stumble on by chance — you come into the mountains, and the tree is standing there. So it is no longer drawn: the land asks for its custom once a journey. Measured again: ninety-nine journeys in a hundred. Fixed: nine banners read nothing Of the 28 banners, nine had no sign they rea...
Read full update on Steam ↗What your people believe — and what it costs you A whole layer of Turkic belief now runs underneath the road. None of it is magic. No offering brings rain, no omen shortens a road. It all works through morale, through reputation, and through what the column thinks of the master leading it. That was the only way it belonged in this game. Your banner means something now Each of the 28 banners has a clan that counts your house as kin — their escort costs you 25% less. It also decides which signs your people read as good. All seven omens now carry a fourth choice that only appears under the right banner: the same wolves are a blessing to a house of the Wolf and a threat to everyone else, and neither reading is more correct. Earth and water Four lands, four customs: the first fat to the fire, the first water poured back into the sand, a cloth on the thorn at the pass, nothing cut at the wa...
Read full update on Steam ↗Play with a controller The whole game now answers to a gamepad - from the intro to the last caravan. Every screen starts with something selected, so the stick always has somewhere to go. A, B, X and Y work everywhere, not just the d-pad. LB and RB move between tabs. The button prompts on screen show the button you are actually holding, and change back the moment you touch the keyboard. Hold A to skip the intro. The tutorial and the pause menu take the pad as well. Three new pieces of music The Road - a walking pulse for the days between towns. The Bazaar - quicker, for haggling. The Night - almost nothing, for the screens with a lot to read. They join The Steppe and play one after another, looping without a gap. A music section in the settings Under Settings you now find: what is playing right now, Next track to move on, and a switch for each piece, so anything you have heard enough o...
Read full update on Steam ↗The controller works everywhere now A and B were bound to nothing at all. Godot's defaults cover the D-pad and the stick but not the face buttons, so the selection moved and nothing happened — and that one gap was hiding several others: A confirms and B goes back, on every screen LB and RB switch tabs — the road, the column, the goods, the crew, and the tabs inside the Esc menu X and Y do what the menu was already drawing next to them. They were shown beside Resume and Load and did nothing at all. Every screen starts with something selected. Four of them — the House, the outfit screen, the ledger and the junction — started with nothing selected, which made the controller look dead. The Esc menu and the tutorial can be navigated. Both sit on their own layer, and the selection never reached them. Long lists follow the selection instead of leaving it off the screen Hold A to skip the ope...
Read full update on Steam ↗The mods tab spoke English in thirty-two languages The settings page that lists the encounter sets other people have written - how many it found, how many lines they carry, where to put a folder - was never translated…
£7.15 → £4.19.
£2.15 → £7.15.
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£2.75 → £2.15 · 40% off.
1 positive · 0 negative.