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(+1)

I arbitrarily decided which resources would be sellable for money and which wouldn't be. I wanted the early game stuff to be unsellable to force you into tiering up production, but after playtesting it a bit I realized it was too difficult to explore the game without softlocking. So wood was one of the lucky chosen ones that gave money.

It would be fine if there was some sort of in-game encyclopedia showing you this stuff and all the recipes etc :') but I didn't get to that at all. So as a compromise I put a quickstart guide in the description to at least prevent softlocking and giving a solid foundation to continue with some income. But I agree that it's not ideal haha

Thanks for playing!