- Trade Empire - Dev Diary #16 - Danger Zones & Additional Security Options - 23 July 2026
Hello merchants,With the 0.2.7 update, danger zones and protective measures for intercity journeys have been completely reworked.Pirates, bandits, war zones, epidemics, and severe weather no longer affect every type of cargo in the same way. Each danger now targets different goods according to its own rules, and encounters may result in either minor or major cargo losses.To help players prepare for these risks before setting out, new security options and Famous Leaders specializing in different dangers have also been added.Danger ZonesDanger zones found along routes now take the vehicle’s route security into account.When a vehicle enters an active danger zone, the zone’s base risk, the route’s security level, and any additional precautions taken by the player are evaluated together to determine whether an encounter occurs.Each danger zone can now produce a result only once during a jour…
- Trade Empire - Dev Diary #15 - New Features, Improvements & Fixes - 26 June 2026
Hello merchants,With update 0.2.6, many improvements have been made to the guild system, intercity trade panel, market interactions, and city information screens. Several interfaces have been simplified to make decision-making easier, new information panels have been added, and various localization issues have been fixed.NEW FEATURESEffect: Cultural FairTrade Condition : Cultural CenterCultural fairs may now occasionally be held in cities with the Cultural Center trade condition. While this event is active, luxury category goods listed in the city market sell faster.Effect: Livestock TraderTrade Condition : Mountainous RegionSpecial livestock traders may occasionally visit cities located in mountainous regions. For a limited time, these traders sell only livestock-category goods in the local market.Effect: Resource SurplusTrade Condition : Rich ResourcesCities with rich resources may en…
- Trade Empire - Dev Diary #14 - Envanter Değişiklikleri ve Ticaret Lisansları - 29 May 2026
Greetings merchants,With update 0.2.5, several new improvements and adjustments have been added to the game.The guild system, which was added during the demo phase but kept inactive for a while because it disrupted the game flow, has now been partially integrated into the game. Once the required conditions are met, players can now establish a main guild.So, what does the guild system currently provide?After establishing the main guild, you can open guild branches in other cities. To do this, you need to use the City Laws > Guild tab. When a guild branch is opened in a city, a new player-owned inventory is created in that city.At first, this inventory can only be used to store the goods you purchase. However, if you obtain a Market License for the same city through City Laws, you can list and sell the goods stored in that inventory on the city’s market. This makes it possible to build a…
- Trade Empire - Dev Diary #13 - Vehicle Follow Panel & Cargo Intel - 1 May 2026
Hello merchants,Update 0.2.3 brings several new improvements and adjustments to the game.First, the vehicle follow panel has been improved. Previously, when clicking on a moving vehicle on the map, the goods carried by that vehicle were shown only as icons. This was not always clear enough, especially for new players. Now, hovering over a goods icon opens a small tooltip showing the name of the item.The tooltip system has also been adjusted to work properly across different screen resolutions. Issues where the tooltip appeared too far from the cursor or in the wrong position at resolutions such as 1920x1080, 1366x768, 2560x1440, and 3840x2160 have been fixed. Tooltips now stay next to the cursor in a stable and readable position across different resolutions.A pin feature has also been added to the vehicle follow panel. Since vehicles are constantly moving, it could be difficult to keep…
- TRADE EMPIRE - NOW AVAILABLE IN EARLY ACCESS - 20 April 2026
Hello everyone,Today is a truly special day for Trade Empire.This project, which I have been working on alone for a long time, is now available in Early Access and, for the first time, has been placed in the hands of players.There is a huge difference between developing a game and sharing it with players. Until now, Trade Empire has been shaped by my own decisions, tests, and the direction I envisioned for it. From this day forward, however, this world will no longer be just something I built on my own; it will truly begin to come alive through the experiences, choices, and feedback of its players.From this point on, Trade Empire will continue to grow. Some systems will expand, some mechanics will be rebalanced, and some parts of the game will become even stronger. New content will be added, missing pieces will be completed, and step by step the game will become a more polished and soli…
- Trade Empire - Early Access Announcement - 18 April 2026
Hello everyone,After a long development journey, I’m very excited to share an important milestone with you:Trade Empire will launch in Early Access on April 20.Trade Empire has taken shape through planning, experimentation, repeated revisions, and countless improvements behind the scenes. With Early Access, the game is now entering a new phase where it will continue to grow together with its players.Trade Empire aims to offer a merchant strategy experience built around trade, city dynamics, routes, risks, and long-term growth. From the very beginning, my goal has been to create an experience where trade is more than simply buying and selling; one where players adapt to changing conditions, make strategic decisions, and gradually expand their influence across a living world.The Early Access version is the first major step in bringing that vision to life. The core gameplay structure is in…
- Trade Empire - Demo UPDATE & Bug-Fix [v0.1.4] - 15 April 2026
Trade Empire Demo - v0.1.4 Patch NotesFixed an issue where some panels could not be reopened after being closed with ESC.Fixed panel closing and notification issues when city demands were fulfilled.Fixed a bug caused by clicking the Continue Game button multiple times on the loading screen.Fixed an issue where players received notifications for demands completed by NPC traders.Fixed scrollbar-related issues.Fixed an issue that prevented all items from being removed from the cart before purchase.Fixed an issue where the Vehicle Follow Panel showed Player instead of the player’s actual name during demand deliveries.Fixed the title of the intercity trade panel.
- Trade Empire - Demo UPDATE [v0.1.3] - 2 April 2026
Trade Empire Demo - v0.1.3 Patch NotesThe vehicle system has been added. For more details, check out DevDiary #11.The sea visuals have been improved.The interface of panels opened through the HUD has been redesigned.The Production section in the city panel has been updated. You can now see which building produces which goods, and in what quantity, directly in the panel.A new funding mechanic has been added alongside the production system. By funding buildings in cities, their production output can be increased. At the end of each 14-day cycle, the quantity of goods in the city inventory is updated based on the building level and the applied funding.The Demand section in the city panel has been updated. City demands are now listed according to their urgency level.Various improvements and fixes have been made to the Cities panel.City-specific trade conditions and the effects triggered by…
- Trade Empire - Dev Diary #12 - Trade Conditions - 29 March 2026
Hello everyone!In the latest stage of development, I worked on a new trade conditions system designed to make cities feel more alive and less predictable.Some cities can now generate temporary events and situations based on their unique traits. These effects are not just visual flavor anymore; they have been turned into real gameplay mechanics that directly influence trade flow, market structure, route selection, and player decisions.These conditions can have either negative or positive effects.Negative Effects:Pirate Threat (Harbor Closed, Embargo)Bandit Threat (Embargo)Epidemic (Harbor Closed, Embargo, Sales Ban)War Zone (Harbor Closed, Embargo, Sales Ban)Positive Effects:Strategic Location (Unknown Ship Docked, Strict Customs Control, Special Cargo Opportunity)Trade Hub (Market Boom, Festival)Sales Ban: The city market is temporarily closed, and the player can no longer list goods on…
- Trade Empire - Dev Diary #11 - Vehicle System - 21 March 2026
Hello everyone!I’ve been working on the vehicle system for a while, and I’ve now completed some of the major missing parts in this area.Rented and purchased vehicles are now separated much more clearly within the system. Purchased vehicles are added to your fleet permanently, while rented vehicles are displayed with their own markers. This makes it much easier to keep track of the status of your fleet.In addition, a status system has been added for vehicles. If a vehicle is currently on a mission, it can no longer be selected again. In other words, it is no longer possible to send the same ship or caravan to multiple destinations at the same time. Vehicles now appear as “Idle” when ready to use, and “In Transit” while they are actively on a task. A small but useful tooltip system has also been added for rented vehicles. When you hover over the contract icon, the vehicle name, contract e…
- Trade Empire - Demo UPDATE & Bug-Fix [v0.1.2] - 1 March 2026
Trade Empire Demo - v0.1.2 Patch NotesBUG-FIXESShortcut keys added.F1 : 1x SpeedF2 : 2x SpeedF3 : 4x SpeedF4 : 8x SpeedSpace Bar : Pause GameF8 : ScreenshotIn-game panels can now be closed with the ESC button.Flickering in inventory tooltips fixed.UI problems at 2560x1600 resolution fixed.The tutorial has been made optional.Tooltip panel visuals changed.ADDITIONSCity production and production buildings added.City request system added.Prototype of "Cities" panel added, showing all products produced in cities.You can reach us on social media or Community Forum for your suggestions.
- Trade Empire - Dev Diary #10 - City Demands - 23 February 2026
Hello everyone!The Demand System, which has been in the planning phase for quite some time, is finally complete.With the new Demand System, cities now develop needs for different goods over time. These demands are not fixed; they change dynamically based on each city’s size and economic strength.As trade flows evolve, new demands appear while completed ones make room for new opportunities. As a player, you’ll be racing against rival traders to fulfill these demands in time.This system makes cities feel much more alive. NPC trader activity and overall market movement now directly influence how demands take shape. In other words, it’s no longer just about selling goods, understanding the pulse of each city has become just as important.With this addition, the overall trade loop has become more dynamic and alive.You can reach us on social media or Community Forum for your suggestions.
- Trade Empire - Dev Diary #9 - Item Pack-2 - 15 February 2026
Hello everyone!Before Early Access, "Item Pack-2" was added to the game, increasing the number of tradable items to 102.Item Pack-3 is planned to be added to the game in April.You can reach us via social media for your suggestions.
- Trade Empire - Demo is available now ! - 5 February 2026
Greetings, everyone!We’re excited to announce that the free demo for Trade Empire is available now.In this demo, you step into the role of a medieval merchant and begin your journey in a single city, learning how trade, risk, and diplomacy shape the world around you. You’ll manage goods, navigate dangerous routes, deal with taxes and local politics, and get a first look at how a merchant family slowly builds its influence.The cities of the Mediterranean are opening their gates some welcoming, some demanding, and some dangerous. It’s up to you to decide which opportunities are worth the risk.We’d love to hear your thoughts after trying the demo.Your feedback helps us understand what works, what needs adjustment, and where we should focus as we move toward the Early Access release. Whether it’s balance, pacing, UI, or core systems, your input directly shapes the future of the game. Ready…
- Trade Empire - Dev Diary #8 - Gameplay Video Revealed - 3 February 2026
Hello everyone!The gameplay video for Trade Empire has been revealed.You can reach us on social media for your suggestions.
- Trade Empire - Dev Diary #7 - Closed Beta Completed - 28 January 2026
Hello everyone,The Closed Beta Tests Have Been Completed!We would like to thank all players who participated in our closed beta period.The feedback we received during this process has been invaluable, guiding us in many areas from performance improvements to gameplay balance. We are currently reviewing all feedback and continuing to work toward the next stage.Thank you for your interest and support.
- Trade Empire - Dev Diary #6 - Merchant System - 30 December 2025
Greetings everyone!It's been a while since I shared a gameplay update.A new system has been added to deepen the gameplay and allow players to create their own strategy map.MERCHANT SYSTEMAt the start of the game, you can create a representative merchant and choose your family background and family/dynasty name.The types of quests you'll receive change depending on your chosen family background."Choosing a smuggler family brings more underground quests, while choosing an aristocratic family results in higher demand from royal family."You can access most of your character's information from the newly designed merchant panel and plan your strategy more easily and effectively from the merchant, legacy, heir, rivals, titles, research, collector's showcase, and daily tabs.You can strengthen or weaken certain bonuses with 3 random attributes assigned to your character at the start of the game,…
- Trade Empire - Dev Diary #5 - Localization - 15 December 2025
Hello everyone!Our game now supports the Turkish language! From menus and quest descriptions to trade panels and notifications, you can now experience the entire game in Turkish.If you’d like to play the game in your own language, let us know through our social media channels. Your feedback and requests help shape future updates.
- Trade Empire - Dev Diary #4 - Guild & Diplomacy System - 2 November 2025
Greetings everyone !I have good news. The visuals on the homepage have been updated. Not only that, but new mechanics have been added to the game. The game's core mechanics continue to deepen daily. When I started with a simple buy-sell idea, I didn't expect it to reach this point. However, we are progressing together every day. Thank you in advance for your ideas and support.New mechanics added to the demo version:Port Priority : There is a port queue for ships during delivery. This queue can be reduced or even removed with regional diplomacy.City Diplomacy : By engaging in city diplomacy, you can gain numerous privileges, from taxation and trade licenses to port queues and regional events.Global Diplomacy : You can use legal or illegal means to gain an advantage over your opponents in six different categories.Guild System : You can expand your trade network by forming a guild.Local Gu…
- Trade Empire - Dev Diary #3 - Danger Zones - 23 September 2025
Greetings everyone !Special markers have been created for the danger zones in the game. Each danger will be indicated with a unique icon. You can learn about the danger by clicking on the danger zone.The danger zones displayed in the demo version are :· Pirate Threat (Sea)· Bandit Threat (Land)· Epidemic Disease (Land)· War Zone (Sea / Land)· Severe Weather (Sea / Land)You can reach us on social media for your suggestions.