Compare 16bit Trader prices across 50+ stores and find the best deal. Developed by Forever Entertainment S. A.. Published by Forever Entertainment S. A.. Released on 6/4/2015. Available on PC, Mac, Linux. Genres: Adventure, Casual, Indie, RPG, Simulation, Strategy.

Barely a trading sim and definitely not a strategy game -- 16bit Trader is a mobile port with broken save slots, punishing random bandits, and profit margins that barely exist.

My spreadsheet instincts kicked in fast with this one, and what I found was not pretty. The core loop asks you to accumulate one million gold by buying cheap goods in one town and selling them somewhere else for a profit -- straightforward enough on paper. In practice, the buy-sell margins are so thin that legitimate trade income is nearly impossible to sustain. Travel between towns costs gold every single step, and those fixed movement costs routinely eat whatever margin you scraped together. The realistic income sources turn out to be fetch quests, escort missions, and diamond hunting in caves -- not the merchant economy the game presents itself as. That is not a trading simulation. That is a delivery runner with a trading skin glued on top. The random event system compounds every problem. Bandits patrol the map invisibly, and when you hit one, they drain a significant chunk of your gold on the spot. Hiring mercenaries reduces the risk slightly but costs enough that it can push you further into the red. The community-written workaround -- save before every single move, reload any time a bandit appears -- is not a strategy, it is a patch for fundamentally broken encounter design. A kraken does the same thing at sea. There is no counterplay, no stat check, no build decision that changes the outcome. Chance is doing nearly all the work here, and that is a problem I cannot paper over with a good attitude. The mobile-to-PC port seams are visible everywhere. Controls are click-only with no keyboard shortcuts for map scrolling, the UI is clearly built for touch targets, and there is a well-documented save slot bug where slots stop functioning correctly mid-run -- forcing players to treat save-scumming as a core mechanic rather than an optional crutch. The art style is the one genuine positive the community consistently agrees on: bright, colorful medieval illustrations that look charming in screenshots. The single music track, however, will lodge itself in your brain in the worst way after twenty minutes. There is no mod support, no difficulty setting, and no post-launch content to speak of. If you are the kind of sim player who enjoys even the most stripped-down trading loop -- think early Tradewinds or the most basic Silk Road mobile games -- you might extract thirty to sixty minutes of novelty here before the broken economy reveals itself. But the PC indie trading space has far better options at comparable or lower price points, including the developer's own Merchants of Kaidan, which at least attempts mechanical depth. Steam's aggregate user score sits at roughly 41 percent positive across several hundred reviews, and that number tracks with what every piece of independent coverage concludes: the concept is fine, the execution is not. Diego, Scout Team

16bit Trader
AdventureCasualIndieRPGSimulationStrategy

16bit Trader

Jun 4, 2015Forever Entertainment S. A.
GamerScout Says

Barely a trading sim and definitely not a strategy game -- 16bit Trader is a mobile port with broken save slots, punishing random bandits, and profit margins that barely exist.

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Screenshots & Media

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About 16bit Trader

My spreadsheet instincts kicked in fast with this one, and what I found was not pretty. The core loop asks you to accumulate one million gold by buying cheap goods in one town and selling them somewhere else for a profit -- straightforward enough on paper. In practice, the buy-sell margins are so thin that legitimate trade income is nearly impossible to sustain. Travel between towns costs gold every single step, and those fixed movement costs routinely eat whatever margin you scraped together. The realistic income sources turn out to be fetch quests, escort missions, and diamond hunting in caves -- not the merchant economy the game presents itself as. That is not a trading simulation. That is a delivery runner with a trading skin glued on top. The random event system compounds every problem. Bandits patrol the map invisibly, and when you hit one, they drain a significant chunk of your gold on the spot. Hiring mercenaries reduces the risk slightly but costs enough that it can push you further into the red. The community-written workaround -- save before every single move, reload any time a bandit appears -- is not a strategy, it is a patch for fundamentally broken encounter design. A kraken does the same thing at sea. There is no counterplay, no stat check, no build decision that changes the outcome. Chance is doing nearly all the work here, and that is a problem I cannot paper over with a good attitude. The mobile-to-PC port seams are visible everywhere. Controls are click-only with no keyboard shortcuts for map scrolling, the UI is clearly built for touch targets, and there is a well-documented save slot bug where slots stop functioning correctly mid-run -- forcing players to treat save-scumming as a core mechanic rather than an optional crutch. The art style is the one genuine positive the community consistently agrees on: bright, colorful medieval illustrations that look charming in screenshots. The single music track, however, will lodge itself in your brain in the worst way after twenty minutes. There is no mod support, no difficulty setting, and no post-launch content to speak of. If you are the kind of sim player who enjoys even the most stripped-down trading loop -- think early Tradewinds or the most basic Silk Road mobile games -- you might extract thirty to sixty minutes of novelty here before the broken economy reveals itself. But the PC indie trading space has far better options at comparable or lower price points, including the developer's own Merchants of Kaidan, which at least attempts mechanical depth. Steam's aggregate user score sits at roughly 41 percent positive across several hundred reviews, and that number tracks with what every piece of independent coverage concludes: the concept is fine, the execution is not. Diego, Scout Team

Tags

singleplayerachievementstrading-cardscloud-savestier:sub-5Mobile PortTrading SimRandom EventsSave-Scum RequiredMedieval SettingPoint-and-ClickBroken Economy

System Requirements

Minimum

OS
Windows 7
Memory
2 GB RAM
Graphics
nVidia GeForce 6600, ATI/AMD Radeaon HD2400 XT
Processor
Intel Celeron or AMD at 1.6 GHz

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Game Info

Developer
Forever Entertainment S. A.
Publisher
Forever Entertainment S. A.
Release Date
Jun 4, 2015

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Price History

2026-06-100.26(lowest)

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What platforms is 16bit Trader available on?

16bit Trader is available on PC, Mac, Linux.

When was 16bit Trader released?

16bit Trader was released on 4 June 2015.

Who developed 16bit Trader?

16bit Trader was developed by Forever Entertainment S. A..