Compare TRADESMAN: Deal to Dealer prices across trusted key stores and find the best deal. Developed by AZAMATIKA. Published by AZAMATIKA. Released on 8/27/2026. Available on PC. Genres: Casual, Indie, RPG.

A merchant sim where the price gap between two towns matters more than any prophecy. Rich if you love ledgers, thin if you came for characters and dialogue.

The whole game hangs on a single number: the gap between what I paid for a crate in one town and what the next town is willing to hand over for it. Once that spread lives in your head, everything else reorganizes around it. A quest stops being a story beat and becomes a detour with a cost. A bandit on the road stops being a fight and becomes an invoice. I have played a lot of RPGs that ask me to care about a prophecy, and this one asks me to care about margins instead. I was mildly annoyed at how fast that hooked the same part of my brain. Structurally it is a merchant sim wearing a light RPG coat. You travel, you buy, you sell, you protect your cargo, you fight when the protecting fails, and you pick up quests in between. AZAMATIKA put it out at the end of August 2026 as a singleplayer PC release with Steam Workshop support, cloud saves and a full achievement list, and that combination tells you most of what you need to know about the design philosophy. It is built for long solo sessions you can abandon mid-route and resume on another machine. No co-op partner to split the haul with, no live calendar nagging you to log in. Just you, a route, and a ledger. The loop works because risk is priced into it. Loading the most profitable cargo you can possibly afford is always tempting, and the road is exactly where that greed gets taxed. Combat is the game's way of asking whether you overpacked, and losing a run stings differently than dying in a normal RPG does, because what you lost was a plan rather than a health bar. Quests fold into the economy nicely when they happen to point somewhere you were already heading. Workshop support is the quiet long-term argument in its favor: a trading game lives or dies on how many goods, routes and road events it can keep throwing at you, and community content is the cheapest way to keep that table full a year from now. Where it let me down is the exact part of the RPG label I care most about. Do not arrive expecting companions with arcs, writing that rewards a second read, or choices that fork the world in any meaningful way. The protagonist here is your balance sheet, and a balance sheet does not have a backstory. Quest design leans on the fetch-and-deliver skeleton often enough that I caught myself sorting jobs by profit per minute rather than by anything actually happening inside them, which is efficient and also a little bleak. Fighting is functional rather than expressive. It exists to make travel consequential, not to hand you builds worth theorycrafting past hour 40. And like most economy games, the difficulty curve quietly inverts once you have real capital behind you, because a bad deal stops being a crisis and turns into a rounding error you shrug at. The Very Positive standing from a crowd well past a thousand players tracks with what this thing is doing. It runs one loop cleanly, it does not spend your time on cutscenes, and it assumes you might be playing with a podcast on in the background. Just be honest about which itch you are scratching. If you want a world to live inside and people to argue with, look elsewhere and go replay something with a dialogue tree. If you want to open a map, plot a route, gamble on a hunch about the market and find out whether you read it right, this is an extremely easy game to lose four evenings to without noticing. Monika, Scout Team

TRADESMAN: Deal to Dealer

TRADESMAN: Deal to Dealer

Aug 27, 2026AZAMATIKA
GamerScout Says

A merchant sim where the price gap between two towns matters more than any prophecy. Rich if you love ledgers, thin if you came for characters and dialogue.

PC
Best Price Available
€3.59-10%
at Steam
Lowest tracked: €3.59
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GamerScout Verdict

Best for players who treat the inventory and vendor screens as the fun part, not the chore between story beats.

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€3.59-10%
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Price History

Lowest tracked
€3.5929 Aug 2026
Current best
€3.59
Lowest since we started tracking
Official stores
€3.30€3.49€3.69€3.8829 Aug30 Aug31 Aug
Tracking prices since 29 Aug 2026
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Screenshots & Media

About TRADESMAN: Deal to Dealer

The whole game hangs on a single number: the gap between what I paid for a crate in one town and what the next town is willing to hand over for it. Once that spread lives in your head, everything else reorganizes around it. A quest stops being a story beat and becomes a detour with a cost. A bandit on the road stops being a fight and becomes an invoice. I have played a lot of RPGs that ask me to care about a prophecy, and this one asks me to care about margins instead. I was mildly annoyed at how fast that hooked the same part of my brain. Structurally it is a merchant sim wearing a light RPG coat. You travel, you buy, you sell, you protect your cargo, you fight when the protecting fails, and you pick up quests in between. AZAMATIKA put it out at the end of August 2026 as a singleplayer PC release with Steam Workshop support, cloud saves and a full achievement list, and that combination tells you most of what you need to know about the design philosophy. It is built for long solo sessions you can abandon mid-route and resume on another machine. No co-op partner to split the haul with, no live calendar nagging you to log in. Just you, a route, and a ledger. The loop works because risk is priced into it. Loading the most profitable cargo you can possibly afford is always tempting, and the road is exactly where that greed gets taxed. Combat is the game's way of asking whether you overpacked, and losing a run stings differently than dying in a normal RPG does, because what you lost was a plan rather than a health bar. Quests fold into the economy nicely when they happen to point somewhere you were already heading. Workshop support is the quiet long-term argument in its favor: a trading game lives or dies on how many goods, routes and road events it can keep throwing at you, and community content is the cheapest way to keep that table full a year from now. Where it let me down is the exact part of the RPG label I care most about. Do not arrive expecting companions with arcs, writing that rewards a second read, or choices that fork the world in any meaningful way. The protagonist here is your balance sheet, and a balance sheet does not have a backstory. Quest design leans on the fetch-and-deliver skeleton often enough that I caught myself sorting jobs by profit per minute rather than by anything actually happening inside them, which is efficient and also a little bleak. Fighting is functional rather than expressive. It exists to make travel consequential, not to hand you builds worth theorycrafting past hour 40. And like most economy games, the difficulty curve quietly inverts once you have real capital behind you, because a bad deal stops being a crisis and turns into a rounding error you shrug at. The Very Positive standing from a crowd well past a thousand players tracks with what this thing is doing. It runs one loop cleanly, it does not spend your time on cutscenes, and it assumes you might be playing with a podcast on in the background. Just be honest about which itch you are scratching. If you want a world to live inside and people to argue with, look elsewhere and go replay something with a dialogue tree. If you want to open a map, plot a route, gamble on a hunch about the market and find out whether you read it right, this is an extremely easy game to lose four evenings to without noticing.

Monika
Monika · Scout Team

RPGs

Tags

singleplayerachievementsworkshopcloud-savesTrading SimMerchant RPGBuy Low Sell HighRoute PlanningEconomy ManagementRisk vs RewardCaravan CombatRelaxing Grind

System Requirements

Minimum

OS
Windows 10, 64-bit
Memory
4 GB RAM
Storage
500 MB available space
Graphics
Nvidia GTX Series 9
Processor
Intel 4th Gen Dual Core 2.0Ghz

Recommended

OS
Windows 10, 64-bit
Memory
4 GB RAM
Storage
500 MB available space
Graphics
Nvidia GTX Series 10
Processor
Intel 7th Gen

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Reviews & Ratings

Steam
80%(1,477)

Game Info

Developer
AZAMATIKA
Publisher
AZAMATIKA
Release Date
Aug 27, 2026

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Frequently asked questions about TRADESMAN: Deal to Dealer

How much does TRADESMAN: Deal to Dealer cost?

As of 31 August 2026, the cheapest in-stock offer for TRADESMAN: Deal to Dealer is €3.59 at Steam, out of 1 live offers we track across verified key stores. Prices change daily — the table on this page is refreshed continuously.

Where can I buy TRADESMAN: Deal to Dealer cheapest?

The lowest in-stock price we track for TRADESMAN: Deal to Dealer is €3.59 at Steam (31 August 2026). We compare 1 live offers from verified key stores — the full table with every store and its trust score is on this page.

What platforms is TRADESMAN: Deal to Dealer available on?

TRADESMAN: Deal to Dealer is available on PC.

When was TRADESMAN: Deal to Dealer released?

TRADESMAN: Deal to Dealer was released on 27 August 2026.

Who developed TRADESMAN: Deal to Dealer?

TRADESMAN: Deal to Dealer was developed by AZAMATIKA.