
Winds Of Trade
A lean but earnest Age of Sail trading sim where supply-and-demand economics, smuggling runs, and rival AI companies keep the pressure on, best approached as a genre sampler rather than a genre definitive.
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About Winds Of Trade
I went into Winds of Trade with modest expectations and came out with a genuine appreciation for what a solo developer managed to wire together: a functioning market simulation, turn-based naval combat, three distinct game modes, and a procedurally generated world map, all in one small package. The core loop is tighter than the Steam community activity suggests. You pick a starting vessel, Brig for firepower, Schooner for speed, Galleon for cargo capacity, and immediately start reading port prices, hunting the spread, and planning routes. That opening choice is not cosmetic; a Brig-focused early game plays entirely differently from a cargo-heavy Galleon build, and that alone gives you a couple of restarts worth of variety. The economic model is the clearest strength here. Prices move on actual supply and demand, world events like bad harvests or forest fires shift commodity values in real time, and every raw material traces back to a city-level production chain. Cotton becomes fabric, sugar goes through distillery, fish comes from fisheries, and so on. Learning those chains on a new procedurally generated map is genuinely the most engaging part of each run. The three win conditions, Millionaire (first to $1,000,000), Conquest (eliminate rivals), and Marathon (highest net worth after ten years), change how aggressively you need to play, which adds replay value without requiring a game redesign. Auto-route scripting for your fleet arrives once you have multiple ships and works well enough that late-game logistics do not become a chore. Where the seams show is in depth and post-launch support. The developer, Rhombico Games, has since wound down operations entirely, meaning no further patches are coming. Community concurrent player numbers are essentially zero now, which is not a problem for a fully single-player experience, but it does signal a ceiling on the mod ecosystem, there is none worth mentioning. The AI opponents are described as smart on the store page; in practice they are competent enough to take market share and occasionally attack your trade routes, but they do not play at the level of a Port Royale or Anno rival. The corruption and bribery system and the stock market layer add peripheral economic levers that feel undercooked compared to the core trading loop. Naval combat resolves in turn-based hex-grid skirmishes that are serviceable but unlikely to be the reason anyone buys this. For newcomers to trading sims, Winds of Trade is actually a reasonable entry point, precisely because of its scope. The mechanics are transparent, the UI explains production chains without burying them in menus, and a full game can complete in a few hours depending on the win condition chosen. Veterans of Port Royale, Patrician, or even early Tropico trade systems will find it a little thin but appreciate the honest simulation underneath. The smuggling route, running goods that are legal in one port but contraband in another, adds a risk layer that keeps pure merchant playthroughs from feeling mechanical. Just go in knowing the developer is gone, no updates are coming, and the ceiling on complexity is lower than the genre's best. It is a finished game in a reasonable state, not an abandoned early access. Diego, Scout Team
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Steam Deck & Linux
Valve rates this game Steam Deck Playable.
System Requirements
Minimum
- OS
- Windows Vista or 7
- Memory
- 2 GB RAM
- Storage
- 1 GB available space
- Graphics
- 1 GB & AMD 5570 or nVidia 650
- Processor
- Intel® Core™2 Duo
Recommended
- OS
- Windows 7, 8 or 10
- Memory
- 4 GB RAM
- Storage
- 2 GB available space
- Graphics
- 2GB & AMD 7970 or nVidia 770 or greater
- Processor
- Intel® Core™ i5
Community Discussion
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Reviews & Ratings
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Game Info
- Developer
- Rhombico Games
- Publisher
- Rhombico Games
- Release Date
- Feb 13, 2017

