A trading game about arming a war. Five kingdoms, one neutral village, one shop — yours. Sell good steel to a friend, cursed steel to an enemy, and let thirty years of war end the way you decide. You never draw a sword.
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玩家人數—24 小時 —
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開發人員Breadinc發行商Breadinc類型策略獨立模擬
—成就—DLC
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玩家數更新於 — · 商店資料更新於 9月23日 上午02:14 UTC · 來源:SteamWebAPI
Five kingdoms are at war. You sell to all of them.
Thirty years of war have worn the map down to five exhausted kingdoms — and one village that belongs to none of them. Shadow Bridge stands exactly where all five borders meet. Everyone needs it. Nobody dares take it.
You are Hermos. You fought for all five banners, buried your family, and put down your sword. Now you keep a shop. It turns out the sword was never what decided the war.
Trade is the weapon
Every crate you sell lands somewhere. Good steel makes an army stronger. A cursed blade breaks in a soldier's hand, and nobody ever learns whose fault it was. Refuse to deal at all, and you lose the trust you spent years building.
- Arm a kingdom — quality goods push a faction toward victory
- Poison a kingdom — sell cursed work and watch it lose ground without ever knowing why
- Walk away — the safest deal is the one you don't make, and it costs you all the same
Trust opens the map
Each faction keeps its own goods, its own materials, and its own secrets. Dwarven ore, elven craft, the Cult's darker work — none of it is for sale to a stranger. Reputation is the only key, and it is spent as easily as it is earned.
Make it, enchant it, ruin it
Buy raw materials, forge them into goods, and bind an enchantment to the result — but only if the faction that owns that magic trusts you enough to teach it. A blade blessed by the elves and a blade cursed by the Cult look exactly the same on the counter.
The village follows the winner
Shadow Bridge is neutral, not innocent. As one kingdom pulls ahead, its colors go up over the square, its people move in, and the losers quietly stop coming. The village you end the game in is the one your ledger built.
Six ways this ends
Five kingdoms, five futures — an elven enclave, a human province, a dwarven forge-town, an orcish protection racket, or something the Cult has been waiting thirty years for. Keep them all balanced and none of them win: Shadow Bridge stays free, and you are the one who founded it.
No combat. Only consequences.
There is no sword in your hands and no health bar on your screen. There is a shop, a ledger, five armies waiting on your next shipment, and a war that ends however you price it.