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TRADESMAN: Deal to Dealer on Steam - User reviews, Price & Information

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Travel. Buy. Sell. Protect. Fight. Do Quests.

TRADESMAN: Deal to Dealer is a early access, exploration and comedy game developed and published by AZAMATIKA.
Released on August 27th 2026 is available on Windows, Steam Deck and Steam Machine in 5 languages: English, Russian, Simplified Chinese, Vietnamese and Spanish - Spain.

It has received 1,160 reviews of which 959 were positive and 201 were negative resulting in a rating of 7.9 out of 10. 😊

The game is currently priced at 3.99€ on Steam.


The Steam community has classified TRADESMAN: Deal to Dealer into these genres:

Media & Screenshots

Get an in-depth look at TRADESMAN: Deal to Dealer through various videos and screenshots.

System requirements

These are the minimum specifications needed to play the game. For the best experience, we recommend that you verify them.

Windows
  • Requires a 64-bit processor and operating system
  • OS: Windows 10, 64-bit
  • Processor: Intel 4th Gen Dual Core 2.0Ghz
  • Memory: 4 GB RAM
  • Graphics: Nvidia GTX Series 9
  • Storage: 500 MB available space
  • Additional Notes: The game can likely run on lower rated hardware, but we can't guarantee the performance or provide support.

Steam Price & Best Deals

User reviews & Ratings

Explore reviews from Steam users sharing their experiences and what they love about the game.

42 hours played
Aug. 2026
I'm definitely not gonna refund, game has great art and good systems. But just of the tip of the iceberg : Game telling you "you best be in a safe location if you don't wanna lose progress" or wild boars asking money for passage are some of many things that makes it hard to get used too I guess. Also lack of tooltips on a lot of hard to grasp icons at first, lack of balance early game or at least not explaining why etc Feels like they rushed 1.0 or lacked feedback. Still gonna enjoy it a lot I can tell and Mostly positive feels a bit harsh
83 hours played
Aug. 2026
---The good things--- Difficulty scaling: Despite there being a lot of gamers out there who claim to want tougher enemies without just increasing the numbers, and despite this game having that (with the goods dictating how difficult encounters are via modifiers), its a shame no one seems to notice it in all these reviews I'm seeing. In my opinion, its actually pretty lenient in terms of difficulty once you understand how it works. The enemy difficulty scales up based on the road difficulty, as well as the quantity and rarity of goods you're travelling with, and the goods you're hauling also apply modifiers to combat. If you want an easier time just haul 9/10 items to avoid the full stack debuff. Travel: I think I read a review that said the game was lacking in travel options. The game has multiple different ways to speed up travel. You can re-use 3+ roads you've cleared if your cargo difficulty isn't 2 or more. This feature alone makes travelling to dead end locations more tolerable as instead of fighting there and fighting on the way back, you can just skip the return fight provided you're not overloaded with goods. It also has quick battles. Quick battles let you skip the whole walking portion that the game has for travelling down the road and do all the battles in one calculation. The thing is, your chances of having 100% success relies on how difficult the road is considered. There is a way to boost your calculated power for quick battles. But that requires players to have found the altar in the ruins or other means of boosting their quick battle party score. The thing at that spoiler tag also increases other combat and non-combat things and can be found early on provided you're not impatient with exploring. The mole people let you travel to certain destinations. In the beginning they will only take you roughly 3 towns away to a single location. You can do a drinking game at two different locations (that I have found so far) to end up at random locations you've already discovered if you get blackout drunk. Trading: You can make a trading chain multiple towns long in order to sell an item for 30% more after you sell in 6 towns. You can go the traditional route of buying big value items and delivering them to where they sell best. Travelling to dead end middle of nowhere locations to sell goods isn't as much of an issue because of the travel system. This point relates to both making money and reputation building. If you sell certain goods like industrial goods to a town demanding industrial goods, you will gain rep. However, you also gain I think 1/5th of that rep towards neighbouring locations. This means just by trading in towns that are adjacent to dead end towns in the middle of nowhere you won't have to spend as much time building up rep in them. And this point relates less to making money but more towards gaining experience for your trader. You can sell goods that you just purchased back to the trader you bought them from for a slight profit. Like fish. So fish up some and sell them to the trader. But remember to negotiate before selling. Eventually, you get a cat companion named Rombus who you can send off to sell things for you to earn money. Although, its pretty easy to forget he is available to sell goods because its done through the cart menu and other issues related to remembering he exists that I can't really go into without probably going over the character limit for a review. ---The things that need improving--- The game would lock up my laptop if I was playing with the game maximized and alt tabbed out a couple times as I was playing. I'm playing on Linux on my potato of a laptop and haven't been able to check if this same issue is happening to my desktop. Anyways, to get around this issue I've been playing with the game in windowed mode. Now I have to deal with sometimes clicking outside the game and then having to bring the game back into focus. But at least its no longer freezing my laptop. Sleep is for the rich. I mean it. If you're sleeping you have to pay money for your mercenaries to stand guard and increase your chances of avoiding theft to 100%. And you can't sleep during the day to make time pass and hope that rain passes by by the time you wake up. So, sleeping is primarily done if you don't think you can take on a road that is 1-2 levels too high due to night time difficulty increases and youd rather pay about 40 gold to ensure that the delivery makes it to its destination intact. In the beginning its a substantial amount but later on its chump change. When travelling on the roads at 3X speed some of the encounters in between battles would disappear without letting me choose an option. This doesn't seem to happen on 2X speed. Oh well, at least now I have the time to click the plants in the background after visiting Eaton and click traps on the ground. There is no confirmation button for selling goods that are no longer in demand. If you have the demand tab open you can see whether you're at your limit. But this might be what players are running into if they are selling goods and still end up being poor. Each town only buys 2 stacks of goods that are in demand. Unless you have an ability to sell 1 more stack. Anyways, if you try to sell 3 stacks without negotiating the price on the third stack, you're selling them at a far lower price than intended. About 1/10th of the price instead of for a profit. Also, its not readily apparent that you need to click the white dialogue looking box to negotiate prices before selling your third stack of goods, or that negotiating is even an option. It would probably be better to put a button that says "negotiate" instead of expecting players to press the trader's dialogue box. I wonder how many players have never negotiated due to this UI decision and just pressed sell. Mercenaries only need 10k exp to reach max experience. Their level is separate from the experience gained in combat and requires scrolls to level up. Or silver diamonds from your trader levelling up let you level up mercenaries without scrolls. Experience determines the stats they start a battle with. Level determines the stats they have outside of the experience start of battle buffs. While this makes it slightly easier to see that two of the same units at the same level have the same stats, or slightly easier to compare different units' stats without all the start of battle stats muddying up things, its not the traditional way to display a unit stats as an amalgamation of things that affect their stats. Some unit abilities need more explanation on how they work. Like the rogue's nocturnal reflexes says "Greatly increases attack speed at night". Great. How much does their attack speed go up? Also, does the dps displayed on their stats page include or not include crits? Maybe the dev should include an estimated dps with crits? And an estimated dps after experience start of stats buffs are included. The other issue I have is that rogues are green quality and they seem to do more damage in a fight than some blue or purple quality units. But I will say, their hp is horrible. So they tend to die fairly quickly if they do get hit. Making them far less useful if the enemy can take a few hits. Or ambushes the party. ---Conclusion--- All in all, a fun game to play. And it has a refreshing new approach to trading in a game. It has some flaws, but they're not gamebreaking.
45 hours played
Aug. 2026
Absolute hidden gem with an addictive trading loop and dynamic difficulty scaling. ( Scales based on cargo ) The world building in this game is pretty great. Every area feels unique , tied to their own cargo surplus and demands There is always an interesting POI that keeps coming back to it. You could easily get distracted with the tons of NPCs in game with its own side quest to keep you from sticking on a single spot. The game itself is grindy in it's own especially when trying to max out the reputation but overall not that bad now since they added the "letters" to boost said reputations. Combat is pretty brutal and we all learn it the hard way :) . Enemies scale up depending on the items you carry and it's recommended to start small eventho it's so tempting to horde stuff. Keep in mind to read the debuffs for each item you carry so you wouldn't get surprised by how strong the enemies are!. The game gets progressively easier as you can buy better mercenaries. All of your mercenaries passively scale as well ( you can actively scale them too if you have the resources and impatient like me :X ). My only grip with this combat is the amount of mercenaries you can store since it would be nice to store a bunch of mercenaries and testing out their combos ( THERE'S LEVELS TO THIS ♥♥♥♥ TRUST ME ) TLDR: Great world building. Combat is BRUTAL yet it's balanced based on how greedy you are :)
28 hours played
Aug. 2026
Honestly this game is an indie gem, especially for the price. I have no idea how people are leaving negative reviews. The devs built a whole detailed world with tons of characters, stories and random stuff to discover. Can’t imagine how much time went into this. It might feel a bit hard at first but once the trading loop clicks it’s super addictive. Buy cheap in one town, sell higher somewhere else - profit. Just make sure you actually read the properties of the goods you’re carrying, they matter A LOT. Building your guards is really fun too. Some ability combos can make your squad insanely strong. Builds with bleeding ability are especially good btw. Biggest mistake you can make is getting greedy in the beginning, buying a ton of expensive stuff and then losing it all. Start small, make some money and slowly explore the map. There’s honestly a ridiculous amount of content here. Funny quests, weird characters, references, challenging bosses and harder areas you unlock as your squad gets stronger. For this price it’s kinda crazy how much playtime you get. Just give it some time and don’t rush. Once it clicks it’s really hard to stop playing.
49 hours played
Sept. 2025
It could use a little bit more of explaining of its systems, but it is ok. I noticed some people complained about difficulty spikes. At least in my 4 hours, only time it was unreasonable is at random events that you need to confirm, you have a chance to opt out. Also, keep in mind that dif scales as you carry more with you, so as you carry more, hire more guards and make sure you travel with full party, they have no recurring cost. Also, first run was a total failure till I figured how dif works in first 10 min of gameplay. Devs could make it easier to start a new game, I needed to figure out how to delete my save before I could start again with 500 g instead of struggle from 0-50 g.

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Frequently Asked Questions

TRADESMAN: Deal to Dealer is currently priced at 3.99€ on Steam.

No, TRADESMAN: Deal to Dealer is currently not on sale. You can purchase it for 3.99€ on Steam.

Yes, TRADESMAN: Deal to Dealer received 959 positive votes out of a total of 1,160 achieving a rating of 7.88.
😊

TRADESMAN: Deal to Dealer was developed and published by AZAMATIKA.

Yes, TRADESMAN: Deal to Dealer is playable and fully supported on Windows.

No, TRADESMAN: Deal to Dealer is not playable on MacOS.

No, TRADESMAN: Deal to Dealer is not playable on Linux.

Yes, TRADESMAN: Deal to Dealer is playable on Steam Deck, though it might require a few minor tweaks. Make sure to check the Steam store page and community feedback on ProtonDB for exact compatibility details.

Yes, TRADESMAN: Deal to Dealer is playable on Steam Machine, though it might require a few minor tweaks. Make sure to check the Steam store page and community feedback on ProtonDB for exact compatibility details.

No, TRADESMAN: Deal to Dealer does not support VR.

TRADESMAN: Deal to Dealer is a single-player game.

Yes, there are 2 DLCs available for TRADESMAN: Deal to Dealer. Explore additional content available for TRADESMAN: Deal to Dealer on Steam.

Yes, TRADESMAN: Deal to Dealer is fully integrated with Steam Workshop. Visit Steam Workshop.

No, TRADESMAN: Deal to Dealer does not support Steam Remote Play.

Yes, TRADESMAN: Deal to Dealer is enabled for Steam Family Sharing. This means you can share the game with authorized users from your Steam Library, allowing them to play it on their own accounts. For more details on how the feature works, you can read the original Steam Family Sharing announcement or visit the Steam Family Sharing user guide and FAQ page.

You can find solutions or submit a support ticket by visiting the Steam Support page for TRADESMAN: Deal to Dealer.

Data sources

The information presented on this page is sourced from reliable APIs to ensure accuracy and relevance. We utilize the Steam API to gather data on game details, including titles, descriptions, prices, and user reviews. This allows us to provide you with the most up-to-date information directly from the Steam platform.

Additionally, we incorporate data from the SteamSpy API, which offers insights into game sales and player statistics. This helps us present a comprehensive view of each game's popularity and performance within the gaming community.

Last Updates
Steam data 10 September 2026 04:30 UTC
SteamSpy data 11 September 2026 06:00 UTC
Steam price 12 September 2026 02:16 UTC
Steam reviews 09 September 2026 06:02 UTC

If you'd like to dive deeper into the details about TRADESMAN: Deal to Dealer, we invite you to check out a few dedicated websites that offer extensive information and insights. These platforms provide valuable data, analysis, and user-generated reports to enhance your understanding of the game and its performance.

  • SteamDB - A comprehensive database of everything on Steam about TRADESMAN: Deal to Dealer
  • SteamCharts - Analysis of TRADESMAN: Deal to Dealer concurrent players on Steam
  • ProtonDB - Crowdsourced reports on Linux and Steam Deck TRADESMAN: Deal to Dealer compatibility
TRADESMAN: Deal to Dealer
Rating
7.9
959
201
Game modes
Features
Online players
74
Developer
AZAMATIKA
Publisher
AZAMATIKA
Release 27 Aug 2026
Platforms