- Release Year: 2023
- Platforms: Windows
- Publisher: GooseGames
- Genre: Adventure, Strategy, Tactics
- Perspective: Side view
- Game Mode: Single-player
- Gameplay: Cards, Trading
- Average Score: 92/100

Description
Merchant of the Six Kingdoms is a medieval fantasy trading simulator set across a vibrant world map spanning six kingdoms, where players embody a cunning merchant engaging in bartering, haggling, and strategic investments with over 200 unique NPCs at bustling markets. Combining elements of adventure and strategy with real-time and turn-based pacing, the game challenges players to buy low, sell high, participate in auctions and horse races, and grow their wealth to influence the course of history in this side-view, point-and-click experience.
Gameplay Videos
Where to Buy Merchant of the Six Kingdoms
PC
Crack, Patches & Mods
Guides & Walkthroughs
Reviews & Reception
steamcommunity.com : Amazing game, love being a merchant.
steambase.io (92/100): Very Positive
Merchant of the Six Kingdoms: Review
Introduction
In an era where video games often prioritize explosive action or sprawling open worlds, Merchant of the Six Kingdoms dares to whisper a different siren song: the quiet thrill of the deal, the art of the haggle, and the subtle power of economic empire-building. Released in 2023 as a humble indie title on Steam, this game revives the spirit of classic merchant simulators like Merchant Prince from 1993, but infuses it with modern RPG elements and a fantasy twist. As a game historian, I’ve long admired titles that simulate the gritty underbelly of commerce amid grand narratives—think Elite or Anno—and Merchant of the Six Kingdoms stands as a testament to that tradition. My thesis is straightforward yet profound: in a market saturated with combat-heavy epics, this unassuming trading sim proves that mastering spreadsheets and silver can be as riveting as wielding a sword, delivering a deeply satisfying experience that rewards patience, cunning, and a keen eye for value.
Development History & Context
Merchant of the Six Kingdoms emerged from the solo vision of Cory Long, a Gainesville, Florida-based developer operating under the banner of GooseGames. Long, known in indie circles for his work on landgrab.xyz—a multiplayer nation-building game powered by Google Maps—brings a passion for economic mechanics and game theory to the table. Development spanned three grueling years, a period marked by the indie boom of the early 2020s, where tools like Unity and Electron democratized creation for solo creators. Long handled the core programming himself, leveraging Electron’s web-based framework for a lightweight, cross-compatible build, though this unique setup initially complicated Steam integrations like achievements and Deck support.
The game’s context is rooted in the post-pandemic gaming landscape, where players craved escapist simulations amid real-world economic turbulence. Released on June 27, 2023, for Windows at $14.99, it arrived during Steam Next Fest, where a demo garnered buzz from YouTubers like Splattercat Gaming. Technological constraints were minimal for an indie project—requiring just a 2 GHz dual-core processor and OpenGL 3.3 support—but Long collaborated with freelancers for pixel art, voice acting (including Elizabeth Plant voicing the Alchemist), and testing. This bootstrapped approach echoes the DIY ethos of early PC gaming, like the shareware era of the 1990s, but benefits from Steam’s ecosystem. The surrounding industry was dominated by AAA blockbusters like Baldur’s Gate 3, yet indies like this thrived in niches, filling a void for relaxing, lore-rich strategy games. Long’s vision was clear: craft a “sober but engaging” trading simulator (as one Dutch reviewer noted), free from bloated features, focusing instead on pure, emergent economic storytelling.
Narrative & Thematic Deep Dive
At its heart, Merchant of the Six Kingdoms weaves a tapestry of ambition and morality in a medieval fantasy realm divided into six kingdoms, each teeming with political intrigue and economic disparity. Players embody an unnamed merchant rising from humble origins to potential “King of Coin,” a title earned not through conquest but through webs of alliances, investments, and calculated risks. The plot unfolds non-linearly via quests that intersect with trading routes: moral dilemmas arise when bartering illegal goods like smuggled spices or cursed artifacts, forcing choices between profit and ethics—do you undercut a rival guild, potentially sparking a feud, or invest in a noble’s scheme that alters kingdom borders?
Characters are the narrative’s lifeblood, with over 200 NPCs populating 20 bustling markets. From the enigmatic Alchemist (voiced by Elizabeth Plant, whose performance adds a layer of wry mysticism) to street urchins and highborn lords, each has backstories revealed through dynamic dialogue trees. Conversations aren’t mere flavor; they’re integral to haggling, where rapport unlocks better deals or side quests—like aiding a Zah-like figure with a “generous gift” for gratitude rewards, or challenging Death himself in a Myth card game for lore-deep revelations. Dialogue is concise yet flavorful, blending fantasy tropes (elves haggling over enchanted silks) with realistic merchant banter, drawing from historical inspirations like the Silk Road.
Thematically, the game explores capitalism’s double edge: wealth as a tool for social mobility in a stratified world, yet one that corrupts through speculation and exploitation. Themes of legacy echo through books (80 in total) and journals, pondering how one trader’s fortune can “change the course of history”—perhaps funding a war or averting famine. Unlike linear RPGs, the narrative branches based on fiscal decisions, with no single “hero’s journey” but emergent stories of rise and fall. Moral ambiguity shines: investing in horse races might line your pockets but bankrupt a family, while befriending “high places” nobles critiques feudal inequality. This depth, rare in trading sims, elevates the game to a thoughtful CRPG, where every copper tells a tale of power’s precarious balance.
Gameplay Mechanics & Systems
The core loop of Merchant of the Six Kingdoms is a masterful blend of strategy and simulation, centered on a world map where players select locations to traverse 20 markets in real-time travel segments. Upon arrival, the fixed/flip-screen interface (with first-person elements for immersion) opens into point-and-click interactions: scout vendors, initiate barters, or join events like auctions. The dynamic haggling system is the star—offer items, counter prices verbally (via dialogue options), and read NPC cues for bluffing or concessions. With 1,800+ items (from mundane copper ore to rare myth cards), trading demands foresight: buy low in agrarian outposts, sell high in urban hubs, while managing weight limits (overloading slows travel) and illegal contraband (smugglers risk fines or quests).
Progression ties economics to RPG depth. Start with basic wares, amass silver through flips (e.g., jewelry arbitrage, as demo players exploited), then unlock upgrades like larger carts or noble contacts for insider tips. Combat is absent—replaced by “fiscal battles” in auctions (bid strategically on bulk lots) or horse race gambles (bet on outcomes influenced by prior investments). The Myth card system adds tactical layers: build decks from collected cards (over 100 variants) for tournaments against NPCs or travelers, blending collectible strategy with lore rewards. Turn-based elements govern negotiations and card plays, while real-time pacing handles market fluctuations—prices shift daily based on events like festivals or wars.
UI is intuitive post-launch tweaks: a journal tracks notes, uncollected items tag visually, and tab shortcuts toggle maps. Flaws exist—early demos saw softlocks in myth games (patched in v1.1), and massive inventories strain optimization—but innovations like speculative investing (predict price spikes via rumors) reward theorycrafting. Overall, systems interlock elegantly: poor inventory management strands you, but smart alliances mitigate risks, creating loops that evolve from survival scrapping to empire simulation. It’s flawed in grind potential (e.g., day-skipping for noble sales), but engaging for economy enthusiasts, with 36 achievements (like “Way of the Coin” for bartering mastery) guiding replayability.
World-Building, Art & Sound
The Six Kingdoms form a richly imagined medieval fantasy sandbox, evoking a patchwork of cultures from feudal England to Byzantine bazaars. Twenty markets vary wildly: dusty border towns hawk illicit herbs, while opulent capitals overflow with jeweled finery. World-building shines through emergent details—dynamic economies react to player actions (overbuy grain, spark shortages), and lore unfolds via 80 in-game books detailing kingdom histories, alchemical recipes, and merchant guilds. Atmosphere builds immersion: travel evokes perilous roads, with weather or bandit rumors affecting routes, while moral quests tie personal stories to larger geopolitics, like funding a rebellion through arms trades.
Visually, pixel art in a cartoonish 2D style captures bustling vibrancy without overwhelming the modest scope. Fixed screens flip seamlessly between stalls, with charming animations—like haggling merchants gesturing emphatically—adding personality. The first-person view during talks enhances intimacy, though side-view maps ground exploration. Art direction prioritizes readability: item icons are crisp, inventories sortable by tags (e.g., “edible” or “cursed”), fostering a clean, relaxing aesthetic amid the chaos of commerce.
Sound design complements this restraint: public domain tracks from Random Mind provide lute-strummed folk melodies and market chatter, evoking a lively tavern without bombast. Voice acting, sparse but impactful (e.g., Plant’s alchemist), delivers nuanced barters, while ambient SFX—clinking coins, crowd murmurs—heighten tension in auctions. These elements coalesce into an cozy yet tense atmosphere: the satisfaction of a sealed deal feels earned, with sound and visuals underscoring themes of quiet ambition in a vibrant, lived-in world.
Reception & Legacy
Upon launch, Merchant of the Six Kingdoms garnered a “Very Positive” Steam rating (92% from 179 reviews), praised for its addictive bartering and depth despite a niche appeal. Players lauded the demo’s hook—quick wealth via jewelry flips—but full release expanded to quests and events, quelling early grind complaints. Critically, it’s unscored on aggregates like Metacritic (lacking major outlets), but a Gameplay (Benelux) review hailed it as “sober but captivating,” noting how 200 NPCs and negotiations “take you along surprisingly.” Community forums buzz with feedback: calls for French translations and achievements reflect engagement, while dev Cory Long’s responsive patches (e.g., journal debounces) built goodwill.
Commercially modest at $14.99, it collected by few on MobyGames but fits the indie success model, akin to Stardew Valley‘s slow burn. Reputation has evolved positively—post-launch updates addressed bugs, with plans for Steam Deck optimization signaling longevity. Its legacy? As a 2023 standout in trading sims, it influences successors by proving pure economy games can thrive sans combat, echoing Merchant Prince‘s 1990s impact on series like Patrician. In an industry chasing live-service giants, it champions solo-dev innovation, inspiring economic RPGs and reminding us that indies preserve gaming’s diverse soul. Related titles like Star Merchant (2017) pale in comparison; this one’s free-form haggling sets a new bar for the genre.
Conclusion
Merchant of the Six Kingdoms is a gem unearthed from the indie mines, transforming the mundane act of trading into a narrative powerhouse of ambition, ethics, and emergent empires. From Cory Long’s visionary development to its pixelated markets alive with haggling souls, every element—from dynamic barters and Myth cards to lore-rich quests—coalesces into an experience that’s intellectually stimulating and oddly therapeutic. While not flawless (inventory bloat and light polish linger), its strengths far outweigh, offering 20-40 hours of replayable depth for strategy aficionados.
In video game history, it carves a niche as a modern heir to economic simulations, proving that in the Six Kingdoms—or our own—true power lies not in steel, but in silver. Verdict: Highly recommended, an essential for fans of Recettear or Capitalism Lab. Score: 8.5/10. If you’re weary of slaying dragons, try slaying deals instead—you might just crown yourself king.