Guides

TRADESMAN Deal to Dealer Guides

From Grampstead’s first sale to Wasteland roads — walkthroughs that respect cargo danger.

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Guides Hub

This hub is the index for every how-to on the wiki. TRADESMAN: Deal to Dealer looks cozy until the wagon is full. AZAMATIKA’s 1.0 release (27 August 2026) still runs on one rule the studio printed in the launch notes: the more goods you haul, the stronger the road becomes. Guides here teach you to choose cargo, hire a squad that can actually hold a line, and spend talent points without painting yourself into a corner.

If you just bought the game or jumped back in from Early Access, start with Getting Started. That page covers Grampstead, the first coins, sleep-to-save, and why a common pitchfork peasant beats an empty roster. Then open the trading guide before you fill four cargo slots with “whatever was cheap.” Cheap stacks still have traits. Those traits buff the bandits, beasts, and undead that spawn on the dirt track.

What each guide is for

Use combat when fights feel random. They are not. Auto-battles resolve in a side-view lane while you fire active skills. If the squad flees, you do not wipe the save — you drop a few units from each stack and limp to the next camp. That is still expensive. Pair combat reading with the mercenary hub and the mercenary tier list so you stop hiring four identical lumberjacks.

Quests are the other half of the loop. Quests splits Go jobs, taxi runs (drunks, children, wounded guards), marked-map tasks, vague “soulslike” hunts, and plot beats such as grandpa’s first errand. Reputation is not a side meter. Selling the category a town demands fills a 10,000-point track that unlocks unique hires and books. Details live in the reputation guide.

The wagon itself is a build. Carts explains overnight rest bonuses, the watch you should set, and the planks / ore / tools loop that upgrades the box you live in. Geography lives on the map. Plot order, Youngfield, and the 1.0 boss sit in the walkthrough. A buy/skip verdict is the review. Animal haulers — horse, boar, bear, later Bigfoot — sit in animals and transport. Talent trees (Leadership first for most new merchants) are in talents. Keyboard shortcuts and the M / I / H / S bar are on the controls tool page.

How to read this wiki with the 1.0 economy

Do not treat every page as a loot checklist. Version 1.0 kept more than forty goods, and every type can raise road danger while stacking a unique enemy buff. The goods tier list ranks stacks by profit versus how hard they make the next fight. The trade-route tool lists early towns such as Fishpool, Grubgrog, Hoboken, and the capital Normingham with the demand flavors we can confirm from the live UI (Industrial saws and picks, Military armor and ammo, civilian fish, grain, flour, eggs).

If you are returning from 2024–2025 Early Access, skim Version 1.0 and the Wasteland notes. Reputation gain was doubled during development so the 10,000 cap is reachable without a second job. Epic mercenaries are now limited so you cannot stack three identical broken units. Mercenaries can hold two different scrolls. Traps no longer hard-stop the cart; you roll over them and take the damage.

Suggested path for the first four hours

  1. Finish grandpa’s starter box in Grampstead without emptying your coin purse.
  2. Hire a peasant or woodcutter, not a vanity legendary.
  3. Take one demanded stack to the nearest hungry town.
  4. Sleep with a watch, confirm the save, then spend the first talent on Leadership or extra ware slots.
  5. Only then open combat skills and cooking.

Cross-check squad builds before you hit a red-brick gate such as Beastborough (max reputation in Furryfoot Village). Official news, Discord, and Workshop localisation sit on the links page. Patch context is always updates. Steam badges: achievements. Date-ordered Steam news: patch notes.

This is a fan wiki. Numbers such as scroll costs and exact reputation rewards shift in ninja patches. When a tooltip in your build disagrees with a table here, trust the tooltip, then send us the date so we can refresh the facts trail. The goal is fewer ruined carts, not a fake 100% spreadsheet.

FAQ

Frequently Asked Questions

Quick answers to the most common merchant questions.

Which guide should I read first?

Start with Getting Started, then trading and combat. Those three explain why a full cart is harder than a thin one.

Are these guides for Version 1.0 or Early Access?

They are written for the 27 August 2026 full release, with notes when Early Access habits (reputation pacing, duplicate epics) changed. See Version 1.0.

Does every guide include a video?

Featured how-tos embed one real YouTube video in the middle of the article. Hubs stay text-first so you can jump to a child page quickly.