TRADESMAN Deal to Dealer Getting Started in Grampstead
Leave grandpa’s village with a thin cart, one demanded stack, and a peasant who can bleed.
TRADESMAN: Deal to Dealer opens in Grampstead, a muddy home village that looks safe until you notice the cargo meter. You are a young merchant with a horse named Horse (yes), a starter cart, and a handful of coins. Grandpa — the quest-giver who ships you toward Clunky Town with leftover grain — wants you to sell, not to role-play a warehouse. Version 1.0 launched on 27 August 2026 after Early Access from 18 June 2024. The loop did not change: travel, buy, sell, protect, fight, do quests. The part new players miss is the protection step.
First hour without wrecking the save
Spend slowly. If you dump every coin into four stacks and sell them in the next hamlet, the buy-sell spread plus road events will punish you. Buy one category the nearest town actually demands. The live trade window labels demand in plain English: Industrial (one-handed saws, picks, planks, bread, meat, bottled spirits), Military (axes, armor, ammo), or civilian food (fish, bagged grain, flour, eggs). Hover every item. Tooltips list enemy buffs: extra Guard/Bandit health, bonus Parry chance at battle start, a flat road-danger bump from rarity, and +0.25 danger per unit. Those numbers are why a “great deal” can still be a trap. Deepen this on the trading guide and the goods tier list.
Hire help before the second road. The party cap is four mercenaries plus one transport. Grampstead sells pitchfork peasants and chicken-wielding peasants for pocket change. Forks apply light bleed. They are not heroes. They exist so you do not face wolves alone. Leadership talents later unlock rare and legendary hires; you do not need those on day one. See the mercenary hub when you outgrow peasants, and squad builds before you copy a YouTube legendary lineup.
Controls, HUD, and actually saving
AZAMATIKA recommends keyboard and mouse. Gamepad works; the prompts stay mouse-first. The bottom-right cluster on the HUD is M, I, H, S — map, inventory/trade, hire/party, and skills/talents. The Russian-language community still calls the map M and the talent screen L; if your localisation remaps a letter, trust the icon. Cargo slots sit on the bottom-left (often four numbered wells). Coins sit near the center-right.
Saves are not a pause menu checkbox. The game autosaves when you sleep at camp. Set a watch before you rest or you wake up thinner. After the 20 April 2026 Wasteland notes, sleeping in Grampstead cannot rob you. Other camps still can. Files live in %USERPROFILE%\AppData\Local\Tradesman\ as save.ini and .dat blobs, with Steam Cloud on top. If a patch warns about save migration — several Early Access drops did — copy that folder first. More keybinds sit on the controls page.
Combat in one paragraph so you survive the first ambush
Roads are an auto-battler with active skills. Your squad lines up; wolves, boars, bandits, or skeletons line up opposite. You click skills; units do not “die,” they flee when health hits zero and return after the fight with a slice of HP (about 25 percent, more with a recovery talent). If the whole squad breaks, you lose a couple of units from each stack, not the entire wagon. That still ruins a thin economy. Cargo size scales enemy strength — the 1.0 launch post called this the most important rule in the game. Keep the cart hungry until the combat guide and a real tank sit in your roster.
Quests, carts, and the second village
Talk to everyone with a bubble. Go quests are “walk here.” Transport quests put drunks, kids, or wounded guards on the bench like a taxi. Classic quests drop map markers. Plot quests start with grandpa’s grain and later branch into stranger requests (a miser who swaps random junk, a chicken that wants an axe, a king’s speech that has stuck more than one player). Do not skip them for “pure trading.” Coin plus reputation plus unique mercs hide in the quests list.
Your first cart is a wooden box. Better carts need planks, ore, and tools hauled on purpose. Overnight rest on a better cart refunds more stamina and sometimes extra watch power. Details: carts. Animal handling lets you hire boars as fighters or haulers; bears and Bigfoot come much later — animals.
Talent points arrive each merchant level. Costs climb 1, 2, 3, then 4 gold points down a tree. New players should push Leadership (rare hires, extra ware slots) and a little combat training for the protagonist. Cooking feeds mercenaries between fights. Trap vision matters once roads get nasty. Full trees: talents.
A clean day-one checklist
- Loot grandpa’s box, sell grain where he points, keep a coin buffer.
- Hire one cheap human. Leave the transport slot on the horse until you can afford a boar.
- Buy a single demanded stack, not four novelties.
- Open the map, pick a low danger road, and do not night-drive without a watch.
- Sleep, confirm the save, spend one talent.
- Bookmark the trade-route tool for Fishpool seafood, Grubgrog drinks, Hoboken basics, and Normingham as the capital sink.
- Open the map before you chase Youngfield or the western desert. Those are 1.0 destinations, not day-one roads — walkthrough.
System needs are light: 64-bit Windows 10, a 4th-gen dual-core at 2.0 GHz, 4 GB RAM, a GTX 9-series class GPU, 500 MB disk. Steam Deck is Playable. There is a demo if you want to test the comedy writing before paying. Price sat at $4.99 at 1.0 with a short introductory discount. Steam lists English, Russian, Simplified Chinese, Vietnamese, and Spanish (Spain); extra languages can appear on Workshop — see links.
When you feel ready to leave the tutorial roads, read reputation before you farm a 10,000-point town just because a legendary name popped on the pillar. That grind is real, but it is not the first evening.
Frequently Asked Questions
Quick answers to the most common merchant questions.
How do I save in TRADESMAN Deal to Dealer?
Sleep at a camp with a watch set. The game writes `%USERPROFILE%\AppData\Local\Tradesman\save.ini` and also uses Steam Cloud.
Should I buy a full cart on day one?
No. One demanded stack plus a cheap mercenary beats four mystery crates. Cargo raises enemy strength — see trading.
Can I play with a friend?
No. The game is single-player only.
Where do I go after Grampstead?
Follow grandpa’s grain, then use the trade-route tool toward Fishpool, Grubgrog, Hoboken, or Normingham. Youngfield and the boss wait until you have a real lane — walkthrough.