Scout. Trade. Survive.
Frontier bazaars don't wait for anyone.

You've got about 10 minutes per run to navigate markets that shift with each playthrough, haggle with vendors who actually have personalities, and decide what's worth buying, selling, or betting on before prices tank or someone else shows up. Keep track of what you're carrying. Watch what the NPCs actually want. Every run teaches you something. Unlock new trader types, find permanent regions that come with real danger, and watch how certain goods change your whole approach next time through. The real trick is working with what you don't know. That strange bottle could be worth a fortune or completely worthless.
How Wild Market Works
Each run plays out differently. The mechanics make sure of it.
Procedurally-Generated Regions
Every region gets built from scratch. Desert, mountain pass, trading post—they all have different hazards and layouts.
Inventory Management
You get six slots. That's it. You're juggling profit goods, survival gear, and random items that might become valuable. Every pickup is a decision.
NPC Negotiation
Vendors are unpredictable. They want specific stuff, throw out odd trades, and keep track of what you've done before. Play fair or get burned.
Traveler Chronicles






The Run in Motion
Eight to twelve minutes. Scout a tile, talk to vendors, manage your six inventory slots, pick what you keep and what you drop. That's the whole thing.



Gallery
No two runs look the same. The regions are procedurally generated, so you won't see the same bazaar twice. Five minutes in and the whole thing shifts anyway.



What the Numbers Actually Tell You
You're juggling inventoyr space, figuring out how to move through these randomly generated areas, and constantly deciding what's worth keeping. Race against the clock or against whoever else is trying to get their goods through first.
how long a run takes
inventory slots
different trader types you can unlock
How the Game Works
You scout out a tile, haggle with the vendors you find there, keep track of what fits in your 6 slots, then decide whether to push forward or cash out. Lose it all if you stay too long. Then do it again.



Common Stuff People Ask
Real questions from people trying to figure out if this is the game for them. Straignt answers, no marketing fluff.
Nope. It's roguelike runs only — each one takes somewhere between 8 and 12 minutes, with procedurally-generated everything from the moment you start until the whole thing falls apart. No Traditional campaign arc. Some players build their own narrative through permanent region unlocks and archetype progression, but that's something you discover as you play, not something the game Scripted ahead of time.
Just 6 slots. You're thinking about every single item placement.
Items disappear when a run ends, but the permanent map regions you unlock, the trader archetypes you gain access to, and special goods all stick around and shape what comes next. The temporary stuff resets. Your long-term progress doesn't.
Depends on the region, really. The market might collapse, a rival caravan could show up, or some hazard catches you. Whatever happens, you lose anything you didn't manage to sell or convert. It's a hard stop.
You figure it out by playing. Buy high, lose gold, learn the lesson. NPCs drop hints through their dialogue about what things are actually worth. It's trial and error and honestly, that's kind of the whole thing.
It's out on PC, Mac, and Linux right now, as of August 2026. No handheld versions in the works. The runs are short enough that they'd work great on a handheld, but that's not where the focus is.