CHOOSE YOUR NEXT CHECK
Know what the market needs next.
Read the market’s visible symptom before changing its layout. A selling selection does not create stock, a fallen spirit is not necessarily asleep, and a transparent customer has a documented entrance/version branch.
Stock, visitors or a locked feature?
- Fresh or Protein remains zero: trace the resource from a production building to the stall.
- A visitor has fallen: look for the interaction described by the developer; adding benches is not the established answer.
- Visitors are transparent or only shadows remain: use the entrance and mask checks.
- A button says Demo Locked: compare the Demo/full-game feature boundary before treating it as a broken unlock.
From opening to improvement
If you have not opened a market yet, follow the first-market preparation and Open/Close route. If it already opens, choose the actual problem below: missing supply, an upgrade decision, visitor behavior or what to work toward next.
From an empty plot to opening the market.
A phase-by-phase first-market route, with the actual Open/Close control and checks for layout, resources and visitors.
Read the full check →Fresh or Protein still at zero? Start with production.
Trace a zero-stock stall back to its producer and match Fresh, Protein or Grain without guessing recipes.
Read the full check →Open the right panel before upgrading.
Select a gate, building or stall, compare its panel and understand why an upgrade need not visibly redecorate it.
Read the full check →Fallen customers do not need more benches.
Tripping versus sleeping, clickable visitors and small drops, with clear limits on rewards and full-game explanations.
Read the full check →More than decorating: choose what to work toward.
Decide between management and creative goals, understand the library’s purpose and recognize the limited Demo progression.
Read the full check →Choose the change that fits the result
| What you want to improve | Where to look | Keep separate |
|---|---|---|
| Availability of Fresh, Protein or Grain | Matching producer and stall resource. | A higher selling value does not establish supply. |
| A stall's upgrade offer | Select the stall and compare current/next values in its panel. | Unchanged decoration alone does not prove upgrade failure. |
| What visitors are doing | Fallen/transparent/drop symptom branches. | Tripping is not a request for more benches. |
| A longer-term purpose | Management, creative building and announced story. | The Demo's limited progression is not the full game's completed scope. |
RESOURCE DESK
Production & stalls →
Follow the supply chain and the Fresh / Protein / Grain resource-name check. This deeper channel keeps the zero-stock workflow together, with its full diagnostic guide and a route back if the actual problem is the entrance.
Keep observation separate from an economic promise
Players reported little gifts and buffs, and the developer acknowledged interactions that would receive clearer full-game explanations. The reviewed material does not establish drop rates, durations, exact recipes or an optimal production ratio. Use the visitor guide to identify the event, not to promise a profitable market build.
For the first roads, resource buildings and stalls, return to Start & platforms. For orientation, layout or tool problems, use Building & layout.