Status
SteamPeaks
ChartsSalesUpcomingPatchesNewsCalculator
New on SteamEvery app, DLC and depot the minute Steam creates itAppsEvery app on Steam, newest change firstPackagesSubs and bundles, and what each containsDepotsDepots, manifests and install sizesTagsSteam's user tags and the games under themDevelopers & publishersCompanies and their cataloguesTechnologiesEngines, SDKs and anti-cheat found in the filesChange historyEvery PICS changelist as it lands
SignalsNineteen readings of the whole catalogueCompareAny games side by sideRecordsAll-time peaks and the days they were setReportsWeekly and monthly write-upsAlerts & newsroomWatch a game, get told when it movesSteam statusIs Steam up, right nowWeb API explorerTry the endpoints in the browser
NewsSteam's own announcements and the sales calendarCalculatorWhat a Steam account is worth, and its pile of shame
/
Sign in
/
SteamPeaks
The ultimate resource for Steam data.
ExploreChartsSalesSales and festsUpcomingPatchesNewsRecordsTrendingSignals
DatabaseAppsPackagesDepotsTagsDevelopersTechnologiesChange history
ToolsCalculatorCompareSearchAlertsSteam statusAPI
SiteMethodologyFAQDiscordSupportSign in via Steam
Not affiliated with Valve or Steam. Game names and artwork belong to their owners. All times UTC.
PrivacyCookiesFair useStatus
Age After AgeNewsDev Blog #8 Town Market. The Heart of the Town
Community

Dev Blog #8 Town Market. The Heart of the Town

Age After Age · published 19 Mar 2026, 16:00 UTC

All newsPlayers around this dateRead on Steam

The Supply Heart of the City

Hello everyone!

Today we want to talk about one of the most important buildings in Age After Age is the Town Market.

If production is the body of the city, then the Town Market is its circulatory system.
It is the place where goods finally become something meaningful for society:

  • daily life support

  • approval

  • tax-related value

  • and, of course, money

The Town Market is the last major step in the chain from investment → raw resources → materials → finished goods → money.

What the Town Market Does

The Town Market is a large and highly important building that allows nearby citizens to purchase the goods they need for:

  • survival - food and fuel for heating

  • comfort - clothes, furniture

  • Riches - if people are rich they are able to buy jewelry, weapon and other expensive stuff

This is where your city’s production chain meets citizen demand.

It transforms logistics and industry into:

  • affordability - depending on supply/demand ration

  • approval - people do like being able to buy stuff

  • internal economic activity - allows to transform goods into money and money into investment.

The Town Market is not just a store.
It is the main interface between the economy and the population.

Shopping Cycles

In Age After Age, citizens make shopping trips every 6 in-game hours.

We call these intervals cycles.

Every cycle is effectively a live summary of your city management:

  • Are your production chains stable?

  • Are your logistics routes optimized?

  • Are your storages supplying the right goods and has the capacity to support high demand?

  • Can people afford what they need?

When a new cycle begins, citizens go to the market and try to buy:

  1. the goods they need

  2. the goods they want, if they can afford them

This makes each cycle a direct reflection of your planning quality.

If the city is well-managed, the market feels healthy.
If the city is poorly balanced, the market reveals the consequences very quickly.

Work, Affordability, and Subsidies

For citizens to buy goods, they must have money. And in most cases, that means they must have work.

Employment is what allows the market to function as a social stabilizer.
A working population buys goods, supports internal demand, and keeps approval stable.

There are, of course, subsidies that can support the needy.

Subsidies can:

  • help citizens afford essential goods

  • improve approval

  • reduce social pressure in difficult periods

But subsidies are not free. They directly drain the city’s reserves, so while they can stabilize a crisis, overusing them may weaken your long-term economy.

They are a support tool not a replacement for a functioning city.

Supply, Demand, and Price Manipulation

The Town Market is also where the city’s internal supply and demand system becomes visible.

Every cycle updates the relationship between:

  • available goods

  • citizen demand

  • affordability

  • internal prices

This means the player can actively influence the internal market.

Artificial Shortage

If you limit the amount of goods delivered to the market, you can create an artificial shortage.

This leads to higher prices in future cycles.

Done carefully, this can allow the player to earn additional money and create reserves for future investments.

But the tradeoff is obvious:

  • fewer people can afford goods

  • approval may fall

  • shortages may create instability

The market can be manipulated but it always pushes back.

Oversupply

If you flood the market with goods, prices will fall during future cycles. At first glance, this may look bad from a profit perspective.

But it also increases affordability.

More citizens are able to buy what they need and want, which means:

  • higher satisfaction

  • more approval generation

  • better support for future laws and reforms

So the Town Market is not only a source of income.
It is a political and social balancing tool.

Approval, Money, and Control

The Town Market allows the player to control several critical systems at once:

  • internal market prices

  • citizen affordability

  • approval generation

  • income from goods circulation

  • priority of specific goods

Because of this, the market becomes one of the central control points of the city.

It allows players to decide:

  • when to prioritize profit

  • when to prioritize stability

  • when to support reform

  • when to prepare for crisis

A strong market means a stable society.
A badly managed one can destabilize everything very quickly.

Deficit, Crime, and the Black Market

Shortages do not only hurt approval they also affect crime.

If people have money, but no legal way to buy the goods they need, they will look for alternatives.

That is where the Black Market appears.

The Black Market is not directly controlled by the player.

It acts as a shadow response to city failure:

  • it helps people avoid complete collapse

  • but it increases crime levels

  • and weakens legal market price control

In other words, it prevents immediate death but creates deeper long-term problems. Unemployment also contributes to this problem. If people have no work and no access to goods, both approval and public order begin to deteriorate.

Law Enforcement and Political Cost

The Black Market can be countered by law enforcement.

But that solution has its own consequences.

Cracking down on illegal trade may reduce crime, but if citizens still have no legal alternative to obtain goods, they will die or push against such decisions.

This creates a difficult political dilemma:

  • tolerate instability to preserve life and sacrifice the profit

  • or enforce order and risk public backlash but keep money coming

Like many systems in Age After Age, the Town Market is not about a single “correct” answer.

It is about managing consequences.

What Happens If the Market Fails?

Because the Town Market sits at the center of city life, disabling it can have massive consequences.

This may happen because of:

  • disaster damage

  • broken logistics connections

  • storage shortages

  • broader economic collapse

If the market stops functioning, the city enters a dangerous state very quickly:

  • citizens cannot complete shopping cycles properly

  • needs remain unsatisfied

  • approval falls

  • crime begins to grow

  • economic pressure rises

This can become a disaster or an opportunity.

A player may try to exploit instability for short-term gain, or step in to support the population and restore order. Both approaches are possible. Both come with consequences.

Town Market will be always in players attention, and will always show the results of short and long term decisions.


Thank you for your time, stay tuned and cya guys next dev blog!

MEDIASOCIAL PAGESSteam LinkedInYoutubeFaceBookArtStationInstagramThreads

More from Age After Age

Other announcements

All news
Community3 Sep 2026Dev-Blog #11 Back To WorkHello everyone! Gamescom is over, and we are finally back with a lot of notes, feedback, and a much clearer picture of what we want to improve before the next major public step for Age After Age . First of all, thank you to everyone who came to our booth. It was genuinely great to meet both players who already knew about the game and people who had never heard about Age After Age before walking…Community25 Aug 2026Age After Age on Gamescom fest!Age After Age Is on gamescom - And We Are Bringing Something New Hello everyone! We are on gamescom! This time, however, we did not want to simply bring the same demo and put it in front of people again. A full playthrough of our current demo usually takes around 45 to 90 minutes , which works well when playing at home, but is not exactly the easiest format for a busy convention floor. So we bu…Community18 Aug 2026First Steampunk era preview screenshotsHello everyone! Today, we’re excited to share the first screenshots of the Steampunk Era in Age After Age. Take a look at how the city, technologies, and atmosphere evolve in this new age! Hope you will like them! Waiting for your feedback, and here is also a quick reminder: Meet us at GamesCom 2026 Cologne at Hall 10.2, Booth F-021g We will bring new special demo for this event for you to try!…