Tongyou Town

Tongyou Town

About the Game

📖 About This Game

Tongyou Town is a town-management sim about watching a machine you built keep running.
You don't swing the sword; you just put the right people and money in the right places.

Your people wander the plaza, sell materials at the market, browse the shelf for gear, and head to the inn when exhausted. Once five of them gather, they leave town to explore, fight whatever they run into, and return.
Your job is to decide: who to recruit, which squads to form, which region they farm, what gear to craft, and when to sell—or wait.

🏘️ A town that makes its own decisions

  • Recruit: Ten candidates at the tavern per batch, priced by rank (D 1000 → S 20000 silver). The roster is saved, so quitting and reloading won't refresh it.

  • Squads: Pick a leader and up to 4 members. Members only join their leader's team; freelancers won't cut in. You can also pin a whole squad to a specific exploration region.

  • Win-rate estimate: 60 real battle simulations before departure tell you if the trip is "Safe," "Even," "Dangerous," or a "Lost Cause."

  • Auto-battle: Active, rage, and passive skills, 19 status effects (burn, poison, stun, shield, buffs/debuffs...), and a full combat log replayed line by line.

  • Equipment: 9 bases × 11 tiers, 8 slots, 1–6 random affixes (Common to Peerless). Affixes directly alter the four base stats and derived attributes.

  • Craft & salvage: Build gear from regional materials. Salvaging returns about half the materials, and two identical materials can merge into the next tier.

  • Market: Post buy orders for materials, list gear on the shelf, and watch your characters consign their old gear. Consignment prices decay over time—only those who can wait will sell.

  • Economy: Every trade takes a 10% transaction tax (waived if under 1 silver). The tax vanishes from the town—what you earn and what you spend is always on the books.

🕯️ The town sits where the road ends

Years ago, the imperial road broke off here. Past the last post, the path climbs into hills nobody walks—Rotten Village, Mossy Old Well, Ash Kiln Yard, and on down to a royal city that legend says sank beneath the earth. The townsfolk call that stretch the "Hollow Path," and the town that guards its mouth "Tongyou."

The town grows no grain and mines no ore. It lives on what comes back out of the dark: a length of rotten timber, a block of stone, a strip of rusted iron pried from a temple eave. Materials become silver at the market, silver becomes gear, and gear sends people out again—generation after generation, the town's ledger keeps turning.

At night, foxfire drifts along the field ridges to the town gate, pauses under the lamp, and reluctantly recedes. The paper lantern at the gate is still lit—which means someone hasn't come back yet.

You are not the one who fights. You are the one who fills the lamp oil, reads the ledger, and decides who leaves.

The town has only two rules: leave in a group, and write down what you bring back.

🗺️ Ten regions, level 1 to 100

From the scarecrows in Rotten Village to the Mossy Old Well, Ash Kiln Yard, Whispering Sand Trail, Sunken Bell Temple, Misty Fishing Port, Rusty Iron Vein, Frost Burial Snow Ridge, Blood Moon Stage, and finally the Sunken Royal City.
Each region has its own monsters, materials, and level band. Normal, Elite, and Boss encounters decide both the loot and the risk.

🎯 Who is this for?

  • Players who love "tweaking parameters and watching the results" rather than real-time action;

  • Players who enjoy calculating a clear economic chain;

  • Players who want to leave the game running on idle and occasionally come back to make a few decisions.

Initial Release