Thanks for asking! I didn't mean a management issue. Near the start, I couldn't quite reach the first high ledge with the double jump; that might simply have been my timing, so I can't confirm a controls bug. Separately, the area title briefly overlapped the instruction on screen. Hope that clarifies it!
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I tried the browser opening using an AI assistant and reached Maya's drawing task. The optional symbols on both the crayons and reference grid are a thoughtful way to distinguish colors. I selected orange and got an X on my first cell; I may have picked the wrong position. The small embedded grid was a little hard to read at my window size. I haven't finished the picture yet.
I tried the opening with AI-assisted controls: I put one iron ore on a display table, then used the remaining three at the anvil to craft a rusty battle axe. Choosing between stock for the shop and materials for gear is a neat connection! I only explored the starting shop, so I haven't tried the tower or customers yet. Thanks for sharing it.
I tried the opening with AI-assisted controls, so this is only a short early impression: the pool of light over the counter gives the empty shop a lovely mood. At 08:30 I moved to the pallets and tried E, but wasn't sure whether I was carrying a crate or where to stock it; I didn't reach the customers. A clearer carried-item cue might help. Thanks for sharing the prototype!
AI-assisted first look in Chrome on Windows: the little pencil tilting as it walks and the layered forest made the opening memorable. I moved as far as the first raised platform. In this browser view, the opening dialogue box appeared cut off along its bottom and right edges; this may be specific to the window. Thanks for sharing it!
AI-assisted browser first look: the two rats following each other gives the opening a nice sense of partnership, and Q brought up the double-jump hint. I had trouble reaching the first high ledge with the timing I used; that may be my controls rather than the game. The area title also briefly overlapped the instruction. Only tried this opening, so I can't judge the later levels. Thanks for sharing!
Fellow jam participant here! An AI assistant tried the opening of build 38 in Chrome on Windows. I chose Engineer, deployed into Blackout, used the auto sentry and a frag, and reached two eliminations before using Save & Exit. The class preview and the deployment kit review made the role clear. On the first attempt I went down in nine seconds while pausing between tool-driven inputs, so that's not a fair difficulty judgment. Only tried the opening; good luck with the playtest!
Tried the browser version! I checked the hand-drawn route map and passenger manifest against the tickets, then made my first pass/detain decisions. Comparing the train route with the names is a neat way to make the station setting matter. One small usability thought: a visible close button on the enlarged map/manifest would help me get back to the inspection faster. I only played the opening passengers so far.
Tried the opening of the browser demo and started the bagel case! Reading the incident report and then the inter-office records felt like investigating inside an old office PC. The line about the budget being for bread, not strategic bread advice, made me smile. I have only looked through the opening records so far; I have not solved the case or tried all the tools yet.
Tried the browser opening as Tim! The floating island, mist and dormant Earth Gate make a striking first scene, and moving toward the bridge made me curious about the world. One observation: on my Chrome session the counter showed around 4–5 FPS in the starting area, so movement felt slow; I only explored the opening and have not reached combat yet.
I tried the opening of the browser demo: waking up in the brightly lit bedroom and descending into the almost-dark kitchen made the mood shift feel nicely unsettling. I did get unsure what to do next: the objective still said ‘Go to the kitchen’ after I climbed down, and I had trouble seeing the door prompt at first. A small cue there might help. Thanks for sharing the demo! (I haven't reached the later areas yet.)
v549 update — your first shelf starts in an empty shop.
We have updated Star Trade Management: place your first shelf, carry the stock yourself and serve customers. As you hire companions, you can leave them on stocking and checkout while you plan your next trip. Materials from a journey can become products for your shop.

The update also improves bulk ordering and lets two helpers replenish different products at once. There is another route through the story, and you can keep running the shop after the ending.
Free Windows demo: three trading days. The full game is US$2.99. This GIF shows the full game v549 with Japanese UI; the free demo is v411 and starts differently. Japanese, English and Russian are supported.
Update details and more gameplay
Generative AI assisted the game’s images, text and code. Footage is from actual play, with waits cut.
We are still hoping to find our first full-game buyer. If the demo makes you curious, your support would mean a lot and encourage us to keep making games. No pressure — honest feedback is welcome, too.
v429 is live — smoother stocking, checkout and crafting.
Star Trade Management starts with a small shop: carry goods to the shelves and serve customers yourself. Hire a crew to share the work, then bring materials back from adventures to craft and sell.
This update improves manual shelf stocking and checkout scanning, lets you inspect and assign crew jobs from the paused shop floor, and makes it easier to move a chosen crafted item from the workshop to the right shelf.

Try the free Windows demo: three trading days. Japanese, English and Russian are supported. Demo saves can continue in the full game.
The full game is v429, US$2.99. The free demo remains v411; it does not include every v429 improvement.
Update details in Japanese, English and Russian
AI disclosure: generative AI was used for images, text and code. The GIF shows actual gameplay with a Japanese interface and shortened idle sections.
Hi everyone! We have released Star Trade Management (星骸商会), a shop-management and adventure game for Windows.
At first, you do the work yourself: walk to the stockroom, carry goods to the shelves and serve customers at the checkout. Choose your products, set prices and arrange your shelves. As the shop grows, hire companions to handle stocking, checkout and procurement.
Then take a companion on a journey. Bring materials home and decide whether to sell them, craft something new or use them for requests. What you bring back becomes part of your next day in the shop.
The first release is available now for US$2.99, with Japanese, English and Russian support. The screenshots below show the actual game; their interface is in Japanese.
https://mukimuki-games.itch.io/star-trade-management
We would love to hear what kind of shop you would build.
AI disclosure: generative AI was used for images, text and code. Asset credits and licenses are included with the game.

Hi! We have released Pudding Courier, a small first-person physics delivery game for Windows.
Carry a tray of desserts through a café, a space station and six other venues. Walk gently, steady your wrists and try to reach the customer before the snacks tumble. Different food weights and balance make each order a little different.
Includes five-minute shifts, endless and challenge modes, local high scores and career unlocks. The ranking is stored on your own PC, not an online leaderboard.
Windows · $2 USD · Japanese / English / Russian
https://mukimuki-games.itch.io/pudding-courier
Gameplay video below: recorded in the actual game with scripted controls and the normal movement/physics; no human playtest is implied.
日本語:お盆を傾けすぎずに、おやつをお届け。『むきむきプリン便』。
Русский: Донеси десерты и удержи поднос! Игра поддерживает русский язык.
If you try it, we would love to hear which venue you enjoyed and how the tray controls felt.


























