Run a flour company, balance production and pricing, keep the town fed.
You own the only flour company in town. Every home on the map is waiting on a delivery.
Factories buy wheat and mill it into flour. Trucks carry it down roads you draw with your finger. You set the price. That's the whole company — and keeping it in balance is the whole game.
Build too little and the pantries run dry. Charge too much and demand collapses. Let one family stay hungry too long and the town takes your factory.
DRAW THE ROADS
Press a building, drag to another, release. That it, extend it, or drag it over to the new home that just went up. Roads are the only thing connecting anything to anything.
PLAY THE WHEAT MARKET
Wheat drifts in slow waves and jumps on shocks. t sets the fair price, so the town forgives a hike when wheat is visibly expensive. Build a silo, fill it on the dip, and hold it. A held silo is never touched. You pick the spike to spend it on.
FEED THE TOWN
Homes grow. Rush hour hits twice a day. A depot near the crowd beats a factory across the map, and a factory with nowhere to put its surplus wastes everything it makes overnight. Tap a factory to upgrade it: same spot, more flour.
SIGN CONTRACTS YOU CAN KEEP
Bakeries pay a flat rate no matter what you charge and eat like three homes — but one empty shelf cancels the contract forever. Farms settle outside town and sell wheafactory you can reach with a road.
GROW OR DROWN
Survive a week to unlock ad campaigns. Another for R&D. Another for fleet training. Every level is permanent and compounds — and so does the demand you just created.
Plus a river you have to bridge, traffic jams why goals, and a run that ends the moment you stop paying attention.
Full tutorial included.
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