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An idle hunting RPG built around the Steam Community Market. Your hunters automatically slay beasts and gather materials while you're away. Return to check market prices, trade your loot on the Steam Community Market, and decide what to hunt next. The hunt is idle—the trading is yours.

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About Beast Market

[The Steam Market is the heart of the game]

Beast Market is built around the Steam Community Market. The materials and gear your

hunters bring home stack up in your Steam Inventory, and eligible items become assets

you can trade with other players on the Steam Community Market. What to gather, what

to hold, and when to sell — reading the market is the core of the game.

[Supply is idle — AFK hunting feeds the market]

The supply engine is AFK hunting. Even with the game closed, even offline, your

hunters keep slaying beasts and hauling materials home. Your stockpile grows while

you sleep, and the moment you return, the "read the market and move" part begins. The

grind never stops — so you can focus on the market.

[The loop: hunt idle -> stock materials -> move on the Steam Market -> decide next]

- Hunt idle: Pick the beast, check weaknesses and drops, send your hunter out. Combat

resolves on its own and supplies materials.

- Stock up: Kills, part breaks, conquest cores, materials — collected into one report.

- Move on the market: Read each material's price, quantity owned, source beast, and use

in one screen, then trade / stockpile / craft on the Steam Community Market.

- Decide next: Send the next idle hunt at beasts that drop the materials in demand. The

market changes what you hunt.

[Season 0 — everything playable today]

Thirty beasts (three variants each: Standard, Empowered, Apex), six weapon families,

auto and offline hunting, part breaks and capture, conquest cores, inventory, crafting,

loadout building, and a production farm. The supply engine that produces materials —

and the terminal for reading them — are already running.

[The market terminal — a screen built for reading prices]

Compare each material's price, quantity owned, source beast, use, and price movement in

one terminal. Prices are shown in the Steam Community Market's regional (fiat) currency

and stay separate from in-game Gold at all times. Read, hold, sell, craft — every call

sets up your next idle hunt.

[Six weapon types, thirty beasts — the levers on your supply]

Sword, greatsword, shield hammer, bow, gun, and war staff. Each weapon family changes

the hunter archetype and combat style, and which beast you hunt (and how) changes which

materials flow into the market. Individual equipment pieces do not produce a unique

visual appearance in the initial release.

[Season 1 — when the market becomes the battlefield (planned update)]

Planned: four-hunter asynchronous Multi Hunt using other hunters' ghosts, Guilds, a PvE

guild offering campaign, and Nation War. Nation War is planned to consume materials for

beast transformation, obelisks, and frontline structures; area × control time becomes

pressure on the enemy nation, and materials, logistics, and market reading stand beside

character stats as ways to win.

* Multi Hunt, Guilds, Guild Offering Campaigns, and Nation War are planned for Season 1

or later and are not playable in Season 0. Names, rules, and rewards may change.

[Free to play, fair by design]

No premium currency and no paid loot boxes. Progression is built from idle hunting,

farming, crafting, and market decisions. Optional buy-to-own content is planned.

■ Community

Development happens in the open on Discord. Dev logs, in-game screenshots, economy and

market design discussion, and test & update announcements land there first.

Steam data © 2026 Valve Corporation. Trademarks are property of their respective owners.

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