EcoSim guide
start in EcoSim
EcoSim is a playable open-alpha shared-world economy game. This guide explains what a new player can do now, how movement and waiting work, and how to grow from gathering into the market, towns, shops, jobs, and work orders.
First session
Your first useful loop
- Open the live game route after your account has EcoSim access.
- Use the 3 by 3 movement pad, keyboard controls, or touch buttons to move around the centered map.
- Gather visible resources on the current tile. Early resources are simple, but they feed crafting and selling.
- Start hunts only against visible animals. Hunt progress is explicit, and manual hunt steps or waiting advance the task when it is due.
- Use inventory for quick item checks, then use the dedicated inventory page for detailed crafting and item controls.
- Sell useful items to the market, then use coin for towns, parcels, shops, jobs, and player-to-player work.
Movement
Move, wait, and auto-walk
Movement is a direct map action. North, south, east, west, and diagonal moves are sent through the game authority. If you press movement again while a move is already pending, the page shows a waiting message instead of stacking duplicate requests.
Waiting is different from movement. Wait checks due world ticks, lets tasks mature, and advances auto-walk one step toward a selected target. Auto-walk lives on the main map page so travel is close to the movement controls.
Map
Read the centered grid
The map stays centered on your player. Terrain colors show the ground, icons mark visible animals, gatherable resources, objects, water, and stacks. Hover a tile on desktop to inspect details; on mobile, use the nearby lists and map labels.
A resource marker disappears when that one-time node is gathered. If no resource is visible, move, wait, or travel to explore another tile.
Earning coin
How the economy grows
The earliest reliable income is from gathering, hunting, crafting, and market selling. As more players participate, towns, land, shops, jobs, payroll, and work orders become more important because players can specialize instead of all grinding the same loop.
- Gathered resources can be sold directly or crafted into more valuable items.
- Hunted items can feed crafting, market sales, or future food and trade loops.
- Shops make item IDs, prices, stock, and buying clearer for other players.
- Work orders turn multiplayer effort into clear tasks: gather, deliver, pay, and record it in the ledger.
- Payroll is daily and intentionally visible so employers and workers know when wages moved.
Alpha notes
What to report
Good EcoSim reports include the page URL, your account name, what action you tried, what you expected, and what happened. Movement stalling, confusing IDs, unclear delivery rules, duplicate controls, and wallet or inventory mismatches are especially useful to report during open alpha.