Shaking Hands

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You Shake a Hand. The Rest is a Chain Reaction.

Shaking Hands is a decision-driven shop management game set in a crumbling city of the 1920s.

In this city, you are not a soldier; you are an arms dealer. Who you sell to changes not just your cash register, but the city's balance, the newspaper headlines, and the mood of your daughter waiting at home.

Here, no sale is ever just "business."

Your Choices Change the City

The trade you conduct within these walls echoes beyond them.

  • You Write the Headlines: The weapons you sell become tomorrow's news.
  • The Public Reacts: Newspapers shape the public's anger or hope.
  • The Streets Erupt: The public's reaction changes the streets, and the streets change your shop.

A sale to revolutionaries today might set the streets on fire tomorrow. Playing into the State's hands reduces inspections but makes the people hate you. The wrong balance means a month where rent goes unpaid.

The Shop is Not a Sanctuary, It is Pressure

  • Negotiate: Every customer is different. Who is scared? Who is lying? Who will point that gun at whom? You must be a judge of character.
  • Take Risks: Illegal sales mean more money, but higher chances of inspections, raids, and robberies.
  • Survive: Rent, taxes, debt... Money isn't just profit; it's a burden on your back.

There is Another War at Home

Your daughter is affected by your choices. As the city darkens, so does she. Some nights she goes silent; other nights she loses control.

Making money doesn't always mean being a "good father."

Key Features

  • A sales-based decision system that alters the narrative.
  • Dynamic newspaper and city states shaped by your trade.
  • A delicate balance between factions: State, Resistance, Crime Network, The People.
  • Dark, Noir atmosphere and management tension.

You sell weapons. But everyone pays the price.