Return to the world of medieval trade and ambition.
Step into your caravan master’s boots once more in Silk Roads II: Paths of Fortune — this immersive trading simulation expands on the beloved original with deeper systems, dynamic world events, and a rich cast of characters to command and contend with.


Each journey is its own challenge.
Choose specialized animals and companions to traverse deserts, mountains, jungles and more. Discover new cities, develop your own routes and encounter obstacles on the paths of fortune.

Recruit unique characters from across the Silk Roads, each with their own traits, skills, and personalities — complete with both benefits and drawbacks.
Negotiate their contracts, manage their morale, and help them grow in experience and wealth… or risk losing them to rival caravans.


Deal in a wide array of goods across cultural and regional lines, from rare Cathayan silks to steppe furs.
Earn the trust of cities and factions to access their most valuable wares — reputation is everything when chasing fortune.

Managing a caravan is more than buying low and selling high. Assign tasks like foraging, guarding, or repairing — but don’t forget to rest your crew. A tired caravan is a slow and vulnerable one.
Cities go to war. Markets crash and surge. Roads become perilous or profitable.
Silk Roads II features a living world that evolves as you play. Events can open new opportunities or cut off familiar paths — and your decisions can shape the outcome.
Return to Venice to buy back your stake in the Colleganza, increasing your share of the profits.
But beware — the more skilled your companions, the more they’ll demand a cut for themselves.
A small update today that should help with stability surrounding quests that included cities that are no longer included in the game, the game should now swap them out for alternate nearby cities and no longer recommend them in future quests.
I\'ve also enabled a setting in the engine which should make the Map appear much sharper than before, this seems to have had an effect on most assets in the game to my eye but some of the texture positions may have been slightly thrown off by this.
A quick update today to fix some issues caused by the changes to the map (this should prevent any random turn of the month crashes people may have been encountering on old save files).
I\'ve also changed the Explorer trait which used to give the ability to chart paths for free, it now unlocks the entire map regardless of whether you have visited a city or not. This probably takes it from the weakest overall trait to one of the strongest early game traits.
Enjoy!
Greetings fellow merchants!
I\'m pleased to announce that the much requested map feature has been added to Silk Roads II: Paths of Fortune!
The history fans among us might recognise the inspiration for this map, namely the Mapa Mundi, the largest known surviving medieval map.
The Mapa Mundi was made shortly after the game is set. For those of you who are unfamiliar with it, I\'d recommend having a quick google, you may find it quite hard to read, namely because it has Jerusalem in the centre of the world and the distances all look a bit odd. While the map in the Silk Roads II is a bit more grounded, I did want to try to incorporate a bit more of that medieval exploration feeling in the game.
As for the implementation, there are 3 primary maps in the game:
Travel - When you enter the gatehouse in a city you will no longer be presented with a dry screen with a bunch of buttons on where you want to go or how to get from X to Y, instead you will now find the map. On the map you\'ll be able to see where you are currently, where you can travel to next and all of the cities that you have thus far visited as greyed out options. To travel to another city, simply select its icon on the map. You can also zoom into the map and pan around by clicking and dragging. This should give players a better general idea of where they are in the world and where they\'re going. A city that is your quest target will also be lit up in gold.
Quests - On a quest you will now be able to view each city on the path of the quest as well as the goal city. I have also included the current date on the quest since that seemed to be causing issues for some people.
World - In the world tab you can now see, well, the world. This will show you all the cities that you have thus far explored. By selecting a city, you can see what other cities it is connected to, therefore giving you the ability to plan out a route of your own.
City icons are further distinguished by their culture and wealth with smaller looking cities being less wealthy than the larger ones.
With this update there have also been changes to paths and the removal of around 10 cities to keep the map logical. In order to remove these cities, players whose save files were located in this cities will find themselves in another city nearby.
Right, I\'ve rambled enough, now go and enjoy!
Greetings merchants!
I wanted to make a quick post to show off a new feature in the works, I think it will come as a surprise to few after the rather consistent feedback on what I\'ve been working on.
[img src=\"https://cdn.cloudflare.steamstatic.com/steamcommunity/public/images/clans/45584521/d09fd366ad84acae6a237f9b91036cf8ae067d65.png\"][/img]
This is just a first peak, i\'ll get into the reason for the unique design, how it\'ll function in game and more in a future update but I wanted you all to have a first peak now!
Super small patch to fix an issue where party members would continue to starve while resting in a city.
A patch with some good reach today:\nAddress issues where a quest offered by a max reputation culture used a placeholder reward amount instead of the real amount.\nMassively rebalanced quest rewards, boosting the base value of a quest reward significantly.\nReputation will now do a better job of scaling your reward balance (better reputation means more cash, worse reputation means more reputation earned.)\n\nQuests were always meant to be a peripharal source of income but feedback has been generally negative on the quest rewards so I hope this rebalance puts them back in the spot they were meant to be in. If it\'s too much of a rebalance let me know in the forums!
A quick patch to fix more event related stability issues.
A small patch to:\nFix some late game events that were causing crashes.\nAdd a catch to the event master which should prevent similar crashes.\nFixed an issue that would cause animals to continue to starve if they were strarving before arriving in the city.
Patch to fix crashes caused by party members or animals leaving the caravan during a journey through non-conventional means. Also changes to a few other snagging points such as UI not updating in real time. Please keep the feedback coming!
A small patch to fix an issue with reputations not loading correctly.
Some small changes to the way that markets are stored when you leave the town to ensure that they accurately reflect whatever you left behind when you return (markets will automatically refresh after 6 months).\nAlso a quick fix to stop an exploit that allowed you to power level the player character beyond 5.
Fixes include:\nEndlessly waiting at the city for travelling to end.\nFixes and improvements to contract renegotiation across the board.\nPhantom popups with Morale and Health on the party tab.\nFixes to the rations and cultures from events to prevent empty cells from being created.
Fixed an issue that was causing a freeze/crash when entering cities and an issue where a new culture was being added via events.
A small patch to fix an issue that would occasionally cause crashes when a party member left the caravan (via death or morale loss).
A quick patch that addresses issues caused by events, this should significantly impact random crashing during journeys, however, if you encounter more crashes, please reach out to me via the discussions page.
I\'m finally ready to announce the launch date of Silk Roads II: Paths of Fortune of August 1st, 2025.
It\'s been a wild few weeks since Steam Next Fest with a lot of feedback on mechanics, bugs and QoL features.
In just the past few weeks I\'ve added or changed:
Over 150 new events, for a total of over 200 events in all, enough to never have an event repeat for over 4 trips from Venice to Cathay.
[/*]Total rebalance, including a half year grace period with a bonus to health and morale for the player character and a boost to certain less useful skills, a change to camp jobs and more.
[/*]Reworked quest system, with quests that now scale with player level.
[/*]The addition of an acceleration button. Though I am fond of quite slow and methodical games, I understand not all gamers feel the same and therefore there is now a button to increase game speed by x2.
[/*]Changes to the way events effect towns and being able to view them prior to travelling rather than having to consult the rumour syste each time.
[/*]Also changes to the rumour system with multiple rumours per town but with a smaller radius.
[/*]Changes to the way weight would effect your caravan\'s ability to travel.
[/*]Reworked Grocery UI. To be honest, this one wasn\'t a community request, I just really felt it needed it.
[/*]Generally improved game stability and performance.
[/*]
All of these changes would have been impossible without so much great feedback from the playerbase, which is why I am now requesting that people give the demo another whirl to see how all of these changes have affected gameplay and what other things players may want to see.
I also hope you all choose to continue your saves in the next couple of weeks with the full release of Silk Roads II: Paths of Fortune.
Happy trading!
Minimum Setup
- OS: Ubuntu or Similar
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