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Current build · version 1.19Released Sep 14

Creator Chronicles Town Layout & Auction House Guide

Lay out the village around visitor flow, production access and expansion instead of placing buildings only for looks.

Updated
Oct 30, 2026
Quick answer

Keep the Auction House entrance unblocked and reasonably close to the visitor route, group production buildings beside their inputs, and leave expansion corridors. Old Demo footage explicitly warns that a blocked or overly long Auction House route lowers village income; the latest updates also make Auction prices respond more dynamically to supply, purchases and sell-outs.

Creator Chronicles Auction House window with tradable goods, quality and price columns — official Steam store screenshotOfficial Steam screenshot

Three more plots and stock control in version 1.19

The town now has three additional expansion plots on the right, raising the purchasable total from seven to ten. Leave access to the new space when laying out facilities rather than assuming seven plots remain the final limit.

Expanded guild grounds and production facilities from the version 1.19 announcement

Later plot price tiers changed. If you previously bought a plot at the 250,000,000 Gold tier, the update returns 200,000,000 Gold on the first save load after updating. This is a price-difference refund for that purchase, not a repeatable income method. Additional Mine construction costs were also adjusted; use the cost shown on your current build screen.

Protect supplies before sending more goods to the market. In Production Control (X), review Sale Lock alongside stock targets. In a resource’s info window, set Keep in Stock below Owned Quantity and use Used In to see which recipes need it. A high output target does not protect ingredients from all other demand.

When using Combine Bags in the Guild Warehouse, locked equipment is now sorted across bags too, including equipment on later pages. Viewed separately, bags retain their own sorting. Check the current view before assuming a locked item disappeared.

Use three functional zones

ZonePut hereReason
Visitor/economy spineAuction House + clear roadVisitors need to reach it efficiently
Production clusterFarm, Alchemy, Cooking, crafting buildingsShort mental loop: see shortage → produce → sell/use
Expansion edgeHouses + future facilitiesThe current rules require new land purchases to share an edge with unlocked land

Auction House pathing is real economy

Video-backed failure condition

The tutorial footage says visitors follow village roads to the Auction House, and if the entrance is blocked or the road is too long, village income decreases. That makes road design a money mechanic, not cosmetic flavor.

How to think about market prices

Town resource stock and production panel

Layout mistakes to avoid

Patch 1.02 note (September 16)

The Auction House gained more detailed item categories, better enchantment market price displays, and reduced Tavern chatter in patch 1.02. The Auction House also now sorts equipment you did or did not acquire through Drop History on dungeon result screens.

Launch content (September 15, 2026)

Patch 1.17 note (October 8)

Patch 1.18 note (October 13)