Yes, just click here! Thanks to our player "Elderman GmbH" for this outstanding work!
And make sure to read the starter guide in the game, which explains the most important basic elements of the game. (You can reactivate it anytime in the settings menu within the game)
Only at the black market the progress increase for every transaction is counted only once per hour and per trade partner.
The higher the level, the less XP will be earned for identical actions.
There is no "quick" way in the sense of "a few clicks and I'm a trillionaire" in Resources. Diligence is particularly rewarded in the early stages by trying to build as many mines as possible, collect as many crates as possible, complete as many missions as possible, and always try to buy and sell cleverly. As soon as you can, repair other players' facilities and receive rewards for it.
It is not necessarily the most successful strategy to unlock and keep all factories productive as quickly as possible or to upgrade all special buildings or the HQ to level 10 as fast as possible. Based on the provided data, find out what might be the most lucrative in your current phase of the game. Be attentive and observe, for example, that not every factory is profitable at all times, not every found object yields a profit when recycled, etc.
The mission system in Resources has very little in common with the quest systems of well-known MMORPGs. Missions should be understood more as a bonus system for actions you will be performing anyway in the game. For example, with sales missions: if the mission is active, you will receive the mission reward in addition to the proceeds from the sale of the corresponding goods. In the collection mission, you receive a mission reward upon completion in addition to the values of the collected crates. There are also missions that simply do not fit your playstyle or current phase in the game. There is no obligation to complete all available missions.
This is probably the moment you realized that Resources is not a simple "tap-tap-win-game"Before accepting a mission, the conditions for that mission are clearly visible. If your company accepts a contract with requirements that you cannot (or do not want to) meet, your company must bear the consequences outlined in the contract. In most cases, a negative balance can be brought back into the black by selling off inventory. Perhaps a loan might help. It can become problematic if you do not have a steady income from mines or the possibility of external maintenance. If it becomes truly hopeless, you will have to delete your company (i.e., your account) and start a new game.
No. For now no level cap is planned. Warehouses and factories can be endlessly expanded. Only the headquarters and special buildings have a level cap of 10.
Points measure the current economic strength of a player. This value determines the ranking in the leaderboard. The point system is dynamic - this means that points can also be lost (e.g., by dismantling mines, prolonged inactivity, etc.).
Points are influenced by various factors, including:
Prolonged inactivity results in a temporary penalty factor on the total score in the leaderboard.
This helps more active and new players catch up in the rankings and prevents inactive players from passively and permanently dominating the leaderboard.
When is a player considered inactive?
“Inactivity” is counted starting from the 3rd day of inactivity. The penalty factor increases by 1% per additional inactive day (multiplicative) and is capped.
As mentioned, the penalty is not permanent: active players can recover their former leaderboard position fairly quickly, provided they haven’t been absent for years. Otherwise, as a manager, you’ll need to prove your worth again with consistent activity for a while (up to a maximum of 5 active months). :)
The penalty factor is reduced by 5% per active day (multiplicative).
Market requests cause the prices for the corresponding product to rise, while sales cause prices to fall. Request prices have a lower limit set by the "AI market" (see below) - the price base. The price base is not only dependent on market movements by players but also on the rarity of a product and the current quantities stored in the warehouses of all players. Therefore, rarer products react with stronger price fluctuations to requests and sales.
Price stability is an enormously important aspect in a game like Resources, ensuring that new players can always buy and, most importantly, sell their goods at a reasonable price, and have market conditions similar to those of long-term players for starting their own economy.
Over time, long-term players have accumulated enormous quantities of resources, operate up to 35,000 mines, and are swimming in money. (This is primarily due to the fact that resource sources do not deplete, which is explicitly desired by the players.)
What would happen in a real market if the supply far exceeds the demand should be clear: price collapse. To prevent this and to ensure that players remain interested in upgrading their factories, expanding their warehouses, and accumulating money even after long periods of gameplay, it must be ensured that players can sell their goods at reasonable prices at all times - even when there is no player demand.
For this purpose, there is the "AI market". On one hand, it sets a price base that must not be undercut for new requests, taking market conditions and player requests into account in price formation. On the other hand, the AI market ensures that there is always a buyer for goods, even if there were only a handful of Resources players. The AI market also provides fresh money into the game, which is necessary to avoid deflation, which would also lead to a price collapse.
Yes. With every successful attack, the affected mine gets damaged. The amount of damage is determined by chance within a certain range. However, 100% maintained mines cannot be made "demolition-ready" through one single attack. By improving the mines with tech upgrades, the chance of a demolition due to attacks is even lower.
Artifacts are rare objects hidden around the globe. They can be searched for, found ("uncovered") and then excavated using Artifact Detectors and Archaeologists.
Yes, but only if it has been uncovered and the other player has also upgraded their Archaeological Centre to at least Level 1. You must be within the usual crate collection radius. Note: once an artifact has been uncovered, it only remains for a short time before disappearing forever!
We distinguish between hidden and revealed artifacts.
Don't worry: artifacts respawn! The map cannot be permanently "cleared out"!
Artifacts can either be sold or redeemed on the "Artifacts" page (amphora symbol in the navigation bar) to unlock valuable bonuses.
Let's be honest: artifact hunting isn't for couch potatoes! Resources is a location-based game. But it's been built so that you can handle most in-game actions from home — or trade with other players to get items that normally require physical movement. Artifacts are meant to stay valuable! That's why they won't just drop at your feet. You won't be able to farm multiple artifacts from your couch. They won't always spawn in the same spot either — running the same route daily might work, but it's no guarantee. And then there are your fellow players, ready to snatch artifacts right from under your nose. But don't worry — artifacts respawn!
Yeah, unfortunately that can happen. Resources can't automatically detect areas that are physically inaccessible — whether due to terrain or private property. 100m range (with Arch. Center Lvl 1) can be enough to reveal an artifact that's sitting behind a fence or inside a building along a street. At Arch. Center Lvl 10 that range extends to 200m. If an artifact is genuinely unreachable, just leave it and head in a direction where your chances are better. The system automatically ensures that overall artifact distribution stays fair.
The game always tries to immediately synchronize actions with the server. If this is difficult or impossible for technical reasons (e.g., poor data connection on the player's side, problems with the player's service provider, server issues, or server overload), this can significantly impact the gameplay. Storing actions "offline" and synchronizing them later when the connection improves is not an option due to the possibility of collaboratively building synchronization spots or collecting boxes.
No - that is part of the risk in the game! The sale on the normal market was purposefully built so that sales happen quickly and conveniently. That's why there is no pop-up asking you to confirm your sale either.
No – due to bad experiences in the early years of Resources, we unfortunately had to remove this option. Resources is an economic game and players compete against each other. The financial "boosting" of individual players by player groups, or enriching one's own account through additional created accounts, massively distorted this competition. There is a market-conform option to apply for loans in the game if you are temporarily short on cash, with the obligation to pay them back.
No problem. Use the "Change company name" function in the game menu (3 dots in the top right). Please note that we will not accept obscene or ethically inappropriate names.
The developer is grateful for bug reports, because it's only thanks to your reports, that can he optimize and improve the game. You can report bugs...
The more additional information the developer receives in your report , the sooner he can fix the bug. (for example when and after which action does the bug occur, etc.)
Don't despair! Contact the developer!
The more information the developer gets about your problem, the faster and better he can help you.
No problem - copy the order number or the receipt which you got from Google or Apple via e-mail (or Google/Apple Account) and send it to the developer at:
The developer will verify this and transfer the items as soon as possible into your warehouse.
No, not at the moment.
We have to disappoint you at least partially. However, we offer you an API interface with which you can populate your spreadsheets with the essential data of your game account. This way, you have your analyses in your own hands. Most of the formulas used are based on extremely simple mathematics and were easily determined by many players within the first few weeks after the release of Resources. Some players also offer their tools online (see Communities & Tools). There are very few elements in the game whose algorithms are somewhat more complex and not transparent. These are mainly elements that are based on random generators.
Since we believe that the element of chance and fostering the spirit of exploration in games are as important as reliable, predictable effects, we will not change this mix and our philosophy and therefore will not disclose all the technology.