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Shaking Hands description
Shaking Hands
Set in a crumbling city of the 1920s, Shaking Hands puts you in the shoes of an arms dealer rather than a soldier. The world you inhabit is shaped by every transaction you complete: who you sell to, how the city responds in the newspapers, and the mood of your daughter waiting at home. In this game, profit is never just about profit — it is a lever that tilts the balance of power and fate.
The core loop is decision-driven shop management with far-reaching consequences. Your actions inside the storefront echo through the streets and the newsroom. The weapons you move become tomorrow’s headlines; the public’s anger or hope feeds back into your business, nudging the streets to rise or calm. Choosing customers is a test of character: who is afraid, who is lying, and who will point a gun at whom?
Every sale carries weight. Arm a revolutionary today and you might ignite unrest tomorrow. Align with the State to lower inspections, but risk earning the people’s scorn. The wrong balance can leave you with an unpaid rent month, mounting debts, and a shop that feels like a pressure cooker rather than a sanctuary.
The city is a living partner in your decisions. Dynamic newspaper narratives shift with your trade, reflecting and amplifying public sentiment. The streets themselves respond to your choices, and those changes in turn influence the atmosphere inside your shop. It is a delicate dance between factions — State, Resistance, Crime Network, and The People — where power, danger, and opportunity collide.
There is an officer’s ledger, a mother’s worry, and a father’s burden. There is Another War at Home: as the city darkens, so does your daughter’s world. Some nights she falls silent; others nights she unraveles. Making money does not automatically mean being a “good father,” and the price of power is measured in more than coins.
Key features:
- Sales-driven decision system that reshapes the narrative and the city state.
- Dynamic newspapers and urban mood evolving from your trade choices.
- Fine balance among factions: State, Resistance, Crime Network, and The People.
- Dark noir atmosphere and tight management tension as you weigh risk, trust, and consequence.
- Weapons sales come with moral and practical costs; every decision echoes beyond the ledger.
In Shaking Hands, you sell more than arms—you sell a future. And every handshake leaves a mark on the city, your family, and your own conscience.

