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Watch trailer on Steam ↗I.T.C.B - Interstellar Trade Compliance Bureau
Baseless Assumption Studio · Published by Baseless Assumption Studio
Mixed — 48% positive (31 reviews)
Last updated 28 Sept 2026
You've been abducted. The aliens picked you by lottery. Now run their trade terminal: manage resources you don't understand, sell on the galactic market, keep an entire populace happy, and slowly climb a bureaucratic corporate ladder that does not entirely make sense.
Indie, Simulation · 2026 · More free games
About this game
You were not supposed to be here.
The Zorbonians — a perpetually struggling backwater of a vast galactic empire — finally won the Imperial Lottery. The prize: the right to abduct one exquisite individual from anywhere in the known galaxy to fix their economy. The selection committee reviewed your file with great care. They were particularly impressed by your demonstrated capacity to coordinate the movement of standardized containers across continental distances.
They think they got a logistics savant. They got you.
Now operate Trade Terminal 7-G. The populace requires goods. You will provide them.
━━━ WHAT YOU'LL DO ━━━
Run a planet's economy from a single screen. Build production facilities, manage resources, and keep an entire alien populace fed, clothed, housed, and content — all from a terminal you barely understand.
Trade on the galactic market. Buy low, sell high, and try to read a market that shifts beneath your feet. Surplus is only worth something if you sell it at the right moment.
Decipher as you go. New resources arrive as untranslated alien glyphs. Figure out what they are before they become a problem — or after, the hard way.
Survive the news. A constant stream of headlines drives prices, demand, and disaster. Most of it is noise. Some of it will end your run. Learning the difference is the whole game.
Climb a corporate ladder that does not entirely make sense. Your supervisor, Vellum Quex-9, will be in touch. Frequently. He means well, probably.
━━━ THE TONE ━━━
I.T.C.B. is a management sim with a straight face and a dry wit — bureaucratic cosmic comedy in the tradition of Papers, Please, Cultist Simulator, and the Hitchhiker's Guide to the Galaxy. The numbers are serious. The universe is ridiculous. You are somewhere in between, doing your best.
The populace is counting on you. They don't know you're improvising. Let's keep it that way.
System Requirements
Will my PC run this? →Minimum
- OS: Windows 10
- Processor: Dual-Core 2.0 Ghz
- Memory: 4 GB RAM
- Graphics: Integrated graphics with OpenGL 3.3 / Vulkan support
- Storage: 2 GB available space
Recommended
- OS: Windows 11
- Processor: Quad-Core 2.5Ghz
- Memory: 8 GB RAM
- Graphics: Dedicated GPU with Vulkan Support
- Storage: 2 GB available space
Supported Languages
Latest news
Patch NotesOfficial
Further rebalancing
I’ve heard your feedback—the economy was becoming too punishing. - Cheaper factories and simpler production chains. - Expansion costs grow steadily instead of exponentially. - Stronger tax income, with visible estimates. - Calmer markets that drift toward normal prices. - Slightly slower population growth as colonies expand. - More time to establish orbital and quantum supplies. Happiness rules remain unchanged. The Bureau has finally replaced its calculator. Thanks for giving I.T.C.B a shot. I will continue rebalancing the game and hope you will appreciate the upcoming changes! BAASRead full article on Community Announcements (BAS)Patch NotesOfficial
Super small fix
Fixed a single bug.Read full article on Community Announcements (BAS)Patch NotesOfficial
Small update - patch 1.1.2
I.T.C.B — Update 1.1.2: Luxury Is Optional. Apparently Housing Isn't. Hello, Operators! I've been listening to feedback and continuing to tune the new happiness model. One late-game loophole needed attention: a neglected resource such as Orbital Hab-Blocks could have so little influence on the overall average that overflowing warehouses elsewhere kept everyone perfectly happy. The Bureau reviewed the argument that “there are no hab-blocks, but we have plenty of snacks.” The argument has been rejected. This update adds a small guaranteed consequence for critical shortages of nonessential resources: - Below 25% reserves:** any unlocked nonessential resource now guarantees an overall happiness loss of at least **1 point every 10 seconds. - At 25% or above:** that additional safeguard stops. The resource continues to contribute through the existing happiness bands and faction weights. - Essential resources retain their stronger protections. Their negative bands still force overall decline. - The strongest shortage safeguard applies once. Multiple critical resources do not each add another guaranteed penalty, and the nonessential safeguard does not stack on top of the essential one. - Widespread shortages can still cause greater losses. This is a minimum consequence for severe neglect, not a limit on how unhappy the population can become. - Locked resources and resources without population demand are excluded. The population cannot complain about something your terminal has not translated yet. Give them time. The intention is to keep prioritization and imperfect supply viable while making completely abandoning a late-game need a meaningful decision. Essentials remain the more urgent concern. There are also a few clarity improvements: - The happiness tooltip now identifies a critical nonessential shortage and the resource responsible. - Resource details and card tooltips explain the new threshold and minimum decline. - Faction rate descriptions now account for both types ...Read full article on Community Announcements (BAS)Patch NotesOfficial
I.T.C.B - Update 1.1.1
*Filed by the Operator's Office. Retain for your records. Do not eat.*You talked. We listened. Mostly we listened to the part where the population starved to death in ninety seconds and nobody could tell why, which — fair.1.1.1 is a **tuning patch**. The systems you liked are still here; the ones that were quietly lying to you have been taken out back and explained to. The single biggest change is that happiness is no longer a mysterious number drifting toward a target only the source code knew about. It is now a **rate you can read, predict, and blame someone for.**---## The big one: happiness by reserve bandHappiness used to ease toward a hidden "satisfaction score" per resource. It was mathematically defensible and completely unplayable. Gone.Now each consumer resource looks at its **reserve fulfillment** (what's in the warehouse ÷ the stock target) and contributes a flat rate:| Reserve fulfillment | Contribution || --- | --- || Below 25% (CRITICAL) | −2 every 4 seconds || 25% – under 50% (LOW) | −1 every 3 seconds || 50% – under 70% (SHORT) | −0.5 every 3.5 seconds || 70% – 90% (ADEQUATE) | Stable || Above 90% – 100% (SATISFIED) | +1 every 3 seconds || Above 100% (SURPLUS) | +2 every 5 seconds |Things worth internalising:- **70–90% holds what you have. Above 90% earns it back.** You do not need abundance. You need a boring, reliable buffer, like a functioning adult.- **Contributions are averaged.** Translating your eleventh resource no longer makes the happiness bar swing harder. Discovery is no longer a punishment.- **Rates accumulate continuously.** Sliding between bands can't reset a penalty timer, so no more frame-perfect warehouse micro-management.- From cycle 10, factions apply **their own resource weights**, normalized — and the tooltips, resource cards and ledger now all read from the *same* normalized weights the simulation uses. Previously some screens used the raw config values and confidently disagreed with each other.## Essential resourcesFive resou...Read full article on Community Announcements (kkletsgo)AnnouncementsOfficial
I.T.C.B - Out Now
COMPLIANCE NOTICE — BUREAU RECRUITMENTApplications are now open. No experience required. No experience is, in fact, preferable.Report for duty.-- Vellum Quex-9, Supervising OfficerRead full article on Community Announcements (kkletsgo)






