A Tour of Velra's Towns

Velra takes you through ten hand-designed locations, each with its own look, theme, and product catalogue. Towns unlock in sequence: franchise your current mart and the map advances to the next destination, bringing a fresh set of areas to expand through and goods to sell. This guide walks through every town in order β€” what you will find there, what makes it distinctive, and a sample of the products waiting on its shelves.

The ten towns

Each town is composed of three to six areas that unlock progressively as you invest in area-gate upgrades. The first area of every town is free β€” you can begin selling immediately when you arrive. Later areas require a growing capital outlay, reflecting the exponential economy of each new location. Towns are not revisited during a single playthrough; once you franchise from a town, you move on. In NG+ you loop back through the same sequence at a higher expansion tier, with all prices and costs scaled accordingly.

Town 1 β€” Greenfield

Theme: Farm goods. Greenfield is where every player begins β€” a small-town mart selling the kind of produce you would expect to find at a rural grocery stall. The starting area is the Grocery section, stocked with Apples and Eggs straight from the surrounding farmland. Expanding opens a Bakery selling fresh Bread and Donuts, and a Dairy Corner with Milk and Cheese. Greenfield is deliberately gentle: the costs are low, the products are familiar, and the mechanics are all introduced without pressure. It is designed to be completed in a single session, giving you your first franchise and your first Brand Stars before the game opens up. Do not linger β€” once you have staffed all three areas and your income has plateaued, franchise and move on.

Town 2 β€” Bayside

Theme: Fish market. Bayside sits on the waterfront and smells of the sea. The opening area is the Docks, where Fresh Fish and Shrimp come in off the boats on short production cycles. Behind the Docks are the Icehouse (Crushed Ice, Oysters), the Smokehouse (Crab, Kelp Rolls), and the Wharf (Lobster, Caviar) β€” four areas in total. Sell prices rise steeply as you move inland through the market, with Caviar at the Wharf fetching 700 per unit compared to the Dock's 30 for Fresh Fish. Bayside is your first real lesson in the importance of unlocking back-areas quickly: the gap between Dock income and Wharf income is large enough that the area-gate cost pays back within minutes of opening. Prioritise getting to the Smokehouse and Wharf over levelling upgrades in the early areas.

Town 3 β€” Snowpeak

Theme: Cocoa lodge. Snowpeak is a mountain retreat wrapped in warm lighting and the smell of chocolate. The Lodge serves Cocoa and Marshmallows to cold visitors, while deeper into the settlement the Bakery sells Gingerbread and Peppermints, the Chocolaterie churns out Truffles and Fudge, and the Tap Room pours Eggnog and Hot Cider. A fifth area, the Summit, crowns the ascent with Candied Pinecones and Glacier Mints. With five areas and a steep area-gate base, Snowpeak demands more capital than Bayside but rewards it with some of the highest unit prices you have seen so far β€” Glacier Mints sell for 12,000 each. Players often find this is the run where investing in the Reputation multiplier from Brand Stars really starts to feel meaningful.

Town 4 β€” Sunport

Theme: Citrus & sun. A sun-drenched coastal town built around an orange grove, Sunport is all bright colours and sharp aromas. The Grove opens with Oranges and Lemons, leading into the Juicery (Fresh Juice, Limes), the Preserves section (Marmalade, Grapefruit), the Confectioner (Candied Peel, Sorbet), the Cantina (Limeade, Tangerines), and a rooftop Sun Deck selling Sundried Citrus and Gold Zest. Six areas make Sunport the largest single-run layout you have encountered so far. The area-gate base of 5.4 million means later gates are formidable, but with Reputation compounding your sales by this point in the game the costs are manageable if you budget carefully. Gold Zest at 195,000 per unit is a significant income step compared to anything in Snowpeak.

Town 5 β€” Spicewell

Theme: Spice bazaar. Spicewell is a busy covered market overflowing with aromatic goods from around the world. Market Row opens with Paprika and Cumin, and subsequent areas β€” Spice Hall (Cinnamon, Cardamom), Tea House (Black Tea, Chai Blend), Saffron Vault (Saffron, Turmeric), Pepper Yard (Peppercorns, Chili Flakes), and the Grand Bazaar (Vanilla Pods, Garam Masala) β€” advance through progressively rarer and more expensive goods. Garam Masala in the Grand Bazaar sells for over 5.7 million per unit. The area-gate base is 502 million, which sounds large but is comfortably reachable with the Reputation and Corporate multipliers a mid-game player carries. Spicewell marks a turning point: from here on, products are priced in the millions and the distinction between a well-managed run and a poorly managed one starts to compound into very different franchise timing.

Town 6 β€” Vineholt

Theme: Vineyard estate. Vineholt is a rolling hillside estate producing wine, cheese, and orchard goods. The Vineyard opens with Grapes and Table Olives, before the route winds through the Press House (Grape Must, Verjus), the Cellar (Red Wine, White Wine), the Creamery (Brie, Aged Cheddar), Orchard Edge (Figs, Walnuts), and the Reserve Room (Port, Balsamic Reserve). Port and Balsamic Reserve fetch 133 million and 205 million respectively β€” numbers that would have seemed impossible in Greenfield. With an area-gate base of 45.3 billion, the later gates in Vineholt require serious capital, but the income from the Cellar and Reserve Room more than justifies the investment. This is also typically where players reach enough Brand Stars to complete most of the Corporate tree's cheaper nodes.

Town 7 β€” Dunehaven

Theme: Desert oasis. Dunehaven sits at the edge of a vast desert, a refuge of dates, honey, and spiced drinks. The Oasis opens the run with Dates and Mint, then the Caravan Stop brings Almonds and Pistachios, the Honey Tent fills jars with Desert Honey and Royal Jelly, the Spiced Kitchen brews Spiced Coffee and Cardamom Tea, the Confection Tent creates Halva and Turkish Delight, and the Sultan's Table closes with Rosewater Syrup and Saffron Honey. Saffron Honey at 12.6 billion per unit puts Dunehaven comfortably in the late-game bracket. By the time you are selling at the Sultan's Table, your mart's per-second income will likely exceed anything from the early towns by many orders of magnitude, even before NG+ scaling.

Town 8 β€” Tidecove

Theme: Tropical reef. Tidecove is a warm-water island settlement with a distinctly relaxed atmosphere belied by its enormous prices. The Lagoon opens with Coconut and Banana, moving on to Reef Shallows (Mango, Papaya), the Tiki Bar (Pineapple, Passionfruit), the Sugar Shack (Sugarcane, Cane Syrup), the Spirits Hut (Coconut Rum, Spiced Rum), and the Pearl Deck (Dragonfruit, Reef Sorbet). Reef Sorbet at 507 billion is one of the most valuable products in any of the authored towns. The area-gate base is 678 trillion, so the gate costs are substantial even for experienced players. Tidecove rewards patience: the Spirits Hut and Pearl Deck are worth reaching even if it means a longer run before franchising.

Town 9 β€” Emberforge

Theme: Volcanic geothermal. Emberforge is built beside an active volcano, and everything here is cooked, smoked, or forged by geothermal heat. Ash Fields open the run with Volcanic Tomatoes and Black Garlic, then Steam Vents supply Geothermal Eggs and Mineral Water, the Smokehouse (distinct from Bayside's) produces Ember Roast and Smoked Salt, the Glassworks crafts Glass Jars and Obsidian Salt, the Lava Kitchen fires out Chili Oil and Lava Bread, and the Caldera Reserve finishes with Volcanic Honey and Ember Coffee. Ember Coffee at 17 trillion per unit is stratospheric. Players arriving at Emberforge for the first time are typically already deep in NG+, and the income numbers reflect it. If this is your first loop through Town 9, consider how close you are to completing all ten towns and triggering another NG+ tier β€” the star multiplier from a completed loop is significant.

Town 10 β€” Skyhaven

Theme: Flagship metropolis. Skyhaven is the crown jewel of the Velra franchise network β€” a gleaming metropolitan flagship store selling only the finest products. The Atrium opens with Macarons and Truffle Bites, then the Champagne Lounge serves Champagne and Vintage Port, the Caviar Bar dishes out Caviar and Oysters Royale, the Patisserie offers Gold-Leaf Cake and Diamond Γ‰clair, the Roastery pours Gold-Dust Coffee and Saffron Cocoa, and the Velra Reserve tops it all off with Velra Reserve Red and Celestial Truffle. Celestial Truffle at 764 trillion per unit is the most expensive authored product in the game. Franchising from Skyhaven completes one full town loop and either ends the designed content (on your first playthrough) or increments the NG+ expansion tier and sends you back to Greenfield at a higher scale. Either way, reaching the Velra Reserve room in Skyhaven is a genuine milestone worth celebrating.

Town ordering tip: Towns unlock strictly in sequence β€” you cannot skip ahead or revisit. The franchise that completes a run in Town n always advances you to Town n+1. This means the pace at which you move through the map is determined entirely by how quickly you franchise in each town. In general, franchise sooner in the early towns (Greenfield through Sunport) where the Brand Star gains compound quickly, and invest more time in later towns (Dunehaven through Skyhaven) where the per-run star yields are highest and the Infinite Aisle becomes a meaningful income source once NG+ Tier 2 is active.

What carries between towns

When you franchise out of a town, your run-scoped progress resets entirely β€” money, unlocks, staff, and aisle depth are all cleared. What persists is everything permanent: Brand Stars, the Corporate tree, lifetime statistics, and research. This means arriving in a new town is always a fresh start economically, but your Reputation multiplier and Corporate bonuses are already active from the first sale. The further into the town sequence you are, the larger those permanent bonuses have grown, which is why later towns can be played through at a much faster pace than the numbers on paper suggest β€” your accumulated Corporate investment does a lot of the heavy lifting.

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See also: Franchising & Brand Stars guide  ·  How to play  ·  FAQ