u/New_Crew_9667

Image 1 — Do you appreciate economic realism in tycoon games?
Image 2 — Do you appreciate economic realism in tycoon games?
Image 3 — Do you appreciate economic realism in tycoon games?
▲ 81 r/tycoon

Do you appreciate economic realism in tycoon games?

Hey, we're the team behind Bering Tonnage, a maritime logistics game.

We're interested to know how much this community appreciates economic realism in a tycoon game. By realism, we mean representation of real economic conditions in the world. In our game, this translates to the volume and value of cargo coming in and out of world ports.

A few things to consider: some regions in the world, when built on realism, are incredibly hard to play in and may result in a less-fun gaming experience. Other regions may be too easy.

We want to hear what you think! Drop a comment, or consider joining the discord to give more suggestions! https://discord.gg/sTJV82RuzU

AI Disclosure: we did not use AI in this project; it is built on real data and Ebitengine.

u/New_Crew_9667 — 6 days ago
▲ 125 r/tycoon

What do you actually want to see in an Airline Management Game?

We're Antimuon Studios (the team behind Bering Tonnage) and we're building a new airline management sim. We'd like to get your feedback so we can build a community-driven game.

After seeing the earlier post on this subreddit about airline management sims, we're deciding to make our project public.

We've setup a design channel in our discord to hear your ideas: https://discord.gg/sTJV82RuzU

We also want to get your feedback on Reddit:

What do you actually want in an airline management simulator game?

  • The Era: Start in 1960, 2000, or modern-day? Or no year-tracking at all?
  • Tech Tree: Should planes retire historically, or stay available forever?
  • The Cargo: Focus on passengers, freight, or a hybrid of both?
  • The Competition: How strong should the competition be on your routes?
  • What other must-have features do you have in mind?

Disclaimer: The game is still in the conceptual stage, you cannot play it yet. An engine and graphics exist, but we're a long way from release. It will be available as a PC game on Steam. Your feedback will help shape the final product. The graphic material above was generated using Ebitengine without the use of AI.

u/New_Crew_9667 — 10 days ago

Hi! I'm the developer of Bering Tonnage and I’m hitting a design wall: How much geographic intuition can I actually expect from players?

If I say 'Open the port menu at Busan' can I expect them to know the general region, or is that too niche? This is a logistics game where you operate a cargo ship fleet. You load and deliver cargo around the world, buying new ships and acquiring licenses to operate in new regions.

I’m torn between making the game a geography teacher or rewarding players who already know their way around a map. Would you find it rewarding or tedious if the game didn't hold your hand?

u/New_Crew_9667 — 16 days ago
▲ 286 r/gamedev

I don’t have a profound 'market research' lesson to share here. In fact, I did everything 'wrong.' I spent two years building a maritime economy sim that is, if I’m being honest, a glorified spreadsheet simulator. I didn't do market research at all.

I assumed it was too niche to even exist. But here I am sitting at my desk with more wishlists than there are people in my hometown.

reddit.com
u/New_Crew_9667 — 22 days ago