r/tycoon

▲ 22 r/tycoon+2 crossposts

I'm making a stock market sim where bad trades literally give you a panic attack or depression.

Hey everyone. I love management and economy games, but I wanted to add real stakes to day-trading.

In Neo Capitalist, you are managing a portfolio, but you also have to manage your hunger, stress, and mental health. If things go wrong, you might have a panic attack, become depressed, or pass out.

For a realistic stock market experience, you can play in stable mode, or enter a cyberpunk universe with feel mode. In feel mode, the realistic trading terminal starts glitching into a cyberpunk dystopia.

I just put together this new trailer to explain the mechanics. Do you guys enjoy high-stress management games, or do you prefer the classic relaxing tycoon experience?

If you want to check out the UI details, here is the Steam page: https://store.steampowered.com/app/4580690/Neo_Capitalist__Stock_Market_Survival_Simulator/

u/PaperPlaneLogic — 15 hours ago
▲ 64 r/tycoon+1 crossposts

How a small country town can grow into an industrial city in our game. Do you like this progression?

u/stanis_d3 — 18 hours ago
▲ 10 r/tycoon

I would like a recommendation for police station management game

As title said, I would like to pick up a game that you have to manage a police station. Bonus if it has similar playstyle like Project Hospital and/or mixing taking care of employee/fund in station- field work management. Early access is fine.

reddit.com
u/Simmy_Monkey — 23 hours ago
▲ 131 r/tycoon

Hotel Architect made me realize how lacking the hotel tycoon subgenre is.

I like hotel architect, but its not really my cup of tea in terms of it being very bubbly and unrealistic-feeling, kinda like the two-point games. I was kinda hoping for something like project hospital but for hotels.

But the genre itself feels almost perfect for hotel-style games, I would have expected like a dozen different variations, yet... basically nothing. Hotel Magnate is basically a broken game. There's a few games where you play as a first-person hotel manager (dislike those types), but besides hotel architect/magnate, there's nothing in the genre.

u/kolejack2293 — 1 day ago
▲ 6 r/tycoon

[Playtest] Looking for economy and mechanic testers for a hardcore, stress-driven banking simulation.

Hey everyone,

I'm currently developing a hardcore banking and finance management simulation, and I am looking for closed beta testers to break the game's economy, test the core loop, and find exploits.

If you are tired of relaxing tycoon games where money just prints itself, this might be for you. This game is built around strict accounting discipline, physical cash handling, and high-stress crisis management.

What will you actually be doing/testing? Right now, the core economic loop is implemented, and I need data on whether the cash flow is balanced. I need you to test:

  • The Core Economy: Is the incoming cash from customers enough to survive? Are profit-sharing mechanics (kâr payı) working as intended? Is the game too punishing or too easy?
  • Physical Cash Mechanics: There is no magic digital wallet. Every dollar must physically exist in your vault. If your ledger and your physical vault don't match, you're in trouble. We need to test if this physical handling feels right.
  • Penalty & Debt Systems: Making mistakes leads to massive state fines (AML/Fraud) or forces you to deal with loan sharks who show up at your door for physical cash. We need testers to experience these penalties and see if the recovery loop works.

Who am I looking for? I need players who enjoy deep management systems, love finding loopholes, and aren't afraid of a punishing game loop. Your primary goal is to tell me: "The cash flow is broken here," or "This penalty is mathematically impossible to recover from."

Discord: https://discord.gg/hU8buedF

reddit.com
u/Non-Forgotable — 1 day ago
▲ 614 r/tycoon+8 crossposts

New look at the Haunted Dark Ride Management Sim I'm building with GDevelop!

Hey everyone,

I'd love to share the latest gameplay for the game I'm currently building in GDevelop.

It's a pixel-art management sim where you design and operate your own haunted house dark ride. I've actually never created a game before, and am truly happy with how inituitive it is to use GDevelop and create a game that's entirely what I envisioned.

I'm currently working very hard to get a demo ready for Halloween season. If you like, you can find more info and screenshots on the Steam page:
https://store.steampowered.com/app/4480080/Scream_Operator_Haunted_House_Manager/

I've had lovely conversations with fellow GDevelopers in the past regarding the lightning and mechanics of this game, and I've had more than a fair share of help too. If there's anything you'd like to discuss, or any feedback, please feel free to hit me up here, or on discord!

u/ScreamOperatorDev — 2 days ago
▲ 9 r/tycoon

What is the best tycoon game I should play ?

I was a big fan of CityVille in the past. Do you have any tycoon recommendation ?

What is the best tycoon game according to you ?

(PS : I don't want to play Two Points hospital or campus)

(PS 2 : I want the game to be on Steam)

reddit.com
u/Jazzlike-Ad7654 — 1 day ago
▲ 26 r/tycoon+2 crossposts

Remember when you guys broke my game during the playtest month ago? Well, I fixed it (I think). The Project Manager SIM demo is officially live!

Hey everyone!

A bit more than a month ago, I came to this subreddit asking for help testing my solo-developed game, Project Manager SIM. You guys showed up, played the game, filled out feedback forms, and pointed out all the bottlenecks (and yes, clearly explained to me that my boss-waiting mechanic was terrible XD).

Today is a huge milestone for me. I took all your harsh (but very fair!) feedback, went back to work, and I'm super excited to announce that the official Demo is finally out on Steam!

If you played during the playtest, you'll notice a lot of changes and polish based directly on what you guys told me. For those who are new here, you’re stepping into a management tycoon inspired by games like RimWorld, but focused on the pure chaos of IT project management.

Here is what you can expect in the demo (which gives you 90 in-game days, so roughly 2+ hours of gameplay):

  • Manage the chaos: Two types of projects (Traditional and Support) with entirely different mechanics.
  • Deep hiring: Employees aren't just numbers. They have traits, moods, relationships, and efficiency levels.
  • The "fun" stuff: Deal with burnout, sick leave, competitors headhunting your best devs, and of course, denying salary raises.
  • Employee interactions: Praise them, scold them, give them bonuses, or send them on unpaid leave (as someone previously requested XD).
  • Office upgrades: Improve the workspace to keep everyone slightly less miserable.
  • Boss & Client dynamics: Balance your global reputation with clients while trying to keep your boss happy to earn loyalty points.

I really hope you enjoy what I've built so far. As always, your feedback is my main compass. I left the feedback form link right in the main menu, but I'll also be hanging out here in the comments and in discussions at Steam.

Thank you again.

Here’s the link to play the demo: https://store.steampowered.com/app/4454610/Project_manager_SIM/

(AI disclosure: The Steam capsule art was made using AI)

▲ 61 r/tycoon+4 crossposts

I'm working on a spooky management sim where you design and operate your own dark ride.

Hey everyone,

After the overwelming positive response I received last time, I'd love to share the latest gameplay of the Haunted House Management Sim I'm building.

It's a cozy-creepy management sim where you design and operate your own haunted house dark ride. Instead of a regular god-mode view, you sit behind an industrial operator dashboard and personally manage the whole attraction. It has a detailed pixel-art style and a cuty & spooky atmosphere.

I'm currently working very hard to get a demo ready for Halloween season. If you like, you can find more info and screenshots on the Steam page:
https://store.steampowered.com/app/4480080/Scream_Operator_Haunted_House_Manager/

No Generative AI was used for the art, animations, code or assets. All (pixel) art and mechanics are created by either me, or the great artists I've been working with on this adventure.

If there are any questions or ideas, feel free to hit me up! I'll be super happy to discuss in the comments.

u/ScreamOperatorDev — 2 days ago
▲ 0 r/tycoon

autoplayOS

hello guys, I'm still working on autoplayOS. now I'm redesign some UI pages, I think is getting better. maybe a the end of the year it will be available for early access download. wish me luck :) I think the hardest part is coming soon (implementing simulation core)

u/veckie — 3 days ago
▲ 1 r/tycoon+1 crossposts

Fußball Incremental Gold 'n Goal ⚽📈

Hi zusammen! Wir sind ein kleines, über Deutschland verstreutes Team, arbeiten seit ein paar Monaten am Incremental Fußball Spiel 'Gold 'n Goal' und haben letzte Woche eine Demo veröffentlicht. Ich denke einige können sich noch an die 8-Bit Ära erinnern und dachte, da Fußball bei uns relevant ist und es ein PC Spiel ist, bin ich hier richtig.
Hier könnt ihr die Demo ausprobieren:
https://store.steampowered.com/app/4566130/Gold_n_Goal/
Bin gespannt auf Feedback, Wishlists sind herzlich willkommen! 🦶

u/ChristionX — 3 days ago
▲ 99 r/tycoon

Building the airline sim I always wished existed

Hi r/tycoon - longtime reader here. I've been working on a singleplayer airline management sim called Skyline for about the past year, and I think it's finally at the point where it's worth showing publicly.

Part of why this project exists is because I bounced off AirlineSim a few years ago. I loved the depth, but I couldn't sustain the daily login economy and always online structure.

There's a gap between "deep airline simulation" and "playable single-player strategy game," and Skyline is basically my attempt to live in that space.

A few things already working in the current build:

The simulation engine is deterministic and pure-functional. Same seed means byteidentical outcomes. You can replay saves and test alternative decisions while keeping the rest of the world fixed.

Demand is modeled per origin/destination pair using a gravity model calibrated against US DOT T-100 data and Eurostat avia_par filings. Aircraft performance uses BADA methodology, which is the same framework used in real route planning and fuel-burn modeling.

The world simulation includes historical macro conditions:

  • fuel prices
  • FX rates
  • GDP
  • interest rates
  • historical events

So if you start in 2007 and play through 2008, demand actually collapses. Oil shocks affect airline economics. COVID hits in 2020.

Fleet acquisition is probably the system I'm happiest with so far.

Aircraft production slots are real and tied to delivery dates. You can option aircraft, firm them up later, lock engine selections at production milestones, and configure cabins closer to delivery. Financing matters too. Right now there are six financing paths:

  • cash
  • finance lease
  • operating lease
  • sale-leaseback
  • EETC
  • export credit

Each affects your balance sheet and cash flow differently.

There's also:

  • a used aircraft market
  • condition gradings
  • multiple lessor archetypes
  • AI airlines competing for slots and financing

The founding flow is already playable too. You choose:

  • jurisdiction
  • funding structure
  • network strategy
  • airline archetype

Those early choices propagate forward through the simulation. The goal is for decisions made on day one to still matter decades later.

The AI airlines run under the same rules as the player. They expand, retreat from weak markets, negotiate aircraft, overextend, and sometimes go bankrupt. New entrants appear if market conditions make them viable.

A few things that are NOT finished yet:

Connecting passenger flows are not implemented yet. The next major work block is the passenger route-choice model:

  • nested logit
  • frequency preference
  • connection penalties
  • hub dominance effects

That's the layer that really differentiates hub and spoke airlines from point to point carriers.

Cabin classes exist structurally, but revenue differentiation is still WIP.

Seasonality currently uses a handtuned first pass model. Full calibration against historical residuals is deferred for now because I'd rather ship something honest and iterate on it.

No cargo yet either. Belly cargo on widebodies is something I want in. Dedicated cargo ops are probably further out.

And no, I still don't have a great answer for late-game micromanagement scaling. That's one of the harder design problems left.

A few things I've intentionally decided not to do:

  • no multiplayer
  • no progression-locked eras
  • no airport builder
  • no real airline branding in the base game

You pick any era from the 1990s onward and just start.

If anyone wants to follow development:
Devlog: https://skylinesim.app/blog/why-skyline
Discord: https://discord.gg/HsqucsgsGd

I'm probably 14-18 months away from a closed alpha. That's my honest estimate, not a marketing estimate.

Happy to answer questions about any part of it:

  • simulation architecture
  • calibration
  • AI airlines
  • passenger behavior modeling
  • airline economics
  • scheduling logic
  • whatever else people are curious about

And genuinely open to criticism or pushback too. That's mostly why I'm posting this.

reddit.com
u/Substantial-Deal-382 — 5 days ago
▲ 117 r/tycoon+3 crossposts

Cricket Management 26 - Official Announcement Trailer

Delighted to finally share the Cricket Management 26 Official Trailer with you all.

This whole process has been very challenging, but I've had an incredible amount of enjoyment putting this game together.

For those who have commented on any video, your interest is much appreciated! I'm unbelievably grateful for the positive comments that I've received on here - its the positivity from a few people on here that have played a massive part in this game actually becoming, what I hope is, a very enjoyable Cricket Management sim.

Bad news is that I'm awaiting confirmation from Steam until it will be published on the store, so unfortunately no wishlists. Good news is that I'm sharing the trailer despite this. Transparency is always important for me, and if I'm saying I'm going to do something on a particular date, I will do it. From years of gaming, I found nothing more frustrating than having to wait longer than expected or getting delays - so I'm going to try my absolute best to ever avoid doing this!!

I look forward to receiving any feedback (good or bad!) so that I can continue to improve this game further and ensure that the community get the game you deserve!

Its not perfect, but it is improving all of the time!

Hope you enjoy it and continue to keep up with the development of the game as we get closer to the release!

u/IllustriousFox8603 — 6 days ago
▲ 12 r/tycoon+1 crossposts

So Excited! My First Game Is Joining Its First Steam Festival Tomorrow 🥳 🌊

Hi everyone! I’m the solo developer of The Borderless. 🏝️

This is my first game, and tomorrow it will join its first Steam festival: Steam Ocean Fest. 🌊

The Borderless is a floating island game where you build your own island in the middle of the ocean, attract visitors, host activities, and slowly grow your own world.

I released the demo on March and spent the last weeks improving the game based on player feedback.

Honestly, I’m just really excited and grateful to reach this point.

If you feel like checking it out, here’s the link:
https://store.steampowered.com/app/3687370/The_Borderless/

u/burcin_93 — 4 days ago
▲ 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 — 5 days ago
▲ 18 r/tycoon+1 crossposts

Please destroy the trailer for my roguelite safari tycoon game

u/seanebaby — 5 days ago
▲ 45 r/tycoon

TBG now has a free 1-hour Steam demo !

Hey everyone,

We recently added a free 1-hour demo for The Boss Gangster: Criminal Empire on Steam.

The game is a crime empire sandbox tycoon where you start small and build your way up step by step. You can manage your nightclub, hire and assign staff, unlock new features, produce goods, expand warehouse production, complete contracts, deal with police risk, and grow your criminal empire over time.

With every update, we are trying to improve the game based on the feedback we receive from players. The game has already changed a lot during Early Access, and we are continuing to build on top of it with new systems and improvements.

At the end of the video, I also showed a few upcoming features we are working on, including region control, rival families, and diplomacy between crime families.

The demo lets you play for 1 hour, and your save can carry over to the full game if you decide to continue.

Steam page / free demo:
https://store.steampowered.com/app/2774040/The_Boss_Gangster_Criminal_Empire/

If you enjoy tycoon, management, or sandbox progression games, we would really appreciate it if you tried the demo and shared your experience with us. Your feedback helps us shape the next updates.

Al Disclosure: Al-generated graphic designs were used as early-stage drafts, but all assets have since been fully recreated by professional artists

u/Double_Ad9785 — 5 days ago
▲ 16 r/tycoon+4 crossposts

[Playtest] Looking for 8 testers for our wildlife reserve sim — interview-based feedback, not a survey

Hey r/playtesters ,

Quick recruitment post, but the methodology might be useful to other devs here too.

We're at Flying Robot Studios in Kolkata, working on The Great Indian Safari — a wildlife reserve simulation set in India. Phase 1 asks players to build a functioning ecosystem before opening to tourists. The whole tutorial is carried by three diegetic narrative voices that never break register. No tutorial overlay, no checklists. The simulation has to teach itself.

That last part is what we're testing.

We're running a closed playtest with 8 testers. The build is 60–90 minutes, played across 2–3 sessions over two weeks, ending at a hard stop. After they finish, each tester sits for a 30-minute recorded audio interview.

We're deliberately not running a survey. For "did the simulation teach itself?", surveys force testers into our framing and we get the answers our questions imply. Interviews surface the vocabulary testers use unprompted, which is a much stronger signal.

The price of admission is the audio interview. If that's not for you, we'll have a wider beta later.

Looking for players who play sim, management, narrative, or wildlife/nature games, can fit in 2–3 short sessions, and will give honest reactions — including the uncomfortable ones.

To apply, two options — whichever is easier for you:

In your message, tell me a few games you've enjoyed recently, when you can fit 2–3 sessions over the next two weeks, and that you're up for the audio interview. Selected testers will receive a Steam key by DM to access the playtest.

Please don't apply in the comments — keeps things cleaner for everyone, and lets you give us a fuller picture in DM than a comment would.

Picking 8 testers by 21 May. Not picked? You're first in line for the wider beta, which will be open access on Steam.

Happy to talk methodology in the comments — that part's open.

— Satyajit, Flying Robot Studios

u/flyingrobotstudios — 6 days ago
▲ 8 r/tycoon+1 crossposts

Looking for something similar to Big Ambitions

I'm loving this great business/life simulation that is still in early access and don't want to get burnt out waiting for new content. Are there any similar games to this one? I've played many but nothing like this, there have to be some other gems in the same vein. Finished games would be ideal, but early access is fine too. Thank you!

reddit.com
u/Any_Influence_8305 — 6 days ago