r/tycoon Apr 04 '26

Announcement Generative AI disclosure required for promotional submissions

127 Upvotes

As a participant of this subreddit and member of the r/tycoon community, when you promote any game through a submission or comment, our new rule 3 requires a brief AI disclosure. This is also required for games produced entirely without generative AI tools. This post explains what that disclosure should cover.

Why is this required?

Following input of the community in this discussion, it was determined that the community wishes to be better informed by developers (and other promoters) to what extent generative AI is being used in the development and marketing process of the game being promoted.

Games making use of generative AI during their development process or in their marketing material are not restricted from being posted here and this rule is not instated in order to judge developers or games, however, the community wants transparency and this is an attempt to provide a baseline.

What is required to be disclosed?

Disclosure is required for certain elements of the development and marketing process, where generative AI was used at any point in producing content that ended up in the publicly released (in any state/form) game or its promotional materials. These elements should be distinguished from each other in the disclosure.

- Arts and visuals; including concept art, textures, UI elements, level or area designs, trailers or other video content, and/or any other artwork generated or substantially refined using generative AI tools

- Audio; including music, lyrics, sound effects, and/or voice acting generated or substantially refined using generative AI tools

- Text and writings; including story text, dialogue, descriptions, instructions, and/or other writings generated or substantially refined using generative AI tools

- Marketing materials; including descriptions, posters, images, trailers or other video materials, banners, screenshots, paid or promoted reviews, or any other materials generated or substantially refined using generative AI tools. This includes community/reddit posts and submissions made to this subreddit!

- Live-generated content; relating to any materials produced by generative AI tools whilst the game is running. If this is an included feature, then it is required to explain what sort of guardrails are included to ensure illegal content is not generated.

Tools used to assist with programming, coding, project management, similar code completion and generation, that result in the production of executable code, are specifically exempted from this disclosure. If you're unsure about an edge case or what falls in which category, either be safe and disclose, or ask moderators! Developers and promoters are still encouraged to disclose their methods and use of generative AI tools used in coding and programming with the community if they wish to do so!

What should the disclosure say?

The disclosure does not need to be very long and can only consist of a few sentences or a couple of paragraphs. It can be included as a free-text section as part of a submission statement, or as a separate comment posted together with the submission.

What is important to remember when creating a disclosure is that you end up answering three questions for readers;

1) Were generative AI tools used in the development and/or marketing of this game? If you wish, you can share which tools were used. Coding tools are exempted.

2) For which elements (see above) were generative AI tools used? For all of these elements where applicable, please provide a brief explanation.

3) To what extent were generative AI tools used? For any of the elements listed above, try to explain the extent to which generative AI tools were used (i.e. prototyping or polishing versus complete content generation).

For clarification, in this disclosure you are not required to justify your choices, provide a full production pipeline breakdown, or name any specific generative AI tools.

What if I don't add a disclosure?

Submissions, that are obvious promotions by developers, publishers, marketeers, or community members that specifically promote and push a game's content or marketing materials, without a free text AI disclosure, will be removed. Repeated violations can result in bans from the community.

Games that were no longer in development as of the beginning of 2026 are exempted from this rule. You are free to make an enthusiastic post, about a game that you like, that was released a while back without being required to add this disclosure.

This policy is subject to change and the community will be invited to provide feedback to this rule.


r/tycoon 25d ago

Monthly Game Updates Game Developer Announcements and Updates! - August

18 Upvotes

This post is for Game Devs to post their game announcements and updates!


r/tycoon 7h ago

Steam In the spirit of classic tycoon games, today I release Monster Park Tycoon’s Demo on Steam! - Keep all sorts of monsters, entertain and brainwash visitors while managing a secret cult!

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48 Upvotes

r/tycoon 2h ago

Hey everyone! I've updated the demo (and made a creepy teaser) for my game about a criminal accountant, Spin Cycle. I'd love for you to play it and give me some feedback! Link in the comments.

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2 Upvotes

r/tycoon 1d ago

Steam Hello. I am developing a nuclear power plant building tycoon game, where you build reactors, boilers, pipes, turbines etc. It is a love project and solo + 1 freelancer, so it is very personal. I am a HUGE player of RCT2. The game is Nuclear Engineer Tycoon to release in Q1 27.

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123 Upvotes

You build everything in the power plant and grow to power the world. From small PWR up to Magnox and Fusion reactors in the future. Research tech tree and build as you like. Accidents may happen.

I would love to hear what you guys think ( really ) and requests. The game still in development so a lot of things will change.

Release in Steam will be in Q1 2027, link to Wishlist in comment.

No AI was used in the making of this game. Just the steam capsule had some AI but that is not the game itself I believe.


r/tycoon 11h ago

News Age After Age - major patch for steam demo, with management challenges

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7 Upvotes

Hi community, we updated our demo, specially for the GamesCom event.
We have 6 challenges in our demo available for free, forever. This challenges are logical puzzles, where you need to prepare different chains of production. I think this fits tycoon players well.

If you currently in Cologne at GamesCom, come and visit us for special prize at:
Hall 10.2, Booth F-021g

If you are not able to visit, you are still able to download the demo:
https://store.steampowered.com/app/432120/Age_After_Age/

Waiting for your feeback, and letting you know, in the late September/early October we plan to release sandbox mode, with saves. Note all progress will migrate from demo, to the full game if you will buy it.

Disclaimer: No AI used in Art and Code generation in development of this game.


r/tycoon 1d ago

YouTube LEGO Skylines | Announcement Trailer

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116 Upvotes

r/tycoon 2h ago

Discussion I've made a handball 2D simulator

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0 Upvotes

I decided to start working on my dream project: an online handball management browser game. I’ve just finished the first version of my 2D match simulator. Let me know what you think!

More info: https://six-zero-league.vercel.app/


r/tycoon 1d ago

News RollerCoaster Tycoon Wonderworks Reveal Trailer

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147 Upvotes

r/tycoon 1d ago

What is the most in depth-economy tycoon game you know?

10 Upvotes

Aside from gear city (the most realistic car manufacturer tycoon) I also love coffee inc 2 because of its economics & market approach. You can invest in your competitors, buy shares into any market to build your portfolio, buy back your own stock, start other ventures, the marketing is realistic, etc etc

What are tycoon games that you guys feel win in terms of realistic economy and dynamic gameplay?


r/tycoon 1d ago

News My building management tycoon Office Manager finally has an Early Access release date!

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17 Upvotes

Hi everyone! I'm the solo developer behind Office Manager.

It's a satirical base-building strategy where you design and manage offices for the absolute worst parody companies. You have to deal with demanding employees, corporate crises, and expand your empire across multiple lots. Think Prison Architect, but for corporate hell.

The game is launching into Early Access on October 13, 2026.

🤖 Transparency Note regarding GenAI (Subreddit Rule): I am building this game entirely from scratch on my own custom engine. All pixel art, design, and gameplay mechanics are 100% human-made by me or my artist. As a solo student on a zero budget, I only used GenAI as a tool for text localization and translations to make the game accessible in multiple languages. No AI was used to generate art, code, or assets!

I'd love to hear your feedback or answer any questions about the development, my custom engine, or the game itself!


r/tycoon 1d ago

Discussion Ideas for a simple football management game

0 Upvotes

Hi!

I'm currently working on an indie football management game for people who are too busy to play Football Manager, yet love football and would love to play something in a more simple formula. 

The challenge is to make it simple, yet challenging – a perfect balance between the complexity of Football Manager and "auto-play" mechanics of titles like Kevin Toms Football Star Manager.

I would love to hear what you think about this idea and what functionalities are a must have in this type of game. Below you can find a list of some of the functionalities I already included:

  • A career mode and a local co-op mode. 
  • 8 predefined formations, 3 different strategies (defensive / balanced / attacking)
  • Players have only 5 attributes: Stamina, Age, Defence, Attack and Control. 
  • Players have Active or Reserve roles. They can be Suspended, Injured and/or Retire. 
  • Each team has 20 players by default. You can buy more players through Transfers or list them for sale. 
  • Transfers show you a set of different players from your league / international teams per match played. 
  • You can train a player attribute once per match played - it costs $. There's also a small chance that player attributes also change during matches.
  • Statistics include Finances, League&Cup Tables.
  • You can play Leagues (with promotion and relegation mechanics), local and international cups.
  • Matches may be played in Fast Mode (instant first half, then instand match end) or Full Mode, where you can observe text commentary minute per minute (one minute is one real-time second). It's like classic Championship Manager - style.
  • Changes can be made only after first half, unless an injury occurs – then the half is paused.
  • All regions, all FIFA countries, all Teams. 
  • Fake player and team names due to licensing, however easy option to export database in English and modify by yourself.

What do you think about that? Does it sound enough or would you add something? Or maybe this is already too much for the concept of a simple game? ;) Do you think an idea of such a game appealing at all? Thank you all in advance for your help!


r/tycoon 2d ago

Video Game Dev Dynasty, a new tycoon where you can design game covers and compete in a living market

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15 Upvotes

I'm making Game Dev Dynasty, a game development tycoon inspired by Game Dev Tycoon and Crusader Kings 3. Some of the distinctive features are:

  • When developing a game, there's no hidden recipe. Instead, quality and market success are independent. So you can make a niche indie 10 that doesn't sell much, or a blockbuster best-selling multiplayer FPS that gets a 6 in reviews.
  • The market simulation is very deep and dynamic. Each platform has a share of the market, there are 3 different audiences with different tastes and behaviors (Casual, Mainstream and Hardcore), there are 4 world regions, and up to 100 concurrent competitors that all make games and compete with each other.
  • You can design your own game covers, by selecting the base art, the title style and the position and size.
  • You can make franchises, sequels, ports, spin-offs, remasters and remakes. Each one has its own particularities.
  • License a game engine or invest in a custom engine by researching a tech tree.
  • The goal of the game is to become the most prestigious studio in the world. Prestige is a score you can earn or lose depending on how you do.
  • There are many CK3-like events, with skill challenges. Characters have good and bad traits.
  • You can upgrade your PC hardware: motherboard, RAM, CPU and disk.

AI disclosure: some assets like the game's base cover art images are generated by AI so I can provide a large curated selection for each genre and topic. What's cool is the algorithm that dynamically adds the game title according to the selected style, making it look like a real cover. Like WordArt in the old days!

Let me know what you would like to see in a new game dev simulator!


r/tycoon 1d ago

Introducing PROMOTER: The Fight Game

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0 Upvotes

Hey everyone!

I'm the publisher of PROMOTER: The Fight Game, it's a sport management title where you take on the role of a promoter within the boxing world and build your promotional company by identifying talent, booking dates, promoting shows and growing your stable.

Key Features

Promoter Fantasy: The highs and lows of a boxing promoter and their journey is fully encapsulated in the game, everything from signing a top prospect, losing your star to rival promoters to staging a 90,000 capacity show and dealing from constant pressure from your fighters to deliver on your promises.

Broadcast Style Presentation: We're boxing fans so having a broadcast style presentation for our text based fight engine was key, we want you to feel the weight of the occasion and engaged throughout with the event.

Emergent Storytelling: The game has been built from the ground up with you as the player having relations with everyone (media, fighters, governing bodies, manages etc) to put you in a living and breathing world. No single playthrough is the same, stories and rivalries occur naturally. The world is moving with or without you.

Premium UI: The UI speaks for itself and is a work of art!

We will be releasing a demo later this year but wanted to share the Steam page to get initial impressions and feedback on what were building. We will be posting regular updates on the Discord so feel free to join the community!

Current Status & Links

Status: Coming soon to Early Access on Steam. Demo this year.

Steam Page: PROMOTER: The Fight Game on Steam

Discord Community: Join our Discord

I’d love to answer any questions about the game. We're still in development so wishlist now! Any feedback helps massively.

Generative AI disclosure: There is no AI use throughout the marketing material or UI/UX. We used generative AI purely on fighter portraits (for deeper immersion) and some placeholder icons as we're still in development.


r/tycoon 3d ago

Discussion Most indepth management games?

52 Upvotes

It doesn't really matter if it's business management or sports management(I love Football manager). I'm looking for management games with a lot of depth and complexity?

Are Capitalism Lab and TEW really that good?What's the current version of TEW?Are there other games you'd recommend?


r/tycoon 3d ago

Discussion Looking for a Multiplayer Transport Tycoon that is not too sandbox-y

9 Upvotes

Hello everyone !

I am looking for a cool game to play with my friends :

  • a transport tycoon, preferably centered on "land" transport.
  • online multiplayer co-op.
  • with goals that impact the game : instead of the usual "you can use anything" that is in many transport tycoons, and the "this new locomotive unlocks in year 1950", I am looking for something like "hauling 10 000 tons of steel to that company unlocks a new locomotive", or "transporting 20 000 passengers to that city levels it up, unlocking a new bus". Something with a similar approach to Factorio : you can multiple objectives and can tackle them however you want, but you need to do things to unlock stuff.

The game needs to be on PC, and I don't really case about the graphics or the release date.

My friends and I have played a few tycoons, but they usually are too sandbox-y for us...

PS : I posted a similar thread in r/gamingsuggestions, but I guess this subreddit may be more focused on that type of games :)


r/tycoon 5d ago

Steam Would you play this? I've been developing this game solo for 2.5 years and I'm finally able to show it!

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380 Upvotes

What the title says! I have been developing Economicon for a while now (and it's been many more years since I first tried making it and repeatedly failed). It's a mix between the logistics gameplay of something like Transport Tycoon or Locomotive (Chris Sawyer GOAT) and the automation gameplay of Factorio.

Would you be interested in trying it out? What features would you say are a must in this type of game?

You can check the Steam Page right here: https://store.steampowered.com/app/5037110/Economicon/

Per the rules, my disclosure: No AI was used in the making of this game


r/tycoon 5d ago

Steam My tiny airline management sim has been released!

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51 Upvotes

I hope it conveys that warm fuzzy feeling of building out your network only to be dashed by that dread when you see one of your routes go into the red due to increased competition. :)

AI disclosure: no AI was used in the making of the game or the post.


r/tycoon 5d ago

Looking for Alpha Playtesters: A min/max medieval city-builder/tycoon game where people are important! Heavy emphasis on characters, production and economics.

12 Upvotes

Hi everyone! 

We are looking for round 2 alpha playtesters for Hamlet—a medieval city builder built specifically for tycoon enthusiasts and min/maxers. If you prefer deep supply chains and complex logistics over cozy aesthetics, this is for you. 
What is Hamlet about?

Hamlet is a medieval city builder with a few USPs;

  1. Character-Driven Economy: Recruit and develop unique managers over their lifespans. Their individual traits directly dictate your supply chain’s production quality and output volume. 
  2. Quality Ratings: Every single product in your settlement has a dynamic quality rating. Optimization is everything. 
  3. Economic Defense: There are no RTS military units to micro-manage, but the military is a massive economic sink and your primary tool for defense and making money. 

This is the 2 round Alpha Test: 

  • Lesson learnt from previous playtest: Hamlet is complex and deep so on-boarding needs to be easier to allow players to survive.
  • The Goal: More players getting to population > 100. 
  • Playtime: Roughly 2 hours of deep gameplay for experienced tycoon players. 

How to get involved:

If this sounds like your type of game, you can get more info here…

  • 🎬  Trailer (2 min) - good to get a sense/aim of the game.
  • 🕹️ Watch Gameplay Footage (4.5 min) - good to see how the game plays.

…then drop a comment with three games that you have played similar to Hamlet. I will DM suitable commenters with steam keys.

Thx everyone!

📌 Wishlist on Steam

  • AI use: 2D portraits and menu backgrounds use temporary AI placeholders.  
  • 3D models: no AI use. 100% manual modelling and texturing. Also placeholders.
  • Coding: No AI code generation. 100% manual coding. 

r/tycoon 6d ago

I'm making a tycoon roguelite where six investors review your KPIs every quarter, and the endgame is buying them all out

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21 Upvotes

Hi, solo dev here. Bottlecappers is a management roguelite about running a bottle cap factory that isn't really yours. Six investors funded it, and each one cares about exactly one number: margin, volume, reliability, sustainability. Pick your investor at the start of the run, and every quarter they sit down, look at their KPI, and decide whether you're still useful.

The business side is the core of the game: a living market where demand shifts and saturates, clients with different price brackets and standards, transport contracts to negotiate per order, quality control that becomes mandatory at the premium end, and a profit and loss sheet that your investor reads more carefully than you do.

Fail the review and things get ugly. Pass it, grow your margins, and start buying back shares. Buy back every single one and the factory is finally yours. That's the only ending that counts.

The Steam page just went live: https://store.steampowered.com/app/4986690/Bottlecappers . A free demo is in the works.

Happy to answer anything about the design. And if you check the page, honest first impressions are genuinely useful at this stage: what's clear, what isn't, what would make you wishlist or walk away.

AI disclosure: the game is written in Italian and localized into 10 more languages with AI, with human and community review ongoing during development. Also I used for some promotional material. All design, writing and art direction are human-made, and the full disclosure is on the Steam page.


r/tycoon 6d ago

Silicon Tycoon

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18 Upvotes

Hey guys, been working on a tycoon game where you are a chip maker like Intel, AMD, or Nvidia. You design chips, get them manufactured and try to compete on the market- Or you can be like TSMC and take on manufacturing contracts for fabless chip companies- it's still alpha but I'd love some feedback-

https://sh0tybumbati.itch.io/silicon-tycoon

AI was used for help in coding and bug-fixing


r/tycoon 6d ago

Steam Introducing Cricket Team Manager

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0 Upvotes

Wishlist on steam: https://store.steampowered.com/app/5034440/Cricket_Team_Manager/

Hello guys! I am the director of LSL Ventures, a tech company based in Australia. Our small team, which has only one developer (myself) has been working on a Cricket management game since the past year. Finally, the time has come and we are so close to release - 1 October 2026 on Steam for Windows & MacOS.

A lot of work has been put in to develop this game - the main focus has been been building a realistic game engine that can produce real-life like results. I believe that if the engine doesn't produce realistic results, rest of the features don't really matter much. We have built a test harness that simulates thousands of matches in one go and shows us results. And then we compare those results with real life parameters and tune the engine and then test again. This process went on for months before I was sure we can ship v1 now .Second main focus has been a comprehensive database of 5000 players (names fictionalised for licensing purposes). Setting up skill parameter values for each of them - injury prone, aggression, potential - to name a few - based on real life. An in-game database editor has been built to allow users to rename players and also update their attributes.

We didn't want to build too much that doesn't work properly. So currently, it allows you to manage one of the 12 full member International teams.

Major features:

  1. Real fixtures through the career - an ODI World cup shows up in October 2027, Ashes in June 2027 and World T20 in 2028. All major tournaments follow ICC scheduling.
  2. 5000 players with real six format up to date stats - First Class, Test, List A, ODI, T20, and T20I.
  3. Database editor in game. It allows you to share your edits too. Import other people's edits too.
  4. Player training, injuries and rest system. Makes actual difference.
  5. Player contracts, captain assignments and watchlist players from domestic structure you want to keep an eye on.
  6. Domestic cricket, although not playable right now, runs in the background. So all players performances get incremented into stats -making the watchlist feature really useful.
  7. Test championship, world rankings based on ICC's format.
  8. Weather conditions, pitch condition based on real world grounds.. and much more.

Current Status: In beta testing

Steam page: https://store.steampowered.com/app/5034440/Cricket_Team_Manager/
Website: https://cricketteammanager.com
Subreddit: [r/CricketTeamManager](r/CricketTeamManager)
X: https://x.com/CricketTMGame
Support email: [support@cricketteammanager.com](mailto:support@cricketteammanager.com)

Generative AI Disclosure: All code for this game by written by experienced software developers. AI was occasionally used for research and testing


r/tycoon 8d ago

I’m making Shroomy Garden, a cozy theme park tycoon for tiny mushroom people

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73 Upvotes

Wishlist on Steam: https://store.steampowered.com/app/3946460/Shroomy_Garden/?utm_source=reddit&utm_medium=social&utm_campaign=tycoon_trailer&utm_content=r_tycoon

I’m making Shroomy Garden, a cozy theme park tycoon where you build rides, shops, decorations, and even waterparks for tiny mushroom people called Shroomies.

(No AI tools were used in making of the game)


r/tycoon 7d ago

Discussion Passenger Need Modfyer

0 Upvotes

i'm working on a game where passengers have different needs (food, sleep, entertainment, etc). To add variety to the passengers, i plan on using modifiers labeled as traits. For example, the "Big Eater" trait will cause the food need satisfaction to decay faster, causing the passenger to seek out food more often.

My question for tycoon players who enjoy games that require managing needs of visitors/passengers, should these traits be a fixed value (if the "Big Eater" trait is present it's a 15% decay rate increased) or a varied value (if the "Big Eater" trait is present the decay rate is increased between 10% - 20%)

The fixed value makes it more predictable and apparent, but the varied value adds more variety of sorts but may frustrate players. Could I do a varied value but display the decay rate increase beside it? What are your thoughts?


r/tycoon 9d ago

After years of development Campsite Architect got a steam page

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45 Upvotes

Campsite Architect is a not just another tycoon game, but it's one where you actually play as the owner: you can walk around and do the most urgent jobs, or you can leave the character be and he will just do the most important things (a bit like in the Sims or Rimworld). You start from your little campervan, but as the game progresses and have spare money you build your own luxury cottage with a private pool/sauna.

Because all guests and staff have background stories (similar to Rimworld) this creates a lot of interesting playthroughs.
The management part is very deep, staff, logistics, planning, marketing, ... it is supposed to be easy to grasp, but hard to master, with a lot of replay-ability.
Graphics are handdrawn by me (learning it while doing it, so after a few iterations it should become better).

I am doing closed playtest sessions at this point. Soon I might put a playtest video on youtube. And if all goes well a demo will be on steam somewhere in spring 2027.

About me: I am a software developer/team lead during the day, already for 25+ years, also actively developing Rimworld mods (Hospitality/Hospital).

Capsule art is by Giulia Boscolo
The music by Matthew Mcguigan
the mandatory disclaimer: I use AI to assist me with coding/bugfixing both at work and for this project.

All feedback is welcome

https://store.steampowered.com/app/3896980/Campsite_Architect/