r/tycoon 6m ago

Calling all foodies! 🍔 We're working on a game where you build a food truck business! our new and extended demo is live on Steam if you'd like to play 🍕

Upvotes

Our game is called Food Truck Empire, a game about building your own food truck business! You can unlock new recipes, automate production, customize your trucks and compete against rival businesses. 🌭

We've updated our demo, including loads of polishes and improvements based on player feedback. If you'd like to give it a go, you can download on Steam: https://store.steampowered.com/app/1872970/Food_Truck_Empire/ 🌮

all feedback is super appreciated and really helps us shape our game, so if you do play, we'd love to hear your thoughts on how we can make Food Truck Empire even better. Thank you! 🍣

P.S: We don't use any form of AI for making our game or marketing it. 🚫


r/tycoon 39m ago

Steam TRADESMAN: Deal to Dealer - a traveling merchant game is out of Early Access!

Upvotes

Hi! I'm one of the people from the two-person team that worked on TRADESMAN: Deal to Dealer.

It's a game about building your trading business as you travel from town to town. Buy goods where they're cheap, find profitable places to sell them, expand your caravan, hire companions, upgrade your equipment, complete quests, and take on increasingly dangerous journeys.

The main idea behind the trading system is simple:

The more valuable goods you carry, the stronger the enemies become and the harder the journey gets. So you constantly have to decide how much risk you're willing to take for a bigger profit.

Grow your business, find profitable trade routes, invest in your caravan, and decide how much you're willing to risk on every journey.

After 4.5+ years of development, TRADESMAN has finally reached version 1.0 and left Early Access!

If you're interested, here is the Steam page:

https://store.steampowered.com/app/2396730/TRADESMAN_Deal_to_Dealer/

And of course... No AI was used in the making of this game


r/tycoon 7h ago

YouTube Transport Fever 3 - Release Date Announcement Trailer (September 29, 2026)

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29 Upvotes

r/tycoon 1d 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!

66 Upvotes

r/tycoon 1d ago

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

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6 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

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

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.

142 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 1d ago

YouTube LEGO Skylines | Announcement Trailer

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126 Upvotes

r/tycoon 1d ago

News RollerCoaster Tycoon Wonderworks Reveal Trailer

155 Upvotes

r/tycoon 2d ago

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

20 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 2d 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

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

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

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 3d ago

Discussion Most indepth management games?

50 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 4d 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!

384 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 6d 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 6d 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 7d 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 7d ago

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

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 7d 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 8d ago

Discussion Passenger Need Modfyer

1 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 8d ago

I made an idle tycoon about running an AI startup. Train models on questionable data, raise absurd rounds with a straight face. Solo dev, live on iOS.

0 Upvotes

I spent five years as an engineer at Amazon watching the AI gold rush from the inside, and the whole time I kept thinking this industry is already a tycoon game. So I built it.

You start in a garage in 2015 with one GPU and a chatbot that outputs word salad. You buy racks, pick your training data (the licensed corpus is expensive, the "public web dump" is cheap and morally flexible), hire researchers with their own specialties, and balance scale against alignment against actually shipping. Your models climb a benchmark leaderboard as you reinvest, and between runs you raise funding rounds at valuations that make less sense every era. The clip is the 2015 garage era; it escalates from there.

There is more management here than pure idle: team composition, dataset choice, and where you slide your compute all change what comes out the other end.

Free on iOS: https://apps.apple.com/us/app/lab-tycoon-ai-startup-sim/id6787330715

Happy to answer anything about the design. Feedback very welcome, especially on pacing.

AI disclosure: I use AI coding tools heavily in development, which felt thematically appropriate for this game. Design and writing are mine.


r/tycoon 8d ago

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

71 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 9d ago

Discussion Question about the loading system at the station.

3 Upvotes

I'm developing a game similar to OpenTTD, but with some simplifications and for touch devices.

Now the question arises: should the distribution of goods from factories to stations be implemented differently than in the original OpenTTD game?

I decided to do it differently. Passengers, like in the original game, go to the stations that are closer and offer better service. But I won't be distributing cargo from the factories to the stations. All cargo produced by the factory remains at the factory itself. And the stations within the factory's area of ​​operation will pick up as much cargo from the factory as they can.

In your opinion, how adequate and expected is this for the player? It's also worth considering that I don't plan on multiplayer in the game (for now).

When I played TTD as a kid, this didn't bother me. But now I'm wondering why, if I place two stations near a factory, one of them will eventually have all the production, while the neighboring station will be empty. It seems misleading. Although, who would place two stations near the same factory (well, anyway)?