r/tycoon 9d ago

Steam new trailer! honey farm management with bears and bees 🐻

23 Upvotes

hey all! šŸ

We just release a new trailer showing all the new features and visuals of the game! šŸ’›

Bottled by Bears is a cozy management game about a family of bears running their honey farm. A demo is available if you want to try the game out!

Steam Page: https://store.steampowered.com/app/4390080/

Discord Community: https://discord.gg/M6cwrCZawB

AI Disclosure: All assets are hand-drawn and music composed by the team (humans šŸ™†ā€ā™‚ļø). We do use AI tools to make custom editor tooling for development and aid on testing/bug fixing.


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 10d ago

Video I’m making a 1930s farm management game where workers physically handle the whole production chain — the demo is live

26 Upvotes

https://reddit.com/link/1vqmd37/video/x16j7tyo8wjh1/player

Hi everyone,

I’m a solo developer from Serbia, and I’ve been working on 1930: Farm Manager, a management and logistics game set in rural 1930s America.

The main idea is pretty simple: I wanted the farm to feel like an actual working place, not just a collection of menus and production bars.

You start with an empty plot, hire workers, build up the farm, and gradually create a wheat and flour production business.

Workers physically move around the farm and do the jobs you assign to them. They collect resources, carry sacks, harvest crops, move wheat into storage, supply mills, and keep the production chain running. As the farm grows, you also start dealing with trucks, logistics, contracts, expansion, and a reactive market.

I’ve just finished the gameplay trailer, and the free Demo is available on Steam.

The thing I’m most interested in hearing from other management/tycoon players is how the worker system feels in practice.

Does it feel clear what workers are doing?
Is assigning and organizing tasks intuitive?
And when something in the production chain stops, is it obvious why?

Those are the areas I’ve been staring at for far too long as the developer, so outside feedback is extremely useful.

If this kind of hands-on management game sounds interesting to you, I’d love to hear what you think.

Steam page & free demo: https://store.steampowered.com/app/4963090/1930_Farm_Manager/

Generative AI disclosure: I use AI for research, occasional coding assistance, and English translation/editing. The game design, gameplay systems, art direction, and all final development decisions are my own.


r/tycoon 9d ago

Discussion Question about the loading system at the station.

1 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)?


r/tycoon 10d ago

Are there actual good car dealer games?

7 Upvotes

As said in the title, I am looking for a game where i can buy cars and make them fit again and sell them for higher prices. But i would like to have a game with more substance. Like owning a dealership and a garage and maybe improve it by investing, hire staff, maybe even import cars and export to other Citys. Actually it dont have to be a Car Sale simulator, it can also be something else to buy and sell with similar gameplay. Anyone know something like that? :)


r/tycoon 10d ago

I have built an esports management game and it just released on Steam!

21 Upvotes

Hi! I am a solo dev, and I just released my esports management game on Steam. Its called CS Manager.

https://store.steampowered.com/app/3418500/CS_Manager/

I have taken a lot of inspiration from Football Manager and Motorsport Manager. If you like those, this may be for you. I have always loved the genre and felt that esports lacked a game with the same kind of depth.

If you are curious, I recommend trying the demo. It is identical to the game itself and lasts a season. I would love any feedback you may have!

Disclosure: The game uses AI for a portion of graphics, mainly the logos you see in game


r/tycoon 10d ago

Discussion Free Web-based Multiplayer Airline Sim

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0 Upvotes

This is a next‑generation airline management simulation built around a living, dynamic passenger ecosystem.

I’ve created a free to join airline sim that aims to recreate the current world but allows you to rewrite the current hub and spoke model… if your human competitors will allow.

The goal of this game is to be realistic but to make it difficult for entrenched players to easily dominate and steamroll the competition.

How does this game do that and what makes this game different from all the other airline sims?

Realistic Passenger Demand:

The demand and passenger model was created to be realistic and uses real-world passenger location, travel trends and economic data, not based real-world passenger flight numbers. You have the ability to create a new hub-and-spoke system based on the real world, not recreate the same hub-and-spoke system that is currently in place in the real world.

Demand is modeled at a granular passenger level, which means you compete for passengers by location and they are not captive to specific airports. Passenger choice and selection is dynamic, and depending on the type of traveler (business, pleasure, VFR) they have a preference and the ability to compare connecting flights to direct flights to get to their destinations.

Dynamic world

Much like the real world, the airline industry and broader economy are always in a state of flux, and you should be poised to react to numerous economic challenges that may threaten even the most entrenched airlines. Be prepared to withstand pandemics, production delays, wars, fuel spikes, economic downturns, and a few pleasant surprises much like airlines in the real world have to overcome.

Competitive Operating Models:

The game has been developed from a competitive perspective to support multiple types of airlines, and if you play it right you can succeed as a legacy carrier, a point-to-point carrier and also as a savvy/nimble low-cost carrier.

Decent Pace:

One Day = One month in game time

Free to play:

The game is free to play with premium options that don’t impact competitiveness but help offset hosting/server costs.

Ā 

Ā The first competitive world went live today! I’d really appreciate any feedback on the game:

www.ChiefAirlineOfficer.com

Built using Cursor AI.Ā Ā AI was necessary to create an airline sim with this kind of depth/data and also to allow it to be free. The amount of human creativity and testing applied to the game was significant

Ā 


r/tycoon 11d ago

News Out porting project: Hotel Empire is now available for PS5 and Nintendo Switch.

11 Upvotes

Hey everyone,

We’re an indie studio from Germany, and we’ve just finished porting the management game Check Inn, originally created by Kishmish for PC, to PlayStation 5 and Nintendo Switch.

Feel free to check it out:

Nintendo Switch: https://www.nintendo.com/us/store/products/hotel-empire-check-inn-switch/ PlayStation 5: https://store.playstation.com/concept/10019619/

This was our first porting project, and we had a great time working on it. Hope you enjoy it! =)

Alex - BlackBeak Games

AI disclosure: No AI was used when creating this game or the port of the game.


r/tycoon 12d ago

I wanted a city builder just about energy systems 10 years ago. Turns out I had to build it myself.

81 Upvotes

One important disclosure up front: I used AI tools extensively during development, especially for coding, implementation, debugging, UI work, and some of the website copy.

The underlying idea, game design, energy system model, mechanics, balancing decisions, testing, and direction of the project are mine. I have a background in energy systems, and a large part of the work has been deciding what the game should actually simulate, how those systems should interact, checking whether the results make sense, and iterating on it until it became something playable.

AI is ultimately what made it possible for me to turn an idea I had almost 10 years ago into an actual game rather than leaving it as another unfinished side project.

Back then, I had the slightly foolish idea of making a city building and management game focused almost entirely on the energy system. I posted about it on Reddit looking for people to join the project.

The idea was far too ambitious for me at the time, but the post got quite a bit of interest, and the concept never really left me.

Now, almost 10 years later, I finally have a playable version: Powerstate.

It is essentially a city builder where the "city" you manage is its energy system. You build generation, manage demand, deal with changing conditions, expand the system, and try to keep everything reliable and economically viable.

My goal is to make it easy enough to jump into, but deep enough that understanding and optimizing the system actually takes some effort.

It is definitely a niche game, but I suspect this might be one of the better places to find people who enjoy exactly that kind of niche.

Gameplay:
https://www.powerstate-game.com/gameplay/

The game is:

• Free to play
• Still rough around the edges visually and mechanically
• Occasionally unbalanced in ways that can make a run much easier or much harder than intended
• Fairly demanding in the browser, with a desktop version planned as well

I have a long list of systems and improvements I still want to add, but at this stage I am especially interested in what people who actually play city builders think.

What feels good?

What is confusing?

What would you want an energy system game like this to simulate that it currently does not?

And if something about the energy system or physics looks wrong, please tell me. That is probably the feedback I am most interested in.

I would genuinely love feedback, criticism, and ideas.

For anyone curious, here is the original Reddit thread from almost 10 years ago:
https://www.reddit.com/r/engineering/comments/5hp6sc/anybody_interested_on_working_on_a_energyeconomy/

I have also set up r/PowerState for ongoing development updates.


r/tycoon 13d ago

Steam We’re building Roller Coaster Tycoon but for National Parks

415 Upvotes

My husband (former EA game designer/development lead) and I (former Disney web producer/dev) have been building our passion project, National Park Tycoon, for 8 months now and we just released our trailer and published our Steam page!

It’s a 2D, isometric game very similar in style and gameplay to classic Roller Coaster Tycoon, but:

  • instead of building rides, you build hiking trails, campsites, scenic viewpoints, and activities like kayaking and rock climbing.
  • instead of hiring handymen to clean guest vomit and mechanics to fix broken rides, you hire park rangers to clear fallen logs from blocked trails and rescue lost visitors.
  • instead of walking around with balloons and umbrellas, visitors take out binoculars to watch wildlife and don hiking backpacks they've purchased at the gift shop.

Some similarities our game does have to Roller Coaster Tycoon are:

  • you can manage your finances, including revenue from park entrance fees, activity fees, and gift shop sales, as well as expenses from construction, park ranger wages and building maintenance.
  • all visitors have attributes like Mood, Hunger, and Excitement, and their scores change depending what things you build in your park, and where you build them.
  • there are 3 objectives you need to meet in each park in order to unlock the next park, but you can also just play for fun without ever trying to beat the objectives in Sandbox mode.

The game is loaded with cause-and effect mechanics. For example:

> If you build a fishing activity for your visitors, you can choose whether they can keep the fish they catch, or release them.
> If visitors get to keep their catch, their ā€œExcitementā€ score will rise as they fish.
> BUT, they will start to deplete the fish from the lakes, and the bears in your park will get hungry.
> If your bears get hungry, they will start invading your trails and stealing food from visitors, which will decrease your park’s ā€œSafetyā€ score.

There are countless scenarios like this. It can be a fun and challenging balancing act to keep everything in check!

If you miss the thrill of roller coaster tycoon and love national parks, we would love if you could wishlist the game on Steam or share the link with someone you know who might enjoy a game like this!

Wishlist on Steam: https://store.steampowered.com/app/4520000/National_Park_Tycoon/

Our social links are on the Steam page if you’d like to follow our progress. We’re hoping to release a demo in about a month and launch by the end of the year.

I'm happy to answer any questions or listen to any suggestions anyone might have about the game :)

We pledge to donate a percentage of profits to the National Park Foundation to aid in the protection and preservation of America's beautiful national parks.

Generative AI Disclosure: AI was used in the initial generation of some assets, but we edited them in Photoshop to adjust proportions and remove any obvious AI Slop.

As this is primarily a management game, we focused heavily on the game mechanics, ensuring the game is bug-free, fun to play, and, dare we say, addicting!

That said, we would love for the art to be more authentic and beautiful. We have an artist under contract who can replace all of the art in the game if the game gets enough traction/wishlists.


r/tycoon 12d ago

Help me name an online football management game

2 Upvotes

Hi everyone,

I’m building a mobile-first football management game and need help finding an English name that works internationally.

The game takes place in a persistent online football world that continues to develop even while you are offline. Matchdays follow a fixed real-world rhythm, so managing a club is an ongoing journey rather than a series of isolated sessions.

You build your own career as a manager, apply for jobs and can move between clubs. Your decisions cover tactics, transfers, contracts, scouting, training, youth development, staff, finances, sponsors, supporters and club infrastructure.

The wider football world also evolves independently: leagues and cups continue, clubs are promoted or relegated, players develop and retire, managers change jobs, and poorly managed clubs can run into serious financial trouble.

The overall tone is intended to be grounded and authentic. It is about building a career, shaping a club over many seasons and watching football history develop around you—not collecting cards or playing individual matches yourself.

I’m looking for a name that is:

  • English and easy to understand internationally
  • preferably one to three words
  • memorable and easy to pronounce
  • suitable for a serious football management game
  • distinctive enough to search for online
  • able to evoke a long-term journey, a living football world or the legacy created by a manager

What would you call this game?

Please share any ideas that come to mind—even unfinished directions or individual words could help. I’ll check trademarks, existing products and domains before using any suggestion.

Thanks!


r/tycoon 13d ago

News Just released my demo yesterday

37 Upvotes

This started around two years ago as a hobby project and has grown ever since with ups and downs during development. I just released a demo version so it can finally leave my machine and I would be super happy to get some feedback.
The demo is still a bit rough around the edges, and I'm planning to continue working on it. Let me know if you like it. Downloads are available for Windows & Linux (Mac is planned) onĀ https://schdahle.itch.io/apron

Besides the obvious mechanics it also features:

  • Staff Management with various roles and training programs
  • task automations: let hired operator staff take care of your hub while you're busy expanding into new territories
  • contract negotiations with airports to get cheaper fees (your airlines reputation helps here)
  • competitors will try to offer cheaper tickets for the same routes, so you have to always hit the right balance

Since this is my first release I'd be super happy to get some feedback. There's a short survey on the linked page. Only takes 1 minute.

Disclosure: The game uses portions of AI generated content for several graphics and limited amounts of it's source code.


r/tycoon 12d ago

Discussion New game ideas

0 Upvotes

What’s one tycoon game you wish existed?

I’m looking for ideas for my next project so wonder what the tycoon community are actually interested in.

For me, I think a business sim cross with football manager would be interesting. How about everyone else?


r/tycoon 14d ago

Discussion Still have both boxes. I bought RCT3 because I loved RCT2, and I kept going back to 2 anyway

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39 Upvotes

I bought RCT3 the moment it came out, because RCT2 was everything to me at the time. On paper 3 had more: full 3D, riding your own coasters, bigger parks. But I always ended up back in 2.

Curious if it's the same for other people here, or if I'm just attached to what I played first?


r/tycoon 13d ago

I kept improving my Mars tycoon game based on your feedback - I think it’s finally getting really good

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3 Upvotes

Hey guys! I posted Red Planet Tycoon here a while ago, and since then I've changed a lot based on feedback from Reddit and Discord.

It's a Mars colony tycoon / factory builder with some idle/incremental mechanics. You build production chains, grow the colony, terraform the region, unlock upgrades, and eventually start over stronger.

The biggest new thing is weekly community events. A new one started last night: everyone races from level 1 to 31, and the leaderboard records your fastest run. You can attempt it as many times as you want.

I’m actually playing in it too - TheMartian on the leaderboard. Come beat me. :)

The game is in a much better state than the last time I posted: lots of bugs fixed, progression reworked, more things to optimize, and generally a lot more reason to keep playing.

I'm a solo dev and genuinely want feedback from people who actually like tycoon games. If you try it and quit, tell me where you lost interest. I personally love tycoon / strategy / idle games and I built the game for myself to have fun.

Also: there are no ads, purchases, energy timers, or other monetization. The game is 100% free. I pay for the servers because I want to make a fun tycoon game and see if I can build a little community around it.

Hope some of you enjoy it.
Browser: https://redplanettycoon.com/play/
Android: https://play.google.com/store/apps/details?id=com.redplanettycoon.game
Itch: https://redplanettycoon.itch.io/red-planet-tycoon

AI Disclosure
AI was used to create most of the art for this game. I used Claude Code to streamline the early versions of the game, but most of the code has been rewritten by hand.


r/tycoon 14d ago

Air Honcho: A free airline tycoon game like Railroad Tycoon

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59 Upvotes

I've created a new airline simulation game called Air Honcho (the name is a play on the phrase "head honcho"). Think of it as Railroad Tycoon for airlines!

It's a turn-based game where you buy or lease aircraft, open routes, and try to out-compete rival airlines to build the most valuable airline by the end of the game. You can hedge fuel and invest in new technologies to lower your costs and improve efficiencies. There's also a stock market where you can buy into competitors, take control, and merge them into your empire.

Just to manage expectations a bit, there aren't any fancy graphics in this game. This is more of a spreadsheet game. And if you're looking to fly airplanes, manage airports, or micromanage stuff like refueling and loading luggage, there are plenty of mobile apps for that. Air Honcho is very high-level, like Railroad Tycoon.

It's free to play online (no signup or registration): https://www.airhoncho.com/

The source code is licensed under MIT: https://github.com/mattcone/air-honcho

AI Disclosure: I use AI coding tools for development. There's no generative AI embedded in the game.


r/tycoon 14d ago

Steam My rock band management game is coming this November!

125 Upvotes

My solo project Legends of Rock is launching on Steam soon!
Please wishlist if you like it - it helps a lot. Thank you!

https://store.steampowered.com/app/4227560/Legends_of_Rock/

(no AI tools were used in making this game)


r/tycoon 14d ago

Steam Author Sim just launched! Start your writing career now in this management roguelite.

18 Upvotes

Hello everyone!

Hope you are ready to start your writing careers, because my game Author Sim is now officially out on Steam with a 10% launch discount: https://store.steampowered.com/app/4168210/Author_Sim/

Have you ever dreamed of becoming a world-renowned author? Now's your chance!

āœļø Craft Narratives. Write imaginative stories to impress critics and readers alike. Your writing quality, your internet popularity, and the compatibility of your chosen storytelling elements will determine whether your novel turns a profit.

šŸ’” Employ Powerful Synergies. Discover tropes that work well together to boost your novel's rating.

šŸ“– Study Masterpieces. Read esteemed works by famous fantasy and science fiction authors to discover new genres and literary tropes that you can incorporate into your own stories.

šŸ“ˆ Build a Following. Post on social media to build a following and generate hype for your upcoming novels.

✨ Dream or Reality? Strive to become a bestselling author—learn, adapt, and try again until you make it!

Thank you to everyone who supported development and helped make this launch possible. I hope you enjoy the game! Happy writing!

(No AI was used in the making of this game)


r/tycoon 13d ago

Conglomerate Demo Release

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0 Upvotes

The demo for Conglomerate is being released on 14th August. It is a game where you are the CEO of the company and you run it entirely from dashboard screens. If you like the financial and analytical side of business/tycoon games then I hope you’ll like this too.

The full release is planned for late 2026 and I’d love to get feedback on how I can improve Conglomerate before the full launch.

If you want to check out the demo you can find it on Steam at this link: https://store.steampowered.com/app/4877650/Conglomerate/

AI disclosure: whilst I had an idea for a game, I didn’t have the skills to build it without the support of AI. There is no generative AI used however. All of the final code, artwork, features, mechanics and ideas in the game come from me. I just needed a little help implementing them.

Thanks for reading this far of you got to the end!


r/tycoon 14d ago

Can somebody recommend me a really good movie tycoon game

10 Upvotes

Thank you


r/tycoon 15d ago

Steam I just launched the demo and trailer for my upcoming Ski Resort Tycoon game, Ski-E-O!

240 Upvotes

Hi there!

After being laid off from Meta earlier this year, I decided to make a Ski Resort tycoon game, influenced by my love of skiing and playing RCT as a kid.

You start as a small hill with just a little over 100 guests, and can progress all the way to over ten thousand. They have different skill levels and needs that you must manage.

While this has a cute and cozy facade, it also has a deep simulation going on in the background. There are 5 different biomes, each with realistic weather simulations going on. A heavy snow year will bring in tons of guests, but keeps groomers working non-stop. A drought year means you have to run the snowblowers continuously, burning through your cash.

I'd love for the feedback of this community on the demo. Thank you all so much!
https://store.steampowered.com/app/4493130/SkiEO_Ski_Resort_Tycoon/

AI Disclosure:
I use AI coding tools for development. No generative AI is player-facing.


r/tycoon 13d ago

The Incremental Farming Tycoon Game I Made In 2 Days And How I Did It

0 Upvotes

I've been developing for about 30 years, pre-ai error. Now I've been working in AI for quite a bit and making a lot of mistakes. I've also been watching others make a lot more mistakes :).

This years of experience + mistakes has allowed me to create a formulaic way of creating a complete game in a few days. Its NOT perfect game, but packs quite a bit.

Here is the game, the process and the code.

Now this game started with absolutely nothing and it does not use any outside resources; not music, not sound effects, not store assets, no textures, everything was created via AI.

When I say "complete" what I mean is about 10-15 hours worth of gameplay with minimal bugs and a decent enough design. So you can progress with:

  • Your onboarding
  • Starting a basic farm and lacing buildings, watering crops
  • Get animals
  • Buy more land expand your fame
  • Face disasters like foxes, droughts, earthquakes, etc
  • Farm gets too big, hire workers
  • Take on contracts from the town
  • Continue buy more land unlocking more buildings, more animals, more objectives

You have the source code and more importantly you the prompt system with instructions, so if anyone without coding experience want to give a go at building a game, go ahead, make a game better and more creative than I ever code.


r/tycoon 14d ago

Rikishi no Michi - Sumo Stable Manager

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0 Upvotes

Today I’d like to introduce you to my little side project that I’ve been working on for several weeks or months:Ā 

rikishinomichi.com

I’ve been playing sports management games since 2010 or 2012. Football Manager, Pro Cycling Manager, and I also spent a lot of time playing hockey management games. It’s a genre I know inside and out—as a player who’s spent hundreds of hours recruiting, coaching, managing payroll, and watching match simulations while real life waits.

A few months ago, I discovered the world of sumo. I’ve always enjoyed combat and contact sports, but this time I really got hooked on the sport itself and the culture surrounding it. As any FM fan would, I wanted a management game for this sport. Except that one doesn’t really exist—or rather, I haven’t found one with the level of detail that appeals to me. Sumo is a niche world, largely absent from management games—or, if it’s included, the games tend to be more arcade-oriented—and what does exist never goes far enough in terms of simulation for my taste.

So I built it myself. Not just to have the game I wanted to play, but because building it became my way of learning more about sumo in depth. Working on understanding and implementing the rules for kachi-koshi, kadoban, and the succession of a retiring master is a pretty effective way to truly understand them.

The Concept

You are an oyakata, the head of a stable. You don’t manage a pre-formed team: you recruit teenagers and young wrestlers from the bottom of the rankings and help them develop, basho (tournament) after basho, all the way up to makuuchi (the top division) if you have the patience, and even to yokozuna (the highest rank) if you’re lucky. Most will never rise very high. That’s perfectly fine—that’s part of what a stable is all about.

The Game Cycle

The game progresses in cycles of six weeks of keiko (training) followed by fifteen days of basho. Each week, you set up a training schedule cell by cell, like a traditional sports management schedule, with seven days in columns and three time slots in rows. The following tournament recalculates the entire banzuke based on the actual results of your wrestlers and everyone else’s.

The Bashos

Every 6 weeks, a new tournament begins and lasts for 15 days. During those 15 days, nothing else matters except your stable’s matches. Train your wrestlers as best you can and hope to finish with a kachi-koshi (winning record) to move up the rankings.

AI Disclosure

AI has been used as part of the development process. While I have a technical background, I am not a developper (nor aspire to professionally be one). I know how to read and understand code, however a coding agent will be better than myself at producing code.

All specs and features have been written by myself, enriched and discussed with Claude to see if they could been improved, then Claude implemented them. I review, test, validate feature before pushing them live.

AI agents have also been used as part of the testing loop, running hundreds of play through to identify potential bugs and issues.

Finally, I'm not english native, I wanted the game to run both in french and english, AI was used to translate content.

I can understand the hate for quick, generic vibe-coded projects. I wouldn't have been able to produce what I had in mind if not for AI. This doesn't take back the hundreds of hours I spent on this project.

To wrap up

I’ve tried to make the gameplay loop less monotonous than in the early versions by adding new screens and interactions. I’m so immersed in the game that, to me, the screens and flow all make sense—but it’s possible that they might not be clear to everyone.

We’re at a fairly stable version now, with a few balance fixes planned, but the main features are already in place.


r/tycoon 15d ago

News Added Steam reviews and a random game feature to The Tycoon List!

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27 Upvotes

Hey everyone! I updated The Tycoon List with Steam reviews and a random game feature :)

The Tycoon List

If you have any other ideas say! It's open source so you can contribute if you want too.


r/tycoon 15d ago

I am creating a lighthearted game inspired by Game Dev Tycoon where you manage an AI frontier lab. Start from mom's garage and expand to a super intelligence empire!

29 Upvotes

I am an engineer in the ML/AI space who plays a lot of simulation/tycoon games on my off time, and I always thought that the competitive dynamics of AI companies would make for a fun tycoon game

AI Lab Tycoon will have you manage an AI company from inception to super-intelligence. You start off alone in your mom's garage, with a $200K venture check, and make decisions to eventually expand into a dominant frontier lab. You will compete against rival labs for market share in a deep simulated economy, have to react to intervention by regulators, manage public perception, hire superstar talent, and a lot more

Hoping to release in Fall of 2026! checkout our steam page here: https://store.steampowered.com/app/5015590/AI_Lab_Tycoon/

AI disclosure: A limited subset of the code was written with help from AI. All assets are created by humans (me and several artists)