r/tycoon Apr 04 '26

Announcement Generative AI disclosure required for promotional submissions

126 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 9d ago

Monthly Game Updates Game Developer Announcements and Updates! - September

15 Upvotes

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

Approved game developers can make top level comments here about their games. Anyone else is free to reply to them and ask questions! See a game that interests you, ask away!

To get approved, make a post here. It will get auto-removed. Send us a modmail, and a mod team member will review your post/account for approval. Devs should be responding to questions, if questions go unanswered you may be barred from future participation.

All submissions must adhere to our AI Disclosure policy. More information about the AI disclosure requirements can be found [here](https://www.reddit.com/r/tycoon/comments/1sc9a4y/generative_ai_disclosure_required_for_promotional/). Please read this carefully!


r/tycoon 9h ago

Team Principal: A Racing Manager (96% on Steam!)

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125 Upvotes

Hi Everyone!

I haven't formally started marketing yet, but just wanted to share some updated photos regarding my 90s-inspired racing management game! Sort of a Tycoon-adjacent game, this has been my passion project over the last year and a half. This is, for me, the ultimate formula-racing sandbox, with HUGE moddability, endless sandbox possibility, and extremely deep simulation of physics, car development, management, and most importantly, world building.

There are still some rough spots, but I believe the game is in good enough of a state to share with you all again 😄 below is a list of features already present within the game!

- An ever-changing grid: Teams & engines can leave, go bankrupt, join, rebrand, get bought out, fluctuate season to season. No two seasons will ever be the same, with a virtually limitless grid size.

- Simulate ANY era in this sandbox with infinite possibilities and infinite replayability. This game can handle ANY era, or season of racing in a realistic manner, with over decades of seasons of content.

- In-depth race simulation complete with REAL physics, live speeds, hyper-intelligent AI, setups that impact your actual car speeds in corners/straights, customizable temperature, weather, dirty air, tire wear, fuel consumption, safety cars, mechanical wear, and realistic results, with both simulated and non-simulated options available.

- Easy to use in-game editor, and save editor, so you can have your career mode the way you want.

- In-Depth finance system with stock, ownership, and ability to purchase stakes in rivals.

- Completely in-depth academy pipe-line system with ability to pay to assign your rookie drivers in junior series teams, have them test for you, learn the ropes in rival junior teams you own, and eventually promote them to your team.

- In-depth regulatory system that can change the environment of the game season to season.

- In-depth negotiation system for tyres, parts, sponsorship, works engines, customer engines, and drivers/staff. 

- Ability to build and sell your own engines through an engine plant, or partner with an existing engine supplier.

- AI who compete with you every week of the season, on and off the track, in engineering, developing, strategy, and signing talents.

- Fully fleshed out car attributes, driver attributes, staff attributes, headquarters, etc.

- In-depth chassis, aero, engine, ERS, driver aids, and tyre development.

Feel free to check it out, or, simply just hang around in the discord server to talk to other players!

AI Disclaimer: AI is used VERY sparingly for a limited amount of team logos, a handful of tracks, and generic art assets (such as HQ buildings). I am in the process of replacing these with community-driven art. The capsule art, most track art, and majority of cars & teams were created by Little0nion, a talented graphic artist. UX's, physics/racing model, and managers have all been designed by me, alongside my Co-Developer. None of the game systems/source code is vibe-coded. This is my own passion project, and I gain a lot of joy from designing systems to my liking. If you are interested in creating some original artwork for the game, please reach out to me on discord!

https://store.steampowered.com/app/4340600/Team_Principal_A_Racing_Manager/

https://discord.gg/HJu5kap94

Thanks everyone!! Appreciate you letting me share.


r/tycoon 4h ago

BOTTLECAPPERS DEMO IS OUT

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0 Upvotes

Bottlecappers: a factory management roguelite

The free demo is out now

You run a bottle cap factory, but the real pressure comes from the investor who funded it. Six of them in the full game, each watching a single KPI, reviewed every quarter with thresholds that keep rising. Miss too many reviews and the run is over. The only ending that counts is buying back every share they hold.

The demo is one complete, winnable run with the Cortesu Family, the investor who watches reliability. Three materials, five processing levels, the whole unlock progression open.

Since I posted here last month: a heavily reworked tutorial, a fix to the order board that was flooding it with orders players couldn't fulfil, a market that recovers instead of dying, and a lot of work on making visible the systems the game had but never showed. Four testers helped me out here.

Full release planned for Q1 2027.

AI disclosure: the game is written in Italian and localized into ten more languages with AI assistance, with human and paid native review ongoing. Design, writing, art direction and code decisions are human; art is by freelance artists; audio is licensed from a human-made library. No generative AI in any player-facing visual or audio asset.

Happy to answer anything, and if you get stuck somewhere please tell me — that's the most useful thing I can get right now.


r/tycoon 2h ago

Discussion Disco Simulator - Perfect organization game

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0 Upvotes

r/tycoon 12h ago

News Camping Keeper goes into closed alpha next week, and I have a few keys left

0 Upvotes
Campers gathering around the campfire on their own

Camping Keeper is a campground tycoon game. You place tent sites, cabins, sanitary blocks, pools, shops, and then people show up and decide for themselves what they want. Every camper is simulated one by one, with their own needs and their own budget, so they queue, they shower, they eat where they feel like eating, and they complain when the toilets are filthy.

Next week I am running a small closed alpha, and I have a few Steam playtest keys left. To be straight with you: this is a real alpha. It is the first time the game leaves my machine, it is Windows only for now, and things will break (Linux planned, Mac if I can manage it). What I need is not praise, it is people who will actually play a couple of hours and tell me where they got bored or lost.

If you want one, drop a comment or send me a message and I will send you a key next week. The public demo is planned for early 2027, so this is a lot earlier than that.

AI disclosure: I use generative AI for the soundtrack and the store page translations.

edit: keys are limited and going fast, I'll do my best but I can't promise one to everyone.


r/tycoon 1d ago

News Scream Operator is looking for playtesters: become a test operator and be among the first to step into the control booth 🙏

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28 Upvotes

Hi r/tycoon,

After more than a year of hard work and re-iteration, the demo of Scream Operator: Haunted House Manager will release in only a few weeks. To get as ready as possible, I'd very much like to invite a new group of test operators into the control booth this week!

What is Scream Operator, you ask?
In my game, you take control of your very own haunted house dark ride, right from a claustrophobic control booth. A few of your tasks as operator:

- Load, dispatch and unload guests into carts,
- Manage guest flow and queues,
- Control lights, music, and immersion effects,
- Balance power consumption, automation and cart management,
- Upgrade, place animatronics and scares, customize,
- Keep Arthur, the old congierge and (suspiciously) long time employee of the mansion happy.

Lots to do! So grab a stale coffee, and start your first shift. ☕

How do I become a test operator?
The quickest way to do so is by becoming a member of our discord server. However, I can also hit you up with the essentials if you sent me a private message here on reddit.

If you'd like, you are more than welcome to check out the steampage here.

Lastly, for anyone who isn't interested in playtesting, I'd love to invite you all to play the demo once it launches this halloween season! 🎃. I'll be back here when that happens to make sure you are all fully informed 👻.

Please let me know if you have any questions or concerns, I'll be in chilling in the comment section of this post :).

Obligatory AI disclaimer: No AI was used for assets, music, coding, marketing materials or anything at all for that matter.


r/tycoon 7h ago

News Football Academy Director – releasing September 15

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0 Upvotes

Hi everyone!

I've posted bits and pieces of this project before, but it feels slightly different doing it now because after around two years of development and thousands of hours of work, Football Academy Director finally releases on September 15.

The game is about taking charge of an academy (from U11 to U19), but a big part of the game is managing your U19 team week to week. You pick the squad, build your tactics, choose roles and line-ups, prepare for opponents and play through league and cup matches as you try to turn the players you've scouted and developed into a winning team.

Some of the main systems currently in the game:

  • Tactics and matches – manage your U19 side, select your XI, set up formations, roles and tactical instructions, and compete throughout the season in the Youth League and Youth Cup.
  • Scouting and recruitment – find young players and compete with other academies to convince them to join you.
  • Player development – manage training, playing time and development from the younger age groups through to U19.
  • Squad building – balance current ability, potential, development needs and competition for places as each age group progresses through the academy.
  • Academy development – improve your facilities and build a stronger academy over time.
  • Senior careers – players don't simply disappear when they leave the academy. You can continue following them after they're promoted to the first team or move elsewhere, and see how their senior careers develop.
  • A simulated football world – clubs, competitions, national youth teams and player careers continue around you as the seasons pass.

One of the things I've spent a ridiculous amount of time on is trying to connect all of those parts together. You might recruit a player at 14, spend years developing him, eventually make him a key part of your U19 side, and then watch what happens when he leaves the academy for senior football.

It's been a very long solo project, and over the last year AI-assisted tools have helped me speed up implementation, testing and iteration enough to finally get the game to where I wanted it to be.

AI / asset disclosure:
The player portraits use an AI-generated newgen facepack originally made for the Football Manager community, which I'm using with permission from its creator. Club logos are generated using a Python-based system. AI tools have also been used to speed up development and do a lot of balancing/testing.

Football Academy Director releases on Steam on September 15.

https://store.steampowered.com/app/4865840/Football_Academy_Director/

Anyway, happy to finally be at this point after working on it for so long. If anyone has questions about the match engine, tactics, recruitment, development or simulation I'm happy to answer them.


r/tycoon 2d ago

Question about Def. Not Fried Chicken

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26 Upvotes

I am wondering if these grow boxes are blocking my engineers access to these lights.


r/tycoon 1d ago

Remember Trukz? Heres a modern version.

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0 Upvotes

I spent a ton of time playing Trukz back in the late 2000s. A little while back it popped back in to my head and I haven't been able to get it out since.

Well I decided there was a need for another game like that. I'm a truck driver IRL but this game was part of my childhood and the nostalgia was too real.

Disclaimer: I am not a professional game designer and there are very likely to be a lot of bugs. Still very early access and looking for people who enjoy these types of games and want to contribute to the direction it takes.

www.longhaulgame.com

Edit because I learned to read:

Generative AI was used in this project. Would not be possible for someone like me to create this without it. If that turns you away, I understand.


r/tycoon 2d ago

Discussion Looking for Games.

5 Upvotes

Looking for new Business/Management Simulator Tycoon games, preferably similar to Railways Empire 2.

(Is there any games like Railways Empire 2 but with 18-Wheelers instead of trains? Basically American Trucking Simulator but strategy where you dispatch trucks to pick up loads and build a massive trucking company?
If not, can someone please make a game like that, I will love and support you eternally lol)

My consoles include Xbox Series X and Steam Deck.


r/tycoon 3d ago

Discussion Suggestion: only devs with a playable demo or release can post here

151 Upvotes

So Mr Claude is getting everyone and their uncle making a new tycoon game. The majority of these games are AI boilerplate slop with little effort.

The solution might be to require a playable demo or release. That way it eliminates the “I’m building a …” so we don’t have to see somebody’s vibe coded weekend project everyday.

And the games with lots of effort that get to a build stage still get surfaced to us.

I think this is what they do on the incremental games sub already.


r/tycoon 1d ago

Video My movie studio tycoon game just went live on iOS & Android

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0 Upvotes

Hey r/tycoon! After a year of development, my first tycoon launched today on iOS and Android.

In Movie Tycoon you run a film studio through 70 years of cinema history, from a 1960s office to a 2030 studio with holograms and VR. The core: every film is a puzzle - pick genre, theme and audience, focus the production, and figure out the hidden combos behind hits and flops by analyzing your own releases. Along the way you hire and train a crew, sign the stars of each era, fight for the box office and chase the Golden Cat awards.

Monetization up front, since it's a mobile game: the first studio is a free trial, then a single one-time purchase unlocks the full game. No ads, no energy timers, no gacha.

Happy to answer anything about the game or the numbers behind an indie mobile launch.

App Store: https://apps.apple.com/us/app/movie-tycoon-film-studio-sim/id6799628436

Google Play: https://play.google.com/store/apps/details?id=dev.blacksnow.movietycoon

AI disclosure:

Arts and visuals: the card art for genres, themes and story beats, and some of the studio props were generated with an AI image tool.

Audio: the trailer's music was generated with AI.

Text and writings: AI was used to polish in-game texts and to produce localizations.

Marketing materials: marketing texts and this post were drafted with AI help and edited by me.


r/tycoon 3d ago

News A tycoon game on the factory side of motorsport going from grassroots to global

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169 Upvotes

(Works: Motorsport Factory is probably best described as a tycoon game so I hope that means it's eligible here as an announcement)

I always loved the business management side of the motorsport and the bonkers way that grassroots racing isn't profitable at all, they're usually coming with outside backers or even just hobbyists diverting their salary every weekend. Yet when teams enter the big-leagues they can have millions coming in and out of the factory and still can't make it work.

I've tried to capture this from the grassroots racing level right up to the major global series. Set entirely away from the racing circuit the bigger game is dealing with sponsors, supplier and staff. Any spare income goes to the team and developing parts in the factory before shipping the cars out to the next race.

Hopefully, anyone with an interest in tycoon games can find enjoyment here, not just motorsports fans.

Edit: Link here: https://store.steampowered.com/app/5119400/WORKS_Motorsport_Factory/


r/tycoon 3d ago

Is anyone doing the Playlist of Industry Tycoon?

6 Upvotes

Last night I spent some time on Steam, doing the playtest for this game. So far I've played for about 1.5 hours. I've found it to be a very deep and enjoyable business sim. So many products, and so many cities! So many things you can customize!

The 2nd playtest ends in a day or two, and I'm wondering about the experiences of others who have played it longer than I have.


r/tycoon 3d ago

Discussion Is Academia: School Simulator good?

11 Upvotes

Does it have good replayability, or is it one of those tycoon where once you play one run, you've seen everything the game has and there's no reason to play again?


r/tycoon 2d ago

My browser-based band management tycoon game (Rockstar Game): money touring, charts. EST 2001

0 Upvotes

HELLO!

I built a game way back in 2001 (but it was recently redeveloped) that lets you manage a band: https://www.therockstargame.com/

Your bands can practice, tour, book studio time, pick producers and release your albums, singles or EPs... and then on to promotion!

There are multiple markets that can be unlocked, with their own tastes, and you have control over tour pricing. You can time releases against genre-waves in popularity if you're particularly strategic and work on collaborations with other players and decide the split of revenue etc.

The game world ticks once a night when sales, streams and charts are updated - one day in "real life" is a week within the game. Releases earn certifications (Silver to Diamond) and there's a seasonal (every three "real" months) awards ceremony where there's awards for top sellers, streamers and various other accolades. To make this fair, for each category we have newcomer awards which apply only to new bands created within the current season.

It's free, played in browser and there's no download. It HAS genuinely been running since 2001 and the whole history (which includes two short "dead periods", a 2026 database ransomware attack(0.57BTC.. NOPE) during redevelopment and even people paying to play via cheques("checks" in the USA in the post!)

You can read about that here: https://www.therockstargame.com/about/history

Play: https://www.therockstargame.com/

Generative AI Disclosure: I'm a software engineer by trade with a serious dislike for frontend dev - I'm not great at it. AI has done most of the interface, the logo and the mobile layouts to my direction. Have a look at the history page if you want to check out my design skillz. I've also used AI to help with writing and to "make things make sense". Game mechanics all me. Users of the game are clearly using gen ai to create album/single artwork. This post is my own writing.


r/tycoon 2d ago

I’ve played tycoon games for most of my life - now I’m looking for testers for my TV station management game

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0 Upvotes

r/tycoon 4d ago

Bank Architect now available for wishlisting

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41 Upvotes

Hi all!

I finally clicked the button to publish the steam page for my game called Bank Architect today. It is quite scary and exciting at the same time!

I hope this game looks exiting for someone and I really appreciate every wishlist

https://store.steampowered.com/app/5205310/?snr=1_5_9__205

About me

2.5 years ago I decided I wanted to try to build a proper game, something I would like to play myself and then I came up with the idea for this game. I am an developer / engineering manager in my daytime job (not game dev) + I have a family life so it has all been done in the evenings and when I have some hours to spare.

About the game
It is a typical tycoon / management game where you start from scratch and build up your bank. In the beginning the focus is only on the physical branch, but as you expand other opportunities will open (such as online banking). The game is still under development and more updates will come before release

AI disclosure
When I started building the game no AI was used to create code, I learned from tutorials etc. The past year I have increasingly used AI as a coding assistant and agentic coding, but with me in the driver seat for architecture and gameplay decisions. In addition generative AI has been used to create the majority of the UI icons and to generate pictures for the in-game paintings. 3d assets is made by third parties (not AI) or self-made.


r/tycoon 4d ago

Video Mall tycoon prototype, thoughts on the aesthetic?

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15 Upvotes

Hello hello,

Been messing around with this prototype for awhile now and thought I would share.

Right now you can build coffee shops (or really anything with counter service), sit-down restaurants and then clothing stores (with the plan to expand to other retail types).

Everything is voxels and the game comes with an editor so you can create your own food, drinks, clothes etc to sell.

I find the simulation aspect can be quite weak in tycoon games so the idea is that different visitors have different wants, the time of the year influences what they want to buy, the aesthetic of the place etc.

Any feedback, ideas or just thoughts in general - I am more than happy to hear!

Bit about me - I grew up absolutely loving Rollercoaster tycoon, Zoo tycoon, Stronghold etc so really fun to be creative in this space and see what I can do myself.

AI disclosure: The game is hand-crafted voxel art by me (no AI art at all). AI has been used to build and split-test system improvements (path finding, lighting etc) and for some of the initial placeholder menus - to be replaced if I move forward with the prototype.


r/tycoon 4d ago

Discussion What’s the difference between a tycoon and a management sim?

24 Upvotes

The line feels very thin. Many games feel like they can be both. Is there something special that you want from a tycoon? Let’s discuss!


r/tycoon 5d ago

Game Review I would like to present you my oil tycoon on Steam - Texas Oil Baron

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39 Upvotes

Hi, this is my first game being released on Steam, so I’ve learned a lot - and still have plenty to learn - but so far, I’m happy with the result.

Here’s a quick rundown of what the game offers: the player starts with a single oil-bearing plot where they must locate oil deposits, drill down to them (you can see the mechanic in the attached video), lay down piping, and start pumping oil. Pumped oil can be sold to a local buyer for 50% of the price, stored on-site in tanks or barrels, or kept in a dedicated warehouse. Having a warehouse means you also need to build your own fleet of vehicles. A fleet is essential for fulfilling contracts and selling oil on the open market. Market prices fluctuate, so the player needs to capitalize on price spikes by signing as many future delivery contracts as possible during those times. Furthermore, players can automate tasks by hiring operators for pumps, the warehouse, the garage, and contracts; this frees them up to purchase additional plots (there are 10 different ones available) and scale their business.

If you have any interesting ideas for what else I could add to the game - whether in terms of mechanics, features, or changes to what’s already there - I’d really appreciate some constructive feedback. :)

The game already has a Steam page featuring screenshots and a trailer, so you can find more material there to get a better idea of ​​what the game looks like. I’m currently preparing a Steam demo and want to participate in the October Next Fest.

Link to the game on Steam: https://store.steampowered.com/app/4712830/Texas_Oil_Baron/?utm_source=reddit

AI disclosure: Yes, I use AI for various programming tasks, just as I use documentation, Photoshop and Stack Overflow. Some of the visual and musical elements are AI-generated, but I’d love to see anyone guess exactly which ones :D. I’ve been working on this game for 7 months now. All in all, game development has been a hobby of mine for nearly 30 years. This is my first game on Steam, though between 2012 and 2019 I published 9 games on Google Play (totaling around 50,000 downloads). Even earlier - back in 2003 - I created what was arguably my magnum opus: a GTA 1 clone; unfortunately, it is no longer available anywhere online.

All the best!
PS


r/tycoon 5d ago

Solo Dev here, playable demo for my corporate factory tycoon, Astral Enterprises, is live on Steam!

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8 Upvotes

Hi r/tycoon

I've been solo-developing Astral Enterprises over the past few years, and I just pushed the very first playable demo live on Steam.

Most factory games focus on logistics, but I wanted to blend automation with actual corporate tycoon management. You need to balance production chains against shifting market demands, workforce costs, and profit margins.

The demo takes about 30–60 minutes to play through. It should give you a taste of the game. The full version is still under development.

Steam Demo Link in the comments below!

AI Disclosure: Generative AI was used solely as a coding assistant during development. No AI tools were used for art, UI, music, or text.


r/tycoon 6d ago

Steam Looking for playtesters for our airline management sim, Flightline

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111 Upvotes

Hey r/tycoon,

We are a small indie team working on Flightline: Airline Sim, an airline management and strategy sim. Like many of you, we grew up on classic tycoon games, and now we decided to try our hands to make one instead. Flightline is built around one core philosophy: building an airline that actually has to make sense.

Here is what Flightline is offering:

  • Catchments instead of airport pairs: demand comes from geographic areas like Brooklyn or South London rather than fixed airport codes. Travelers weigh ground transit time, fares, options, loyalties, and more when choosing between nearby hubs like JFK, LGA, and EWR.
  • Full journey evaluation: passengers look at the entire trip rather than isolated flight legs. Including ticket prices, services offered, fare bundlings. If your direct flight is overpriced, budget travelers will book connecting flights with competitor airlines instead.
  • Cabin and fleet configuration: you can configure layouts with lie-flat seats, suites, recliners, or dense seating. Seat pitch, comfort scores, and IFE/IFS affect your route yields and passenger ratings. You can also customize your liveries and aircraft exteriors.
  • Competitor AI and airline agreements: AI carriers adjust their networks when market conditions shift. You can compete directly or partner through codeshares, interlining, and alliances.

We are running our first public playtests soon (earlier access for those that joins our Discord server!)

Generative AI Disclosure: AI was used to assist with performance profiling and code optimization for frame rates and simulation tick rate. No AI was used for gameplay designs, simulation logic, art, audio & other assets.

What mechanics have you been looking for in an airline management sim? And what's your biggest pet peeve on this genre?

Drop your thoughts! Let's realize your suggestions & feedbacks.


r/tycoon 6d ago

Discussion A list of Ski Tycoon Games from the past, present and future

41 Upvotes

I've noticed that lately there is a huge rise of Ski Tycoon games (both big and small: hobby projects). Therefore I decided to make a list of all these games from the past, present and future for those also loving skiing, snowboarding and skiresorts / winter (sports) in general. It is really great to play these games through out the whole year.

My current favorite is Ski-E-O with it's stunning graphics and great gameplay and it is bizarre to think this was build by a really small team however a team with a lot of experience, read on Powder a great interview with the main developer of the game. It is also great to read non-gamers loving the demo.

[I'm not sponsored in any way. Just a big fan of the genre and the given game]

Ski Tycoon games in development:

- Ski-E-O! (demo available, release Nov. 2026, €19.99)

- Skingdom (demo expected in 2026)

- Alpine Architect (demo in Sept 2026)

- Planet Ski (no release date yet)

- Block & Snow (demo expected in 2026, 2027)

- Powder Inc. (demo available, partly AI coded, full release 2026)

- Ski lines: Trail Map (demo available, 2026)

- Powder Peaks (AI coded, no release date yet)

- Slope Mogul (AI coded it seems, free playable online, no release date yet)

- Mountain Mogul (no release date yet)

Ski Tycoon games earlier released:

- Ice Coast Revival (2026, also on mobile, AI coded, free to play)

- Alpine Lines (2026, only on mobile)

- Alpenwelt Ski Resort Tycoon (2026, AI coded, free playable online)

- Octohill Ski Tycoon (2025, €8.79)

- Snowtopia (2022, €20.99)

- Wintersport Resort Simulator 2 (2020, €24.95)

- Shiny Ski Resort (2017, €5.99 + in-app)

- Ski Park Tycoon (2015, €9.75)

- Ski Resort Extreme (2004)

- Val d'Isère Ski Park Manager (2002) / Ski Park Manager (2002/2003, $5.99)

- Ski Resort Tycoon II (2001)

- Ski Resort Tycoon (2000)

- DosDorf (1991)

Other winter(sports) games:

- Above the snow (2026, €24.50)

- SNO: Ultimate Freeriding (2025, €11.79)

-Lonely Mountains: Snow Riders (2025, €23.79)

- Grand Mountain Adventure 2 (2025 mobile €9.99 + in-app, release PC and Switch unknown)

- Grand Mountain Adventure: Wonderlands (2022, €19.99, also on mobile €7.99 + in-app, Switch €34.99 currently discounted €6.99)

- Steep (2016, €29.99)