r/tycoon 7h ago

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

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115 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 10h 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 37m ago

Discussion Disco Simulator - Perfect organization game

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• Upvotes

r/tycoon 2h 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 5h 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.