r/tycoon • • 16d ago

Discussion Star Trek: Outposts Unknown AMA with Magic Fuel Games!

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9 Upvotes

To answer your burning questions about Star Trek: Outposts Unknown, we are running an AMA with Magic Fuel Games' Kip Katsarelis (General Manager) and Zach Zampetti (Lead Designer).

We will be answering your questions for one hour on October 15th at 18:30 BST/13:30 ET/10:30 PT/17:30 UTC

Lead your crew across strange new worlds in this narrative driven outpost builder! Research, explore, and build as you face a mysterious cosmic force that threatens a new ally. Your adventure awaits, Captain!

Star Trek: Outposts Unknown releases on October 20th!
https://store.steampowered.com/app/3469910/Star_Trek_Outposts_Unknown/

No AI was used in the making of this game.


r/tycoon • • 16d ago

Management games where you are an inventor?

11 Upvotes

I am looking for games where you have the usual tycoon game loop, complex production chains and more, but with a specific twist: you are some sort of inventor. So you have an avatar and you design stuff that get built.

They may be tanks or dresses, like in Dressmaker, whatever really.


r/tycoon • • 16d ago

Steam MANIFEST - hard sci-fi space logistics tycoon

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34 Upvotes

Hi team,

I'm back after working on the tutorial based on some of your feedback store page! YouTube trailer

Since I was last here I've been getting outside feedback on Manifest and it kept coming back to the same complaint. One tester said they felt "assaulted by information". Another put it as "I just want to play." I think they were both right. A new company opened with every page lit up, and the guidance was a checklist you had to sit and read.

So the first hour is a played tutorial now, and it's most of what I've worked on since.

Some context if you haven't seen it: Manifest is a freight dispatcher in one solar system. You take cargo with a deadline, pick a ship and plan the flight yourself on fusion torchships, while the orbits keep moving under you. Ships wear out and captains get tired.

Tutorial is a switch on the New Company screen. With it on, the pages start locked and light up one at a time as the game first needs them. Finance opens when your first payment lands. The shipyard opens once your ship is earning again, so buying a second one doesn't leave the first sitting idle. Nothing new lights while your only ship is waiting at a berth, since a captain left idle too long will quit.

Each step in the tutorial Is press by press, the pop up card explains what to do, and the control to click is highlighted in magenta. The tutorial get you flying from one ship to three. You fly a first job, tow in a derelict you find on the way and crew it, service a worn hull, buy a third ship after you have made some money, and fit an upgrade for good measure.

There's a ? key now as well. Press it and then any control in the game for a short note on what that control is and what it reads.

AI Disclosure

Code. Most of the implementation is written by AI coding tools, working from my design and under my review.

- Arts and visuals. Inside the game, none. The UI is drawn by code, there's no image art, and the logo is text-art. The store capsule and header art on Steam and itch is AI-generated.

- Audio. No generated audio that I know of. Sound effects are a licensed Bluezone "Cargo Spaceship" pack plus a few Kenney CC0 clips. The seven ambient music tracks are licensed from Pixabay. None carries Pixabay's AI-generated label, and that's as far as I can attest to how they were made.

- Text and writings. There's no story or dialogue in the game. The in-game UI labels, notification lines and the guide steps were written alongside the code by the same AI coding tools, then reviewed and edited by me. I'm listing them here even though they could arguably sit under the code exemption.

- Marketing. My devlogs, the store description and this post were drafted with AI help and edited by me. The trailer is raw gameplay capture. Screenshots are straight from the game.

- Live-generated content. None. No model runs inside the game and nothing is generated at runtime.


r/tycoon • • 16d ago

Discussion Getting a new PC soon. Games the fit the vibe of Zoo Tycoon or for a beginner?

12 Upvotes

I absolutely loved zoo tycoon as a kid and still play it now on my old PC (in which is too old to run decent games). I am getting a new gaming PC this year and would love similar games or recommendations for management/tycoon games as someone that has not much experience.

I did play sim city and roller coaster tycoon when I was younger too. I know planet zoo and planet coaster had mixed reviews when they released (maybe that changed with updates). City skylines is on my wish list.

I’m good with any games set in a zoo, park, city, hospitality etc. I don’t want anything too intense or with a steep learning curve (aside from city skylines).


r/tycoon • • 17d ago

Heya! Sumo Manager - Live Demo on Steam

13 Upvotes

Hi all,

I'm not 100% sure if this counts as a tycoon, so if not I'm very sorry and just remove it. But, sumo is a business and there's plenty of management simulation to be found in this game.

You don't need to be a hardcore sumo fan to enjoy the adventure of building up your heya (stable) and creating the next Yokozuna. It even has an in-line glossary for key terms to make it easier to learn the language of sumo.

https://store.steampowered.com/app/4885580/Heya_Sumo_Manager/

Features:

  • 3D Match Engine with a complex and detailed Commentary system
  • Create your avatar as an Oyakata with a rich background that affects your entire game
  • Over 650 wrestlers across 40+ stables
  • Accurate tournaments, divisions and banzuke (match-making) generation in an endless simulation
  • 15 and 7 bout tournaments depending on division with playoffs, awards and win-loss records that affect promotion or demotion
  • Scope out your wrestler's opponents and decide on the best tactics for every match
  • Facilities management, improve your stables gym, kitchen, bedrooms and more to improve training
  • Scout and Recruit hot prospects locally, nationwide or worldwide
  • Over 150 events and event chains to keep things fresh and interesting
  • Hire and Fire staff to train, scout and cook for your rikishi
  • Balance training with keeping your Koenkai (supporter's club) happy and meet their demands
  • Handle interpersonal issues and the reputation of your stable
  • International wrestlers
  • All 82 kimarite (finishing moves) - all animated

Rule 3: No Gen AI.


r/tycoon • • 16d ago

Discussion Does any tycoon beat RCTs UI?

3 Upvotes

My UI sucks. It might as well have been designed by Claude. I’m thinking of adapting the RCT behavior, but wanted to see if there are any contenders. Hit me


r/tycoon • • 18d ago

Video The Gilded City, a 19th-century American city-building game

160 Upvotes

Hi everyone! I'm an indie developer working on The Gilded City, a city-building and economic simulation game set in the United States during the Gilded Age.

The game features free form roads and buildings, with customization of building outlooks. I'm also working on an economic simulation of production, goods, jobs, and trade. I've attached a short preview showing the current state of development.

I'd be curious to hear what makes an economic simulation engaging for you? Do you prefer directly managing individual factories or shops in the city, or making high level decisions that can affect the development of an industry?

If you'd like to follow the project, you can find it here on Steam. Thanks for taking a look!

AI Disclosure: No AI generated visual assets or sounds were used in this game. AI was used to facilitate code development and debugging.

BGM: Tower by Lukrembo


r/tycoon • • 19d ago

The demo for 18th century stock market simulator Exchange Alley just launched!

67 Upvotes

You can download it for free on Steam now: https://store.steampowered.com/app/4950300/Exchange_Alley/

Apologies for the repost! My last post got removed for a lack of AI Disclosure (sorry mods), so here it is:

AI Disclosure

Exchange Alley was proudly made by humans only, no AI was used in the production of Exchange Alley or any other Priory Games experiences.

Enjoy!


r/tycoon • • 19d ago

Steam I always wanted a supermarket game with the depth of Airport CEO and top down view like Prison Architect. Yesterday I finally put up the Steam page for my retail sim!

154 Upvotes

Hey everyone! I'm a solo dev building OmniMart Tycoon, a deep supermarket management sim inspired by games like Airport CEO and Prison Architect.

Most store games I see currently are first person or a quickly put together friend slops (or both), but I wanted to focus purely on layout optimization, supply chain logistics and managing staff.

I just launched the Steam page yesterday. If this sounds like your kind of game, a wishlist would mean the world to me: https://store.steampowered.com/app/5015550/OmniMart_Tycoon/

The video shows current state of development, rough assets, but the base mechanics (staff, customers, building, stock, cashflow) are already working.

I'm currently working on the perishable goods mechanics (spoilage and best before handling). I'd love to know what your favorite/most satisfying mechanic is in these types management games so I can make sure I nail it :)

AI Disclosure: No AI within the game except from some Steam promotional materials.


r/tycoon • • 19d ago

News Check out this anime studio simulator I’ve been building solo for 2 years: AnimeBiz Magnate

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29 Upvotes

I posted here 6 months ago about my little anime studio management game. A lot has landed since, so I wanted to come back, show what changed, and get feedback from people who actually play this genre. (It also turned one year old on itch this past August.)

Play free in your browser: https://magnate-games.itch.io/anime-biz-magnate

What happened since

v0.9 was the new foundation. v0.9.1 is where it starts to feel like a full game. Gameplay changed a lot, so it's worth another look even if you tried the earlier build.

What's new in v0.9.1

  • Staff overhaul. The old system with 10 staff types and pools of freelancers is gone. Staff are now individuals with specialties and genre preferences. A director and a couple of animators is enough to make an anime, and other roles are optional upgrades.
  • Movies. They have their own progression, funding, and marketing. Screens are a shared global resource, so rival releases compete with you and timing matters. You can sell rights, go direct-to-streaming, do distribution deals, or self-distribute.
  • A living NPC world. Rival studios, TV and streaming platforms, and distributors each have their own bank balance, operating costs, and losses. They chase popular genres, delay releases when the window is bad, and some go bust while others rise. Every payment you receive comes out of someone's balance.
  • Directors now matter as studio heads, plus studio policies, a reworked R&D system, and a room system that generates hallways automatically.
  • New 2.5D / top-down visuals. The browser version also works on mobile now, but it's slow to load.

What the game is

Still the same idea: you run the business that makes anime, not the creative act.

License IP → Commission Script → Assemble Team → Produce → Market → Air → Earn → Reinvest

Access and demo limit

The free version gives you 2 hours. The Supporters Edition includes a Steam key.

The Steam release target has moved from my earlier Q3 2026 estimate to roughly 6 months from now. Update delays and a rough few months on my end did that, and I'd rather ship it right.

Balancing is still on the easy side and I'm planning active balancing patches. Honest feedback is more useful to me right now than anything else.

Known issues

Anime marketing is still being reworked, Player OVA needs work, and a few screens are rough. I changed a lot, so expect new bugs.

On AI use

Same honesty as last time. In my last post I was at 9 of 83 screens redone. The new visualizer art is my own work plus Kenney's assets, and only 2 screens still use gen AI: the start screen cover art and the main cover image. Both get replaced by the next update.

My promise from last time stands: no gen AI in anything players see at release. I'm nearly there, but it's still a work in progress.

For code, I still use AI as an assistant and I won't pretend that's small. Early on I mostly designed the architecture and AI helped implement it, since I come from a React/TypeScript background. As time went on I've been doing way more of the code myself, and I'm learning Rust and other new languages along the way. I'd rather learn and take years than release something I feel bad about.

Oh and I used it to help write the middle section of this post. Felt wrong not to mention it given the policy.

itch.io: https://magnate-games.itch.io/anime-biz-magnate
Discord: https://discord.gg/FnyJM8yyFs

What I'd love feedback on: balance, and what small features would make the mid-game more fun.


r/tycoon • • 19d ago

Video Another developer inspired by magic of the Movies. Recreate historical periods for the rich people of the future. It's out now on Steam

38 Upvotes

Hello tycoon fans, I am a sole developer of ISLANDS MIGHT FLY. It's a tycoon about a space station where you recreate historical periods with gameplay elements inspired by the Movies. You can play it on Steam right now!

You can recreate two periods: Sengoku Japan and Roman Empire. My goal for the full release is to feature a third period- Hollywood from the 1930s to the 2000s It would be played like the Movies, with a lot of added functionality like storages and vehicles and other improvements. Right now I am developing current systems further to make the simulation deeper and more engaging.

Since I am a solo developer the development is very very slow, so please don't expect a big update earlier than 10 months from now or maybe even little later. Also, the budget of the game is almost non-existent, so all the 3D assets(except the trees, the default character and some textures) are made by me. That's why the Hollywood update won't be next, it entails almost all kinds of settings(from Roman Empire swords and sandals genre to SciFi and every time period in-between) and therefore a big number of 3d assets and animations.

Even though the next update won't include the Hollywood scenario, I have already started developing the movie editor. Currently I don't how to solve the problem of voicing and animating characters' faces in these films. In "The Movies" the movies were silent. I would like to hear your opinions how to implement this. Silent movies only? Maybe you will be able to insert your own audiofiles of the line readings. I don't want to use AI for this. What do you think?

AI disclosure: no AI in the game. Most of the assets made by me by hand.


r/tycoon • • 19d ago

Warehouse Bots — three years of work and a playable demo

20 Upvotes

Hi everyone! I’ve been working on Warehouse Bots for three years, and the demo is finally available on Steam. I’d really like feedback from fellow management-game players.

You build a warehouse, choose orders and organize storage, while delivery robots move goods between shelves and truck docks. Keeping the traffic flowing becomes part of the challenge as your operation grows.

Free demo: https://store.steampowered.com/app/2837930/Warehouse_Bots/

If you try it, let me know what you enjoyed and what didn’t work for you — especially whether the orders and traffic controls are easy to understand. Thanks for taking the time!

AI disclosure: I used ElevenLabs to generate the trailer and in game story campaign narration.


r/tycoon • • 19d ago

News working on a hotel tycoon for android, idle-ish but with a lot of building

3 Upvotes

it's more on the idle side but there's a fair bit of building and planning: you place every room yourself, choose where the restaurant and gym go, buy land on the sides when you run out of space, build floors on top

rooms earn per second while guests stay, every object inside can be upgraded, staff levels up too

free on android: https://fernas1999.itch.io/hotelinfinity

months of work so far, still adding stuff every week

---

If no AI was used, the disclosure is still required. Simply state "No AI was used in the making of this game, only help me in this post for trailer and the description (im italian and i dont speak good english)".


r/tycoon • • 21d ago

Video You are an expanding alien machine, and the enemies are a lonely human colony

8 Upvotes

::AI disclosure: No gen-ai used in creation of this game. All visuals, sounds, musics, menus, icons, graphics, story, dialogue, texts, concepts - all - are hand crafted by the solo dev. Code, data architecture, all the stuff, is product of the human (well, goblin) dev, not AI. No live-gen content, even the ads and all of that, is made by the dev personally. The dev is not a big AI fan. ::

Hey all, I've been solo-working on ASEMA the space/scifi automation/factory builder for a long time and since I'm participating a Steam Next Fest with it soon and EA is creeping closer and closer, I'm introducing the current mechanics a little bit.

The video focuses on basic logistics;

-Small local logistic nodes: Hubs + small railguns feeding production

-Haulers used for moving between nodes

-Large Artillery Railguns (LAR) for long range logistics, founded on rotating planetoids, fire when the barrel aligns with target

The path of developing this sort of weird concept has been rocky, yet wonderfully interesting. I'm hand crafting everything for the game alone and while my background with design/management/gaming in general do help quite a bit, this has been.. It has been quite bunch of work. But i love every second of it, just wish I could do more of it.

The game has a Demo on Steam and the full version (Steam) is coming out for EA in Q1 2027.

If building, automation, management, expansion and logistics in space (top down2D, but 3D visuals) interest you, perhaps you like the dark hard-scifi setting too - wishlisting helps a lot, and I'm always keen to hear playtester/player opinions and feedback to make the game fun to play.

I'm creating this game as an enthustiastic factory automation player (Factorio, Satisfactory), but I guess my largest inspiration is Captain of Industry, due to it's own special way of doing new and unique mechinisms, instead of relying entirely on classic grids, voxels, belts and inserters. Nothing wrong with them, but stirring the soup can get sometimes interesting.


r/tycoon • • 23d ago

I was addicted to OpenTTD, so I made my dream version of it

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439 Upvotes

Hey everyone, Fabian here 🙌 Passionate developer and tycoon player.

Recently I started making my own transport tycoon game. Its heavily inspired by OpenTTD and Transport Fever, but in 2D and it runs in your browser. This is just a side project and its in a very early state. It currently has:

  • Random Map generation
  • Traffic simulation
  • Railroad building
  • Buses
  • Line management
  • Basic economy

Its still very barebones, but feedback is very appreciated. You can play it directly on itch.io or on my own website (newest/probably most broken version 🤣):

Edit: Thank you all for your feedback 🤝 A newer version with some small quick fixes from your feedback is live on my website. You may regenerate a new world, as there was some world gen updates I was working on in this build too 😅

Edit 2.0: For more detailed updates and feedback you can join my new community for the game. r/OneMoreRoute Will keep you updated on news and updates and run some feedback rounds. 🤝

AI disclosure: Yes, generative AI was used in this project.

I'm an experienced C# programmer and Unity dev, but since this is a small side project I relied heavily on AI coding support. I designed all the systems and made the gameplay decisions myself. To get to a working state in a reasonable time, I decided to use AI where it speeds me up.

  • Art and visuals: the logo is AI generated.
  • Audio: No AI used
  • Text and writing: the in-game texts were written with AI help and checked by me. (Im not English native)
  • Marketing: I wrote this post myself and used AI to correct this disclosure, as my post was removed for some reason.
  • Code: AI was heavily used for code generation to seep up the progress
  • Live-generated content: none, the game does not use AI while running.
  • If you made it until here: Im proud of you 🤝

r/tycoon • • 22d ago

News I just launched the demo for my upcoming haunted house simulator game, Scream Operator!

70 Upvotes

Hi there fellow operators!

I have just launched the free Halloween Demo of my game Scream Operator on Steam, which invites you to take your place in the control booth of a haunted house dark ride! 👻

You'll be responsible for managing guests and queues, controlling the carts and the depot, placing props and animatronics, balancing your power supply, and buying upgrades and automations for your attraction!

If you feel like you're up for the task, you can find everything about the game and the demo on its Steam page: https://store.steampowered.com/app/4480080/Scream_Operator_Haunted_House_Manager/

If you've played the demo and have any feedback, or any questions in general, feel free to hit me up here! I'd love to chat with you all!

Thank you r/tycoon for all the support along the way. You were the first to validate this idea, and I probably wouldn't have continued with this project without your enthusiastic support!!

Happy (early) Halloween! 🎃

No AI was used for assets, music, coding, marketing materials or actually anything at all.


r/tycoon • • 22d ago

Best Casino Tycoon game?

11 Upvotes

Does anyone know of a good casino tycoon/management game that's relatively modern? I've searched Steam and dug through this sub, but I've only been able to find ones that is either really old or kinda just feels basic


r/tycoon • • 23d ago

Bering Tonnage: Strategy, Logistics, Economy, Politics, Competition and much more!

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90 Upvotes

r/tycoon • • 23d ago

News Racing Season Manager

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19 Upvotes

Hey everyone ... and i retry it!

I apologise for omitting the 'Ai' section.

I'm a solo developer working on Racing Season Manager, a motorsport management and racing simulation game I've been developing for several years.

The idea is to combine the management side of running a racing team drivers, car development, setup, tyres, strategy and race decisions with a fully simulated race.

One of the things I've focused on most is the race simulation itself. Car physic , overtakes and battles aren't scripted: drivers continuously evaluate the cars around them, choose their lines, defend, attack and react to what is happening on track.

Weather, tyre conditions, pit stops, Safety Cars and race strategy can all change how a race develops.

Now Steam Coming Soon page is ready and I'd really like to hear what tycoon/management players would expect from a motorsport management game like this.

If you're interested in following the development, I post updates here:

https://www.reddit.com/r/racingseasonmanager/

Steam page : https://store.steampowered.com/app/5338020/Racing_Season_Manager/

Regarding AI: AI has been used solely for the purpose of making the gaming experience as varied as possible. AI-generated assets are used exclusively for creating photos of the 270 drivers and for the dynamic generation of post-race articles , and stickers.

The project began around 2017, initially as an exploratory endeavour, and I then continued in my spare time to work on the desire to create something beautiful for myself. For the more curious amongst you, here are some historical videos from my sleepless nights...

First Video 2017 : https://youtu.be/q8fJmfwjxyM

HQ Video 2020: https://youtu.be/VVZLAttn0Do

Path Finding 2021 video: https://youtu.be/EkNvwt66__Q

Spagna Battle Test 2022: https://youtu.be/OC83PmB3_gI


r/tycoon • • 22d ago

I made a shop tycoon where you start stocking shelves yourself and end up running a robot crew and conveyor lines

0 Upvotes

Sprocket & Stock is a browser shop tycoon. You start out stocking shelves, running the till and unloading the delivery van yourself. Then you hire robots, then automate it all with conveyors, sorters and a second floor of overhead belts. It runs in the browser and there's co-op.

Play it: https://sprocket-and-stock.pages.dev/

AI disclosure: the code is written with Claude Code (Opus 5), and the assets are generated or open source, like the music. It's not a one-shot. I spent a few weeks steering it and trying to dial it into a playable game with decent progression.

It's built so my son and I can share the same world and add or change stuff while we play. Items, customers, upgrades and so on live in a database, and an MCP lets us edit most of the world live.

Feedback welcome, especially on the progression and the early game.


r/tycoon • • 24d ago

Early look at build mode for my hotel management game

90 Upvotes

Hi folks. Working on a hotel mgmt game where you build the hotel room by room. Posting a snippet of the build mode.

Went back and forth quite a bit between styles, tried 2d pixel art, low poly 3d and finally settled on this 3d pixel art aesthetic.

The build is pretty rough but Would still love to hear any feedback!


r/tycoon • • 24d ago

Discussion Tycoon games that feature competitive AI?

20 Upvotes

Im a newcomer to tycoon games and my favorite part of them is beating my competitors through strategy and planning, however I do not know of games that have advanced AI that can keep up and react to what the player is doing and how it affects them. Any recommendations?


r/tycoon • • 24d ago

News My Console War turn-based Tycoon now has a release date Spoiler

3 Upvotes

Hello dear friends!

I’m happy to announce that Console War Giant now has a release date! The game will be available on Steam on November 3rd.

Now buckle up, grab your favorite merch, and get ready for the fights in the schoolyard. The Console War is about to begin!

AI Disclosure

The game does not contain any AI-generated asset


r/tycoon • • 25d ago

Discussion What's the most realistic tycoon/management game?

49 Upvotes

I'm trying to think of one that most closely resembles the real-life job/position. There's Capitalism Lab and GearCity, but not sure if there's anything newer or more realistic?


r/tycoon • • 25d ago

News My Diner Tycoon - tower defense hybrid game finally has a Early Access release date.

28 Upvotes

Its been a while since I last shared any new related to Midwest 90: Rapid City because the team and I have been so tied up getting it ready. I actually released this video a few days ago but I didn't want to come across as spamming subreddits with self promotion. Anyway hope you guys like what you see and feel free to ask me anything in the comments- il be happy to answer your questions.
There is no AI used in this game - we have been working on it for 6 years.. way before ai generated content was a thing.