game-dev-tycoon game sourced
Game Dev Tycoon
A game-studio business sim where the player picks topic, genre, and platform for each game, splits development effort across design and technology focus areas, and lives or dies by review scores across the history of the industry.
core loop
choose topic, genre, platform, and audience -> allocate focus across three development stages -> design and technology points accumulate with bugs -> reviews score the game -> sales and fans -> research, engines, and hires
design notes
Game Dev Tycoon reduces game making to a configuration problem scored by a hidden market model: each topic and genre pair, each genre and audience pair, and each platform carry fit weights, and each genre favors a particular split of effort across the development stages. Review scores compare the new game against the player's previous best, so the bar rises as the studio improves. A fictional timeline of parody consoles enters and leaves the market from the 1980s onward, which forces platform bets (date-driven availability is proposed as dated-tech-timeline). Greenheart released its own cracked copy in which piracy bankrupts the in-game studio.
relations
12 stored edgesProduct development
Each game is a topic, genre, platform, and audience pick plus focus sliders across three development stages; reviews score its fit and quality against the studio's best.
Staff hiring and rosters
After moving out of the garage, the player hires designers and programmers with design, technology, and speed stats and assigns them to development tasks.
Tech tree
Research points unlock new topics, genres, and engine features; custom engines bundle researched features and raise technology output.
Advertising and awareness
Marketing campaigns bought during development raise a game's hype, which boosts its launch sales.
Agent skills
Staff gain experience and can be sent to training to raise stats or specialize.
Treasury and budget
Salaries, office upkeep, and development costs drain cash between releases; running out ends the game.
Dated technology timeline
Fictional consoles launch and retire on a fixed in-game calendar from the 1980s onward, so platform choice is a bet on a console's remaining market life.
Milestone unlocks
Bigger offices, R&D and hardware labs, and larger projects unlock as money and fans grow.
Modding API
Mods are written in JavaScript through the gdt-modAPI and shared on the Steam Workshop.
Triggered event chains
Industry news, console launches, and studio events fire on a fixed historical timeline.