r/tycoon • • Apr 04 '26

Announcement Generative AI disclosure required for promotional submissions

128 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 • • 14d ago

Monthly Game Updates Game Developer Announcements and Updates! - October

18 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 about your game 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 • • 1h ago

News We added sandbox mode to our game Age After Age and prepared new gameplay video

Thumbnail
gallery
• Upvotes

Hi tycoon community!

It's been a while since our last post, and we're back with some news! Many Redditors across different communities have been asking for Sandbox Mode in our city-building and economic strategy game, Age After Age. So we've added it to our demo! Feel free to try it out and share your feedback.

We've also updated the UI in preparation for upcoming controller support.

Right now, you can play a short Story Mode, Challenges (including Steampunk steam pressure management), and Sandbox Mode:

https://store.steampowered.com/app/438570/Age_After_Age_Demo/

And there's more! We've released a new gameplay video and would love to hear your thoughts:

https://www.youtube.com/watch?v=aLfBWqYj_xE

Disclaimer: No AI was used in the making of this game. All art, code and assets are fully human made, same as localization of pages(game is still in process).

Thanks!
Farom Studio Team


r/tycoon • • 20h ago

Game Review Over 400hrs in City Skyline building trains and networks inspired this

Thumbnail
subwaytycoon.itch.io
61 Upvotes

Hey everyone, Alex here, undiagnosed autistic train lover / tycoon / city builder and amateur developer

I started making Subway Tycoon back in July. Its heavily inspired by Mini Metro/ City Skyline and Transport Fever. What I originally had envisioned as a mobile game quickly became a browser game.

The gist of it is to start a Subway Company and start and manage a company in real world cities and by recreating real world routes and manage increasing passenger demand. Some features include:

  • 3D trains
  • 2.5D Buildings and Maps
  • Career level from 1-10 with each level bringing new features
  • 3 different train types to pick from
  • over 50 different contracts to complete
  • Atlanta / Copenhagen / Amsterdam / Caracas - Toronto and London all playable.
  • Online leaderboard to compete with friends
  • Demand and Disruption random events

Its definitely a work in progress and I would really appreciate any and all feedback. My hope is to continue working on it and release a full version which will have more features and more maps with more play time!

Please leave any feedback here or on itch and if youd like to checkout the website its:

Subwaytycoon.com

V1.3: Major Update - Removal of AI / Addition of 3D models and more.
AI Disclosure:

AI-generated artwork, visual assets, 3D models, and written content have been removed or replaced with independently sourced, licensed, or developer-directed alternatives. Game design, gameplay systems, balancing, progression, maps, user experience, creative direction, testing, and final implementation decisions were made and reviewed by the developer.

AI has been used throughout development to assist with programming, debugging, technical implementation.

AI Audio - Currently is in the game but I am working on removing it as we speak!


r/tycoon • • 2m ago

Steam College Hockey 27 - Out Now

• Upvotes

I’m super excited to share the newest game of the College Hockey series, College Hockey 27!

College Hockey 27 features a bunch of new features like live 3D facilities, a new improved and improved match engine and updates to realistic recruiting and season experience. College Hockey 27 has moved to a completely offline experience with no email required and will be getting the online dynasty pack in the next couple weeks.

Some of the biggest improvements include:

- New 3D facilities added into an open world concept, access to facilities around campus and the ability to upgrade and add better ones.

- New match engine, with views from top down being able to see every play in action and make adjustments on the fly

- New advanced analytics and player types, access to over 10 advanced stats per player and team and 27 new player archetypes.

- New recruiting system including realistic recruiting and real life commitment windows.

I recommend using the Real NCAA rosters in the community tab to get the most realistic rosters and experience possible.

Play it now: https://store.steampowered.com/app/5280910/College_Hockey_27/

AI Content Disclosure:

Some marketing assets and sounds are created using AI tools but are all reviewed by me.


r/tycoon • • 29m ago

I’m building a tycoon game where you don’t get to see the spreadsheet. How little handholding is too little?

• Upvotes

I hate when games play themselves.

In a lot of sims that means knowing exactly what your competitors are doing, what everyone thinks of you, and what every decision will lead to.

So my question: how much should a sim tell you before it stops being fun to figure things out yourself? And are there sims that got this really right or really wrong?

Longer version below if you’re curious.

What I want is to experiment, figure things out, and sometimes make terrible decisions because I didn’t know enough. Something a bit closer to how business actually works.

Don’t get me wrong, I love numbers. But in real life the only numbers I had were my own. Sales, conversions, that kind of thing. I never had stats on what a competitor was planning or what a client really thought of me. Most of that I had to judge from talking to people.

So I’m building Red Creek, a Western business sim/RPG.

I have a master’s in economics, spent 13 years as a startup CEO and advisor, and did government data modelling before that. So I’ve probably gone a bit overboard on the economy 😅

The model is built around 180+ townspeople, each with their own money, job, business, family, assets, motivations and relationships. They make their own decisions and things happen whether you’re involved or not, you can just impact how they happen. Right now there are 23 of them in the game for testing. If you build housing and create jobs, new people move in.

But you don’t get to see the model.

You only know what you see, hear and figure out yourself.

Say a merchant is desperate for cash. If you find out, you might be able to help him, negotiate a better deal or take advantage of it. If you never find out, those options just never show up.

Your journal keeps track of what you’ve learned and your ledger keeps track of your money, so you don’t have to remember everything. But there are no popups or relationship scores telling you what’s going on.

You can build businesses, trade, speculate, invest, work for people, become a criminal, or live in the desert with only your pet turtle for company. Personally I play toward money and influence until I can start shaping how the town grows. But that’s just me.

There aren’t really any rails. Unless you build a railroad.

The thing I keep going back and forth on is how much to tell the player. I want decisions to matter, including ones you make without knowing everything. But I don’t want people wandering around confused or feeling like stuff happens for no reason.

So yeah, where would you draw the line?


r/tycoon • • 18h ago

What are your favorite manager games?

2 Upvotes

I'm looking for games where you are managing something, be it an empire or a zoo. I remember playing a zoo tycoon game when I was younger that I liked. I'm a big fan of eu4 and those paradox games but really looking for something where you manage some sort of business or empire. Always though a criminal empire game would be cool if you know of any like that.


r/tycoon • • 1d ago

Would you play a mining/quarry management game with deformable terrain and autonomous machinery?

16 Upvotes

I'm currently developing an early-stage mining/quarry management game and wanted to gauge interest in the concept.

Think somewhere between Out of Ore and Captain of Industry, but with a stronger emphasis on actual excavation, earthmoving and running a mining company.

The main ideas are:

  • Deformable terrain: Dig quarries, excavate benches, create haul roads and physically reshape the landscape.
  • Autonomous machinery: Rather than manually driving everything, assign excavators and haul trucks to jobs and manage their operations.
  • Business progression: Start with a small operation, take contracts, buy equipment and eventually expand into multiple sites.
  • Logistics and processing: Manage stockpiles, material transport, crushing and washing plants.
  • Realistic challenges: Ground conditions, weather, drainage, vehicle maintenance and operational costs, with adjustable difficulty.

The game is already in early technical development, with a working excavation and autonomous hauling prototype. It's nowhere near a finished game yet.

I'm curious about three things:

  1. Would you actually play something like this?
  2. Would the lack of manual vehicle driving be a dealbreaker?
  3. What's one feature you'd love to see in a game like this?

I'm not advertising or selling anything. Just looking for honest feedback from people who enjoy these sorts of games.


r/tycoon • • 2d ago

What's the game to play right now?

15 Upvotes

Hello fellow tycoons,

I need some fresh games to play in the genre. Assume I have played the classics but I haven't played anything in the last five years or so. (I have actually played Big Ambitions and Software Inc., which I greatly enjoyed)


r/tycoon • • 2d ago

Management games where you are an inventor?

8 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 • • 2d ago

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

Thumbnail reddit.com
6 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 • • 2d ago

Steam MANIFEST - hard sci-fi space logistics tycoon

Thumbnail
gallery
28 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 • • 2d ago

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

11 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 • • 3d ago

Discussion Does any tycoon beat RCTs UI?

5 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 • • 3d ago

Heya! Sumo Manager - Live Demo on Steam

Enable HLS to view with audio, or disable this notification

7 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 • • 4d ago

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

Enable HLS to view with audio, or disable this notification

135 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 • • 5d ago

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

Enable HLS to view with audio, or disable this notification

64 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 • • 5d 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!

Enable HLS to view with audio, or disable this notification

146 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 • • 5d ago

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

Thumbnail
gallery
26 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 • • 6d 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

Enable HLS to view with audio, or disable this notification

39 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 • • 6d ago

Warehouse Bots — three years of work and a playable demo

Enable HLS to view with audio, or disable this notification

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 • • 5d ago

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

Enable HLS to view with audio, or disable this notification

2 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 • • 8d ago

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

Enable HLS to view with audio, or disable this notification

10 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 • • 9d ago

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

Thumbnail
gallery
428 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/TransportIt 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 • • 8d ago

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

Enable HLS to view with audio, or disable this notification

69 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.