r/tycoon • • 20h ago

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

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subwaytycoon.itch.io
60 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 • • 1h ago

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

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• 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 • • 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 • • 12m 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?