
Cartel Tycoon is a survival business sim inspired by the ‘80s and '90s narco trade. Expand and conquer, fight off rival thugs and evade the authorities. Earn people's loyalty and strive to overcome the doomed fate of a power-hungry drug lord.
Modeled estimate, not a reported figure. How we estimate →
Prices
Each in the currency that store quoted — not converted: the gap between two rows is the publisher's pricing, not an exchange rate.
Discounts
Every price cut of more than 20% we have observed, in each market that quoted one, with this game's chart position on either side of it. These are episodes, not a model: a sale is one event, and one event cannot tell you what the next one will do.
Reviews, worldwide (the counter carries no country): 0.57/day in the week to Sep 14 → 0.8/day in the week after.
About
Sums Steam only; PlayStation, Xbox, GOG, Epic publish no volume signal, so the true total is higher by an unknown amount.
| Store | Price | Audience | Score | Chart | Est. revenue |
|---|---|---|---|---|---|
SteamYou are here | $7.49−75% | 3.8Kreviews | 76% | — | $782.3K |
| $44.99 | 532ratings | 69% | — | not modelled | |
Updates
Build ids and update times come straight from Steam's PICS — the same source SteamDB reads. Patch history grows as we record new builds.
Engagement
Reviews
Themes across 815 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
Jesse we need to cook
Н-да, я наконец-то сегодня избавился от всех банд, можно захватывать город за городом, но... Я просто удалил игру и больше к ней не вернусь. Кривое г. Нет даже возможности для перевозки вбить число в пределах допустимого объема, чтобы отвезли точно запрошенные 40к, а не 41к или 38к. Нет возможности выгнать члена картеля. Нет возможности нанять бойцов (да, с каждым лейтенантомпо карте типа катается сколько-то машин, но я не могу добавить бандитов тем, кому надо, я не могу докупить им оружие). Есть какая-то наглухо долбанутая стамина, которая выдыхается и отряд с 55 мощи может проиграть отряду с 20-ю. Каким-то дебилам от меня всегда что-то надо, даже когда это вразрез с моими интересами, но невыполнение тоже плохо сказывается. Короче, дурдом какой-то, а не игра, привлекает "запретной" темой, но реализация на отвали.
Media

Related
Related
Price dynamics, follower growth, revenue and sales trajectories with interactive tooltips
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Related
| Game | Estimated lifetime revenue | Reviews | Review score | Price |
|---|---|---|---|---|
| $782.5K | 1.4K | 89% | $14.99 | |
| $783K | 1.7K | 89% | $19.99 | |
| $783.3K | 2.2K | 77% | $29.99 | |
| $781.3K | 2.4K | 74% | $14.99 | |
| $781.3K | 3.3K | 86% | $9.99 | |
| $783.5K | 1.7K | 90% | $19.99 |
Related
| Game | Estimated lifetime revenue | Reviews | Review score | Price |
|---|---|---|---|---|
| $399.1K | 648 | 76% | $19.99 | |
| — | 0 | — | — | |
| $34.3M | 24.3K | 87% | $34.99 | |
| $10K | 14 | 57% | $19.99 | |
| — | 0 | — | — | |
| $0 | 236 | 72% | Free |
Every market we collect.
Reviews, worldwide (the counter carries no country): 0.5/day in the week to Aug 5 → 0.57/day in the week after.
For scale, across Steam · Top Sellers · Brazil over the last 30 days: the 24 chart moves that followed a price cut of more than 20% went a median of 9 places towards #1, and the 2,404 moves with no price cut behind them went 2 away. One store, one chart, one country — it is the only place we have enough observations to say even that.
Prices outside the United States have been collected since 6 August 2026 and chart positions since 19 July 2026, so a cut older than that has no market to compare and a market that joined later has no history yet. Nothing here is converted between currencies.
Genres
Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English, Russian, French, Italian, German, Spanish - Spain, Portuguese - Brazil, Simplified Chinese, Turkish
| $29.99 |
| 159ratings |
| 74% |
| — |
| not modelled |
| $7.49−75% | 45ratings | 60% | — | not modelled |
| $29.99 | — | 89% | — | not modelled |
Matched by title — a reused name can pair the wrong games. * is a critic aggregate. Prices and positions are each store's United States storefront; Epic charts worldwide. Audience and Score too, except Steam's, which is worldwide.
Hours played at review time, across 820 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
its fun
The game is fun to play and they also released the pre-order stuff, which is customer friendly approach :3
For all the fans of Narcos who want to see and actually build drug empire. A lot of management, logistics and some action here and there. But kids, dont buy drugs, drugs are bad, mmmkay?
Unfortunately game is dead. Buy at big discount.
I really, REALLY want to love this game. I mean, this game is, in theory, awesome. Build a network of production and transportation networks composed of various drug types you can produce. The goal is to be a Cartel Tycoon, the Drug Kingpin that everyone loves or fears, maybe both. It is by the use of money to further expand your empire, but ironically, money seems woefully short and always ill-defined. Which I believe is the most upsetting thing about this game because it's a vague thing conceptually on how you actually USE it, let alone GET money. I will explain in a bit. Hell, the aspect of being a bad@$$ crime/drug lord kingpin during the 80s is flippin' AWESOME, you can be a Tony Montana (Scarface) based on grabbing the world by the cajones and doing your heart's desire . It's just that even if you work through the tutorials, there's mind-boggling things that weigh down the fun factor behind this game. Namely, how money works. See, you have clean money and dirty money. You can use dirty money to pay for expenses and build things, same as clean money. But they don't really tell you how one is different from the other. I mean, yeah, I understand the concept of what dirty money is, and why there's a need to launder it. But at the end of the day, it makes ZERO difference, because costs can be toggled for either. You can select dirty money or legit money for placing buildings, paying your lieutenants' wages, paying for upkeep. But there seems to be ZERO difference on why there's advantages or disadvantages from using either although I think the use of clean money is cheaper than using dirty money. For instance, paying an upkeep of $40 clean money vs. $60 dirty money. You can see why there may be an advantage of using one form of money over another. Sure, I get it. Now you may be saying to yourself,"well, there ya go, why don't you use clean money, or whatever is cheaper to use, instead of complaining?" Well, my answer is, it really DOESN'T work. See, there's a flaw on how money transitions from locale to locale but gets gummed up by frustrating bugs, or something that the game isn't telling you. It's not explained why money won't be sent from location A to location B, even if you meet the logistical chain of having warehouses, transportation networks, export places (like air fields, river ports, sea ports), and also connection to your mansion that serves as the brain of your network. In the beginning, money flows easily from point A to B once you set things up. But after awhile, money stops. See, you might have several thousand K's in either dirty money or "legit" money, but for some reason, fees aren't paid, and your buildings close because they can't pay for upkeep. Then you may have to switch to some other mode of payment; meaning, if you were paying fees in dirty money, you may have to swap to legit money. Dirty money is gummed up, but clean money can flow. Why? It makes no sense. There's money by the handfuls yet nobody is moving Jack. And then there's your MC and your lieutenants. Sometimes you can deliver money from point A to B, but sometimes you can't. Again: WHY. You may see like $1.5k in dirty money sitting in your river dock export area but even if it's hooked into your mansion and logistical network, and if you have a lieutenant or your MC there, they can't transport it. WHY? The money is literally sitting right there and you have a character that can pick up the cash with their little sandwich clamps, but something stops them!! The only answer I can think of is there's massive bugs in game design. Then there's a system where you are absolutely forced into bringing heat (read: violence) somewhere; meaning, you are roped into getting into fights with gangs, with rival factions, maybe the cops. You can't just be left alone to build your empire in peace; there's factions in play where they want you to do stuff for them; if you don't, they send trouble your way. Meaning, you ARE expected to leave y our zone of business and go into nearby cities and start doing things. Which might not be bad IF NOT FOR THE heat rising because of certain actions! If you fail to meet anyone, if you fail a quest, if you sit around in your zone, you tick off nearby gang lords!!!! I don't want to talk to other losers unless I want to, on MY terms! If there's a quest where it says you have to burn down something, you have to have the right lieutenant who has that skill else you can't do diddly. And even if you do have a follower who can burn stuff down, it raises the temperature (of sorts). That is, the higher the heat on your actions, the more the police get involved which shuts you down or blocks you off, forcing you to either bribe them or to call in favors (which may cost you money). Yes, you can sit back and wait for a police confiscation to expire if they shut down something of yours, but if it's an all-important warehouse and you absolutely need your transports to take out your product, you are probably like in the same train of thought in that you're gonna bribe the fuzz to get the F outta dodge and let me go back to doing business. But the question of the day is: do you really want to bribe the cops when you're getting short on money? Or will you sit it out, and watch your pockets empty anyway because the upkeep for everything is draining you dry? TL:DR but the gist is, it seems hard to make money. You can ship out 26 units of opium that you made in your fields or stole from someone, but the returns don't seem worth it: you'll be bringing back maybe up to $2.3k per each run. That may sound like a lot but note, as I said, you wind up paying fees (lieutenant's wages, building upkeep, building stuff). I neglected to mention that you can research different drug types but that costs money. A LOAD of money. Sure the payback on the investment would be cool, such as if you wanted to get into Heroin or Meth. If you can pay for it all, that is, then yeah, you get sufficient returns. But how are you supposed to do that when the money is broke and you're going broke paying fines and fees? Now one thing I forgot to mention is there is a market that does make sense. If you flood the market with nothing but opium, you will find that you'll be making less and less, so it's best to diversify. What's cool is if you ♥♥♥♥♥♥♥ have the money, that is. You have to pay for really expensive research so if you have the thought of expanding into THC, or Meth, or Coke, or Heroin, yeah, you can. But it iis expensive. I mean, it's not bad IF you have the money to do things in-game. If you're new to the game and just starting out, you'll find yourself going broke, maybe. It just seems so imbalanced somehow. I wish there were other avenues of seeking back alley deals instead of getting violent. Not to say I don't like violence, I would absolutely engage in it if it wasn't so flipping costly, what with paying off people to lower the temperature. Because if your heat gets too high, the computer will send the region's army after you, and your characters and possibly your MC can get killed. Where's the fun in that? I wish there was a balance of being able to do a choice during some of these missions, because they kinda suck. Yeah, it's fun to send some powerhouses to shoot up someone and then burn their damn opium fields to the ground, but in the end, literally YOU pay for it. YOU wind up paying for your own actions in the form of bribes and calling in favors. If you're strapped for money, it sucks. So yeah, I want to LOVE this game, but it is a colossal letdown. I hope if there's a sequel, I hope they address making the logistical approach easier, and allowing multiple paths to solving problems, such as doing deals vs. pulling a trigger.
有点过于复杂了…… 重点不是怎么规划布局,反而变成了不断地派帮派成员移动完成各种事务,点来点去累不累啊
It's a challenge at first when you have the other gangs getting in your way. But once you know how to get rid of them the game is just very simple money counting game... believe reached a billion. They need to add more aspects to the game after you get rid of the other games... like maybe going for mayor, then making your other players mayor as well... Something as just making more money gets boring. But still had a good time while it was challenging, but when its not so challenging its just easy.
El juego esta bastante entretenido, una vez que le agarras la mano se vuelve fácil, la única critica que tengo (desconozco si lo cambiaron) es la cantidad de veces que tenes que subirle el salario a los tenientes, llega un momento que el mantenimiento de estos es mas de la mitad de los ingresos totales, debería ser porcentual o algo similar.
Active players
Estimated daily and monthly active players (DAU/MAU) modeled from peak concurrency.
Players by region
Where this game's players are, estimated from review languages.
Players also reviewed
The games this title's players most often review too — audience affinity.