
In Game Dev Tycoon you replay the history of the gaming industry by starting your own video game development company in the 80s. Create best selling games. Research new technologies and invent new game types. Become the leader of the market and gain worldwide fans.
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.
14 of 15 markets; the rest we haven't asked for this title, not markets where it is unavailable.
Availability
We put this game to every storefront we collect. A market that answered not sold has told us something about the game; a market we never asked has not, and the two are never drawn the same.
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): 1.29/day in the week to Aug 28 → 2.57/day in the week after.
About
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 923 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
porque e bom
10/10 i made a 40/40 game in this game lets GOOOO. :)))
Madalya: Altın.
Media

Related
Related
Price dynamics, follower growth, revenue and sales trajectories with interactive tooltips
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14 on sale1 answered “not sold”0 we did not ask
The 1 “not sold” market is read from the Steam price pass of Sep 10: that day the store answered for this game elsewhere and gave no price there. The 14 priced markets are the same rows as the table above — each the latest price we hold, dated here when it is older than that pass. The 0 marked “not asked” were not put to this store at all — either it has no storefront there or we do not collect it yet, and neither is a statement about the game. A refusal is a refusal on one day; a store can list a title again tomorrow.
Reviews, worldwide (the counter carries no country): 963.8/day in the week to Jul 16 → 4.57/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, French, Italian, German, Spanish - Spain, Arabic, Czech, Dutch, Greek, Hungarian, Polish, Portuguese - Brazil +5 more
Hours played at review time, across 925 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
Depois de várias horas jogando, posso dizer que Game Dev Tycoon é um daqueles jogos simples de aprender, mas difíceis de largar. A sensação de começar em uma garagem e construir um estúdio de sucesso é muito satisfatória. O sistema de escolher temas, gêneros, plataformas e gerenciar a equipe faz cada decisão parecer importante. O que mais gostei foi que o jogo recompensa planejamento em vez de sorte. Sempre dá vontade de criar "só mais um jogo" para testar uma nova combinação ou bater o recorde de vendas. Mesmo sendo um jogo lançado há alguns anos, continua divertido e envelheceu muito bem. Recomendo para quem gosta de jogos de estratégia, gerenciamento e simulação. Vale cada minuto.
I love this game (mostly). It's super fun and really in depth. There are two thing I really don't like, though. When making a game in this game, you get tech and design bubbles. The more you play, the higher the bar will be (aka you need more bubbles). Though, the game doesn't tell you the bar. After 4 hours of (casual) gameplay, I got 40 bubbles for each in one of my games. It got like 4/10 stars. The study came back for the game and everything was perfect. Why does this happen? IMO, the game should give a set bar to tell you like "You need X bubbles to get a better score and beat the bar". Also, you need to CONSTANTLY spit out games. Otherwise the expenses like salaries and owning your workshop kill you quickly. If one of the devs is viewing this, PLEASE FOR THE LOVE OF GOD add a set bar that tells you how many bubbles to get to get a good game.
Best Simulation Game That I Ever Played! Its Fun And We Can Able to Experience The Evolution Of Gaming Industry From 80s era to till this date! I wish if they make a 3D sequal to this game..... If somebody knows any similar type of game like this...Please Let me Know :)
There's something incredibly satisfying about starting in a tiny garage with almost nothing and slowly building a successful game studio from the ground up. Every decision feels important, from choosing the right genre and platform to hiring employees and managing bigger projects. It strikes a great balance between being easy to pick up and offering enough strategy to keep you thinking.
Normalde olumsuz vericektim ama yapım yılını görünce fikrim değişti. Hem ucuzmuş da. Kütüphanenize atın bir gün girer takılırsınız
Representa um Dev, só faltou o estresse e o café.
oldie but goldie. still haven't figured what is the spice needed to make great games but i'm enjoying the way
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.
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