
Start your own game development studio in 1976. Build your own offices, production facilities and server rooms. Develop the games of your dreams and produce the next next-gen console. Rise from a small garage company to a huge corporation.
Modeled estimate, not a reported figure. How we estimate →
Prices
The United States storefront in every case, so this compares stores and not countries.
Prices
Each in the currency that store quoted — not converted: the gap between two rows is the publisher's pricing, not an exchange rate.
Every market we collect.
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): 1.71/day in the week to Aug 15 → 2.14/day in the week after.
For scale, across Steam · Top Sellers · Brazil over the last 30 days: the 25 chart moves that followed a price cut of more than 20% went a median of 10 places towards #1, and the 2,413 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.
About
Sums Steam only; PlayStation publishes no volume signal, so the true total is higher by an unknown amount.
| Store | Price | Audience | Score | Chart | Est. revenue |
|---|---|---|---|---|---|
SteamYou are here | $24.99 | 7.8Kreviews | 94% | — | $6.9M |
| $19.99 | 67ratings | 81% | — | 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.
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 867 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
Если бы игры в ИРЛ оценивали так же как здесь, гениальный путь Кодзимы прервался на первом метал гире
---{ Graphics }--- ☐ You forget what reality is ☐ Beautiful ☐ Good ☑ Decent ☐ Bad ☐ Don‘t look too long at it ☐ MS-DOS ---{ Gameplay }--- ☑ Very good ☐ Good ☐ It's just gameplay ☐ Mehh ☐ Watch paint dry instead ☐ Just don't ---{ Audio }--- ☐ Eargasm ☐ Very good ☑ Good ☐ Not too bad ☐ Bad ☐ I'm now deaf ---{ Audience }--- ☑ Kids ☑ Teens ☑ Adults ☐ Grandma ---{ PC Requirements }--- ☑ Check if you can run paint ☐ Potato ☐ Decent ☐ Fast ☐ Rich boi ☐ Ask NASA if they have a spare computer ---{ Game Size }--- ☐ Floppy Disk ☑ Old Fashioned ☐ Workable ☐ Big ☐ Will eat 15% of your 1TB hard drive ☐ You will want an entire hard drive to hold it ☐ You will need to invest in a black hole to hold all the data ---{ Difficulty }--- ☐ Just press 'W' ☐ Easy ☐ Easy to learn / Hard to master ☑ Significant brain usage ☐ Difficult ☐ Dark Souls ---{ Grind }--- ☐ Nothing to grind ☐ Only if u care about leaderboards/ranks ☐ Isn't necessary to progress ☑ Average grind level ☐ Too much grind ☐ You'll need a second life for grinding ---{ Story }--- ☑ No Story ☐ Some lore ☐ Average ☐ Good ☐ Lovely ☐ It'll replace your life ---{ Game Time }--- ☐ Long enough for a cup of coffee ☐ Short ☐ Average ☐ Long ☑ To infinity and beyond ---{ Price }--- ☐ It's free! ☑ Worth the price ☐ If it's on sale ☐ If u have some spare money left ☐ Not recommended ☐ You could also just burn your money ---{ Bugs }--- ☑ Never heard of ☐ Minor bugs ☐ Can get annoying ☐ ARK: Survival Evolved ☐ The game itself is a big terrarium for bugs ---{ ? / 10 }--- ☐ 1 ☐ 2 ☐ 3 ☐ 4 ☐ 5 ☐ 6 ☐ 7 ☐ 8 ☑ 9 ☐ 10 ---{ Author }--- ☑ https://vojtastruhar.github.io/steam-review-template
Media

Related
Related
Price dynamics, follower growth, revenue and sales trajectories with interactive tooltips
This and every other Pro feature is free until October 20, 2026. A free account is all it takes.
Genres
Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English, German, Simplified Chinese, Turkish, French, Spanish - Spain, Portuguese - Brazil, Hungarian, Traditional Chinese, Russian, Polish, Czech +8 more
Hours played at review time, across 873 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
[h1]听说一些玩家玩这个游戏只是为了收购EA然后关掉?[/h1] [h2] 整体推荐指数:⭐ ⭐ ⭐ ⭐ (满分5★)[/h2] 《疯狂游戏大亨2》是一款“巨兽”级的游戏开发模拟经营游戏🦖。它成功地将一个细分题材做到了近乎极致的深度和广度,构建了一个从1976年车库起步到主宰全球游戏产业的庞大商业帝国沙盒🏰。其最耀眼的光芒在于[b]无以伦比的细节[/b]🔎和[b]高度自由的系统组合[/b],让玩家能亲手操控游戏产业的几乎每一个齿轮⚙️,从中获得巨大的策略满足感和黑色幽默乐趣😂。 然而,这款游戏也带有明显的“硬核”烙印和早期开发的痕迹🚧。[b]陡峭的学习曲线[/b]🧗、[b]繁琐的微观管理[/b]🏗️💢(尤其是房间建造)以及[b]后期目标感的缺失[/b]📉,是阻碍其成为完美作品的几道主要沟壑。开发团队持续数年的积极更新态度是它维持高口碑的关键,但一些核心设计理念上的取舍(如强制规模化发展、市场简化)可能无法满足所有玩家的期望。 [h2] 👥 推荐与不推荐玩家画像 [/h2] [h3] 👍 推荐给: [/h3] - [b]硬核模拟经营爱好者🎮[/b]:追求深度、复杂系统和长线经营的玩家。 - [b]游戏开发/游戏产业文化爱好者💻[/b]:梦想经营自家游戏公司或对游戏幕后制作感兴趣的玩家。 - [b]《游戏开发物语》、《软件公司》、《过山车之星》、《双点医院》等游戏的粉丝🎪[/b]:寻求更复杂、更宏观管理体验的玩家。 - [b]喜欢沙盒和高自由度玩法的玩家🤣[/b]:享受在规则内“为所欲为”、创造故事的玩家。 [h3] 👎 不推荐给: [/h3] - [b]追求快节奏、强动作或强叙事的玩家⚡[/b]:游戏本质是慢节奏的策略思考和长期规划。 - [b]希望体验紧密、有剧本的商业剧情玩家📖[/b]:游戏更偏向开放式沙盒,而非预设的叙事驱动。 [hr][/hr] [h2] 📊 基础数据统计 [/h2] - [b]统计评论条目数量[/b]:600 - [b]评论覆盖日期[/b]:2021年01月22日 到 2025年12月17日 [b]语种占比排序[/b]:英语🇺🇸(37.2%) > 中文🇨🇳(16.7%) > 俄语🇷🇺(13.2%) > 土耳其语🇹🇷(9.3%) > 德语🇩🇪(7.2%) > 西班牙语🇪🇸(3.8%) = 韩语🇰🇷(3.7%) > 法语🇫🇷(3.0%) > 葡萄牙语🇵🇹(2.2%) > 日语🇯🇵(2.0%) > 越南语🇻🇳(0.8%) = 泰语🇹🇭(0.8%) [b]语种推荐比例排序[/b]:法语🇫🇷(100.0%) = 越南语🇻🇳(100.0%) = 泰语🇹🇭(100.0%) > 土耳其语🇹🇷(98.2%) > 俄语🇷🇺(97.5%) > 西班牙语🇪🇸(95.7%) > 英语🇺🇸(93.7%) > 德语🇩🇪(93.0%) > 葡萄牙语🇵🇹(92.3%) > 中文🇨🇳(90.0%) > 韩语🇰🇷(86.4%) > 日语🇯🇵(75.0%) [b]好评贡献率排序[/b]:英语🇺🇸(37.2%) > 中文🇨🇳(16.0%) > 俄语🇷🇺(13.7%) > 土耳其语🇹🇷(9.8%) > 德语🇩🇪(7.1%) > 西班牙语🇪🇸(3.9%) > 韩语🇰🇷(3.4%) > 法语🇫🇷(3.2%) > 葡萄牙语🇵🇹(2.1%) > 日语🇯🇵(1.6%) > 越南语🇻🇳(0.9%) = 泰语🇹🇭(0.9%) [b]语种游戏时长中位数排序[/b]:泰语🇹🇭(146.5小时⏳) > 德语🇩🇪(131.0小时⏳) > 日语🇯🇵(105.3小时⏳) > 英语🇺🇸(83.5小时⏳) > 葡萄牙语🇵🇹(82.4小时⏳) > 俄语🇷🇺(65.0小时⏳) > 中文🇨🇳(57.8小时⏳) > 韩语🇰🇷(57.5小时⏳) > 法语🇫🇷(52.7小时⏳) > 土耳其语🇹🇷(48.5小时⏳) > 越南语🇻🇳(47.7小时⏳) > 西班牙语🇪🇸(39.5小时⏳) [b]语种退款率排序[/b]:俄语🇷🇺(1.27%) [b]推荐与不推荐统计信息[/b]: - [b]推荐数量[/b]:562 - [b]不推荐数量[/b]:38 - [b]推荐比例[/b]:93.67% - [b]不推荐比例[/b]:6.33% [b]推荐玩家总时数统计信息[/b]: - [b]最长时长[/b]:2547.60小时⏳ - [b]平均时长[/b]:138.72小时⏳ - [b]中位数时长[/b]:72.20小时⏳ [b]不推荐玩家总时数统计信息[/b]: - [b]最长时长[/b]:200.20小时⏳ - [b]平均时长[/b]:68.77小时⏳ - [b]中位数时长[/b]:38.70小时⏳ [b]总退款率[/b]:0.17% (1/600) [hr][/hr] [h2] 📈 数据解读 [/h2] 1. [b]🌍 全球影响力[/b]:游戏支持多达12种语言,英语玩家是绝对主力,中文和俄语玩家社群也相当庞大,显示了游戏的全球化成功。 2. [b]👍 超高认可度[/b]:整体93.67%的推荐率是极高的正面评价,说明游戏核心体验深受绝大多数玩家喜爱。 3. [b]🎮 深度沉浸[/b]:推荐玩家平均时长近139小时,中位数也超过72小时,说明游戏具有极强的粘性和深度,能让玩家投入大量时间。 [hr][/hr] [h2] 😊 玩家评论情绪总结 [/h2] - [b]整体情绪[/b]:极度积极乐观。核心情绪是“沉迷”、“有趣”、“满足”和“有成就感”。大量评论表达了对游戏深度、细节和“毒性”(让人忘记时间)的喜爱。幽默感和自嘲(如收购并关闭EA、做出奇葩游戏大卖)也是评论区的显著特色。 - [b]主要正面情绪及原因[/b]: 1. [b]沉迷与满足感🎮[/b]:游戏深度和细节丰富,能模拟从车库创业到游戏帝国的全过程,带来强烈的成长和掌控感。 2. [b]幽默与讽刺😂[/b]:游戏机制允许玩家做出各种讽刺现实游戏产业的操作(如做氪金网游暴富、收购竞争公司),引发了大量欢乐共鸣。 3. [b]认可与赞赏👏[/b]:对开发者持续更新、积极响应的态度表示赞赏。 - [b]主要负面情绪及原因[/b]: 1. [b]挫败与困惑🤯[/b]:早期引导不足,UI复杂,新手上手困难。 2. [b]重复与枯燥😴[/b]:游戏后期内容消耗完后,玩法变得重复,缺乏挑战和目标。 3. [b]失望与不满😠[/b]:针对部分设计(如房间建造繁琐、市场机制不真实)、缺失功能(创意工坊)或本地化问题。 - [b]分语种情绪倾向[/b]: - [b]英语/中文/俄语/土耳其语[/b]:情绪光谱最全,既包含最深度的赞扬和幽默,也有最具体的批评和建议。 - [b]德语/法语/葡萄牙语[/b]:偏重理性分析和建设性反馈,正面评价多围绕游戏深度和开发者态度。 - [b]韩语/日语[/b]:反馈中提及本地化缺失、引导问题的比例相对更高,影响了部分玩家的初期体验。 [hr][/hr] [h2] 🎯 优点 (15条) [/h2] [h3] 一、 玩法创新性与独特性✨ [/h3] - [b]🎮 极致的游戏开发模拟深度[/b]:玩家盛赞这是“最深入、最详细的游戏开发模拟器”。从引擎研发、类型/主题搭配、多平台适配、DLC/年度版制作,到MMO、F2P手游、主机大战、公司收购、IP运营,涵盖了游戏产业的几乎所有环节,远超同类游戏。 - [b]🏢 多元化的商业路径[/b]:不仅可以做开发商,还能成为发行商、主机制造商、街机生产商,甚至可以通过接外包合同生存。这种角色选择的自由度和商业策略的多样性备受好评。 - [b]🤣 对现实游戏产业的幽默讽刺与“沙盒”乐趣[/b]:游戏允许玩家做出各种荒诞又真实的操作,如“收购EA然后关闭它”、“制作低俗游戏赚得盆满钵满”、“故意做烂游戏搞垮公司”,这种对行业现状的调侃和“为所欲为”的沙盒体验带来了大量欢乐。——对比《Game Dev Tycoon》 - [b]📈 完整的历史脉络与时代感[/b]:从1976年车库创业开始,伴随着真实游戏史演进(主机换代、技术革新、市场趋势),给玩家带来了强烈的时代沉浸感和“重写游戏史”的满足感。 [h3] 二、 核心玩法🎲 [/h3] - [b]⚙️ 高度可定制的游戏设计系统[/b]:开发游戏时,需要对游戏类型、主题、受众、平台、引擎、功能特性、开发侧重点(画面/玩法/音效等比例)甚至年龄分级进行细致搭配和数值调整,策略性极强。 - [b]💼 复杂的公司与管理模拟[/b]:不仅限于开发游戏,还包括招聘不同专长和特质的员工、规划办公室布局、满足员工需求(环境、休息)、建设各种专业部门(图形/音效/质检/研究等),管理维度丰富。 - [b]🛠️ 主机与街机开发系统[/b]:能够自主研发和销售游戏主机、掌机及街机,并参与“主机战争”,这是许多玩家梦寐以求的亮点,也是区别于其他开发模拟游戏的独特功能。 - [b]🤝 IP与公司收购经营[/b]:可以培养游戏IP价值,进行系列化开发,并能收购竞争对手公司,将其变为子公司并对其发号施令,实现了从产品经营到资本经营的跨越。 [h3] 三、 品质与沉浸感🎨 [/h3] - [b]🎨 讨喜的美术风格与进步的画面[/b]:相比前作,3D化的卡通画风得到认可,UI虽被诟病但整体视觉舒适。评论提到其美术风格让人联想到《双点医院》🩺。 - [b]🎵 恰当的音效与氛围音乐[/b]:音效质量被认为比一代有显著提升,背景音乐虽然简单但能营造氛围,不过也有玩家认为音乐略显单调。 - [b]📊 丰富的反馈与成长可视化[/b]:游戏提供详细的评测报告、粉丝来信、市场趋势图、奖项评选(如“年度游戏”),让玩家的每一个决策都能得到清晰反馈,成就感强。 [h3] 四、 内容量完成度与支持📦 [/h3] - [b]🔄 开发者积极且高频的更新[/b]:大量评论赞扬开发者(Eggcode)非常活跃,几乎每日/每周都有更新,积极修复BUG并添加新内容,社区沟通良好,这对于一款Early Access游戏至关重要。 - [b]🌍 广泛的语言支持与本地化努力[/b]:支持12种语言,并对土耳其语🇹🇷、俄语🇷🇺等地区进行了本地定价,获得了相应社区的高度好评和推荐。 - [b]🕹️ 内含多人合作/竞争模式[/b]:提供了多人游戏模式,允许朋友之间各自经营公司并进行合作或竞争,增加了游戏的可玩维度。 [h3] 五、 重复可玩性♻️ [/h3] - [b]🔀 高度的可重玩性与策略组合[/b]:由于开局年份、难度设置、市场随机性、公司发展路线(专注PC、主机、手游或综合发展)的不同,每次游戏都能带来不同的挑战和体验,策略广度足够支撑多周目。 [hr][/hr] [h2] ❌ 玩家不满意的问题 (15条) [/h2] [h3] 一、 基础体验🖥️ [/h3] - [b]🖥️ 不友好且过时的用户界面(UI)[/b]:被多次诟病。UI设计笨拙,一次只能打开一个窗口,查询信息不便(如不能边看旧游戏报告边设计新游戏),菜单导航效率低。[i]【争议点:部分玩家认为可以接受】[/i] - [b]🐛 BUG与稳定性问题[/b]:尽管开发者修复积极,但早期版本存在一些BUG,如“无法找到座位”(需调整时区解决)、MMO玩家数显示错误、后期数值溢出(21亿变负数,后修复)、多人模式存档损坏等。[i]【近期可能已修复】[/i] - [b]🗺️ 本地化不完整与翻译质量参差[/b]:中文、韩语、日语等语言的玩家普遍反映翻译不全(大量英文残留)、翻译错误或机翻感重,影响了游戏体验,尤其是对题材、类型等关键信息的理解。 [h3] 二、 上手门槛🚧 [/h3] - [b]📖 教程缺失与新手引导不足[/b]:游戏教程仅覆盖最基础操作,对复杂的游戏开发机制、数值搭配、部门协同等核心内容缺乏引导,导致新玩家极易 overwhelmed(不知所措),学习曲线陡峭。 - [b]🤯 初期信息过载与复杂性[/b]:游戏一开始就提供了过多选项和菜单,缺乏循序渐进的信息披露,让新手感到困惑和挫败。 [h3] 三、 核心玩法与机制设计🎲 [/h3] - [b]🏗️💢 繁琐且反人类的房间建造与装修系统[/b]:这是[i]最集中的批评点[/i]。玩家需要手动放置墙壁、门、家具(桌椅、暖器、装饰品)来构建和装修每个房间。操作繁琐,缺乏复制、蓝图、一键填充等功能。改建、扩建房间更是噩梦,需要先拆除所有物品。这被批评为“在游戏开发模拟器里玩室内设计模拟器”,严重打断了核心经营节奏。 - [b]📉 后期游戏缺乏挑战与目标(后期乏力)[/b]:一旦公司步入正轨、资金充裕后,游戏便失去挑战。没有足够的外部竞争压力、经济危机、重大风险事件(如核心团队离职、被起诉、市场巨变)。玩家形容后期为“无聊的印钞机”、“解决完所有问题后只剩下空虚”。[i]【争议点:部分玩家认为经营类游戏通病】[/i] - [b]🤖 不智能的员工AI与路径逻辑[/b]:员工选择最近设施而非最优路径(如穿越整个地图去上厕所导致“尿裤子”),不会排队等待空闲设施,移动速度过慢,这些导致大量时间浪费在无效移动上,影响效率且显得滑稽。 - [b]⚖️ 有争议的数值与评价体系[/b]:游戏评分和销量过度依赖“开发点数”(即投入的人力规模),导致小型精品独立工作室几乎无法做出高分游戏,这与现实不符,也限制了“小而美”的玩法。[i]【争议点】[/i] - [b]🌐 不真实的市场与竞争模拟[/b]:市场机制被批评为“虚空市场”。主机份额凭空出现或消失,缺乏基于真实人口、收入、竞品分析的动态市场。收购所有竞争对手后,游戏变得毫无意义。AI对手公司行为模式简单,缺乏真正的竞争互动。 [h3] 四、 内容量完成度📦 [/h3] - [b]🚧 部分功能缺失或未实装(Early Access阶段问题)[/b]:游戏早期版本中,创意工坊、手机系统开发、更深入的子公司管理等功能显示为“即将推出”,让玩家感到内容不完整。部分玩家因期待的创意工坊一直未推出而给出不推荐。[i]【近期可能已逐步添加:评论提到后期更新了自动填充房间、更细子公司管理】[/i] - [b]💸 后期内容消耗与性价比质疑[/b]:有玩家认为,对于玩过前作的玩家来说,2代新增内容不足以支撑其全价,感觉像是“1.5代”,重复感较强。尤其是在游戏后期,可玩内容耗尽后,会感到售价偏高。 [h3] 五、 重复可玩性♻️ [/h3] - [b]♻️ 玩法循环后期重复单调[/b]:在掌握“黄金配方”后,开发游戏变成机械化的流水线操作,缺乏随机事件或深层策略变化来维持新鲜感。研究部门在科技全研发后无事可做。 - [b]🏢 空间限制与扩张不便[/b]:办公室只能在同一街区横向购买相邻建筑,无法建造多层楼房或搬迁至大型园区。后期人员庞大时,空间规划捉襟见肘,且扩建过程因建造系统繁琐而体验糟糕。 - [b]🎵 单调的背景音乐[/b]:游戏循环播放少量曲目,长时间游玩后容易感到厌烦,许多玩家选择关闭游戏音乐播放自己的歌单。 [hr][/hr] [h2] 💡 玩家的诉求与建议 (10条) [/h2] [h3] 一、 玩法创新性与扩展✨ [/h3] [b]🛠️ 强烈要求开放Steam创意工坊支持[/b]:这是中文、英语、俄语社群中[i]呼声最高的诉求[/i]。玩家希望借助创意工坊来添加真实的游戏公司、IP、 logo、历史游戏数据等(如“真实性Mod”已由社区制作但安装不便),以极大增强游戏的代入感和可扩展性。 [b]🌐 请求更深层、更真实的市场模拟与经济系统[/b]:希望市场能基于真实需求、消费者购买力、竞争产品动态变化;加入股市系统、更复杂的财务操作(如投资、保险)、以及真正的经济危机和行业震荡事件。 [h3] 二、 核心玩法优化🎲 [/h3] [b]🏗️ 彻底改革或大幅优化房间建造系统[/b]:求增加“房间复制/蓝图”、“一键自动布置房间”、“房间功能快速转换”、“多门放置”、“家具批量操作”等功能,将玩家从繁琐的微观装修管理中解放出来。 [b]👥 增强员工AI与管理系统[/b]:希望员工有更智能的路径规划、排队机制;提供更详细的员工技能树或Perk培养系统;改进招聘系统,能定向招聘所需职业。 [b]🎯 增加更多中后期挑战与随机事件[/b]:例如核心员工被挖角或自立门户、法律诉讼、黑客攻击、硬件故障、舆论危机、董事会压力等,让游戏在财务自由后仍有管理和决策压力。 [b]🤝 深化公司收购与子公司互动[/b]:希望不仅能收购,还能更精细地管理子公司(如分配研发方向、共享技术、进行内部资源调配),并能以发行商身份向其他AI公司主动下达开发订单。 [h3] 三、 内容量扩充📦 [/h3] [b]📱 拓展游戏平台与类型[/b]:请求更完善的手机游戏生态系统(iOS/Android)、车载游戏、云游戏平台,甚至延伸至电影、动漫等IP衍生开发领域,实现真正的“娱乐帝国”模拟。 [b]🔄 增加科技树与研发深度[/b]:建议将线性的按时间解锁科技改为可自主选择的科技树,并增加“基础研究”或“实验性技术”选项,让研发部门在后期也有事可做,并能产生差异化竞争优势。 [h3] 四、 基础体验优化🔧 [/h3] [b]🎮 改进UI/UX与信息呈现[/b]:请求更现代化、更高效的UI设计,支持多窗口、更清晰的数据仪表盘、更好的信息筛选和查询功能。 [b]🔧 增加更多自动化与便利功能[/b]:如游戏生产的智能补货、市场营销活动的自动执行、更完善的报表系统等,减少游戏后期的重复性微操。 [hr][/hr] [h2] 🎮 玩家提及类似游戏 [/h2] https://store.steampowered.com/app/239820/Game_Dev_Tycoon/ 《Game Dev Tycoon》(游戏开发巨头):最常被比较的对象。本作被视为其全面强化和深度扩展版。原版是一款更轻量、节奏更快、以游戏发展史为主线叙事的经典游戏开发模拟器。 https://store.steampowered.com/app/362620/Software_Inc/ 《Software Inc.》(软件公司):另一款深度商业模拟游戏,侧重于软件公司(包括游戏开发)的运营、团队管理、办公室设计和项目管理。与本作相比,更侧重于公司架构和项目管理本身。 https://store.steampowered.com/app/1847240/_Game_Dev_Story/ 《Game Dev Story》(游戏发展国):开罗软件的像素风经典经营游戏。以其简洁、魔性、高重复可玩性著称。本作在规模和复杂度上是其3D写实化、巨量化版本。
Классная игра, в начале делал уникальные игры, потом монетизировал однотипный шлак. Люблю реализм
Great game... Pls more... Give us Mad Games 3... or updates... rly simple things like... upgrade the overlay... few new features... new maps or editor... steam workshop easiest way... lategame maybe own gameplatforms... own pc... handys... many ways open... btw pls give us a logo editor... Pls dont forget ur fans ;)
Make company start as small indie grow to multi-million dollar company make it to mid 90's try to make MMO MMO Costs 16 million to make MMO buries company in over 40 million in dept Company fails 10/10 will make MMO again
Ok where do I start. This game is good but, could be great. Its very addicting and a true step up from the first game. I really liked alot of the changes that were made but not all, and i will go into detail in a bit. First let me just make it simple. If you like tycoon games, the first game, then get this one. Its a no brainer. That being said I have to ideas and thoughts if ever they make a third game. This will be a bit long but Ive thought about this for a while and came up with ideas that would work in the games already existing systems and way of doing things. 1. Bring back the starter garage and buying land. Its a much more satisfying thing to feel you've worked hard enough and made enough money to buy a new office area/land area then just expanding to the next plot over. 2. No more structured tech releases. Tech should be in the form of a tech tree that the player can research. That way if a person wants to focus on things like console development or a certain genre of game, they could do that and not have to wait for some arbitrary time period for it to be released. 3. No more genre research. Everyone from day one of game development knew what a role playing game was. What an adventure game was. We had them as soon as the idea of games was invented. You shouldn't stifle game development by genre unless its tech related. Like mmos. But something like that could be unlocked in the tech tree. 4. Early game depth/contract system rework. Some people that play may want an alternative way to play the game besides just making their own games. First, throw out the current contract system. Its annoying and frustrating. Alternatively offer a free agent system. Depending on your specialization, designer, programmer, graphics artist etc, you can put yourself up as a free agent to receive contracts based on that specialization. No more contracts showing up that you don't want. That gives the player a way to make money early without having to jump right into making games. Then if you do want to start making games later, you take yourself off the free agent list and do your own thing. Conversely, if you want to specialize in contracts you can earn rep with companies you work for. Get enough rep and you can be offered an exclusive contractor partnership with that company. Then you work only for them. The advantages could be that you only get the really high paying contracts from an exclusive deal. So you could be a free agent working for anyone, an exclusive agent working for one company, or work for yourself making games as normal. This would offer different paths of making money that could be done from the start and would work in about same way a contractual publishing deals would. 5. Designer and programmer specific rooms. I like how you can have specific rooms for graphic design and sound etc, but why limit that to just those? Then you have your designers and programmers still frustratingly trying to work on sound and graphics even when they have their own departments. So again I propose a rework here. The main development room would still be a thing, but that would be more of an all purpose room. (Ill get into this more later). In the same way as the graphics room or sound, designers and programmers should have their own rooms. So they can focus on just the things they specialize in and don't have to worry about everything else. 6. The all purpose development room. The main development room could be still used by as an all purpose room. That would provide players with the ability to not have to specialize with a bunch of other specific rooms. They could get jack of all trades type employees (see next point) and still make great games. You would just need top rated employees in all areas and more of them to achieve the same numbers of each stat, graphics sound etc. 7. Jack of all trades employees vs specialty. Put the stat system back to a full 100 percent for all stats, but allow for specialization that gives an employee or your own created character an extra, say 20 points in a specific expertise area. So you could specialize and have people who just work in their respective areas of expertise, but also play an all around style as well. With employees set up like this, tied in with the all purpose room, you could play in a way where you never have to have specialized rooms. 8. Developing your own pc. Just in the same way that you would a console, allow players to make their own pc. You could research tech on the tech tree that allows for you to get into building your own pc. But a pc is not just parts, its an operating system as well. When it comes to that you could buy a licence for an operating system...windows, linux, or mac just as you would for dev kits or movie tie ins. Or you could develop your own operating system even without the pc that you could then license out to others in the same way you now do with engines. You could use sliders in the same way you now do with games for things like, ease of use...style...ease of programming for, etc. 9. A cleaner more intuitive UI. Yes the UI is workable in the game but its a bit bare bones basic and ugly to be honest with alot of unneeded things. The first games UI was a bit kiddy but it worked and had its own style. The UI here just...gets the job done and thats about it. 10. I wish i had a 10 here but thats about it. Overall its a great game. If a bit limited. I think with a few tweaks and inclusions, the game could be amazing. Im going thru my first deep dive into it and I already feel like ive seen and done everything there is to see gameplay wise. I hope the developer takes the time to read things like this and makes a third game. I would love to see at least some of the things mentioned in a third game. And if anyone reads this, let me know what you think of the ideas.
This is honestly the best Game Dev themed game out there and I’ve played a bunch of them—Game Dev Story, Game Dev Tycoon, and Game Corp DX. The option to play as a publisher without developing any games and buying out your competitors is legitimately the main standout feature for me. That alone makes the game feel fresh compared to others in the genre. The only downside? The dev thought it would be funny to add an achievement that requires playing with four friends. LIKE WHAT DO YOU MEAN, BRUH. ALL MY FRIENDS ARE PLAYING FPS, MOBAs, AND STUFF LIKE THAT. Imagine a group of gamers trying to queue up for this. “Yo boys, what are we playing?” “Let’s play Dota, CS, or (insert competitive game.)” “Nah, we’re tired of that PvP Competitive, let’s play a co-op game like Overcooked, Monster Hunter, etc.” LIKE NOBODY IS EVER GOING TO SAY: “GUYS, LET’S START A GAME COMPANY 🤓” With that being said… anybody down to play just for the achievement? Add me.
As other comments noted, the game is very shallow. As soon as you figure out the proper settings for each game, there is nothing to do but just crank up the same formulaic games. Music in the game is absolutely terrible and the rest is mediocre. I left it once and came back hoping there is something more to do but nope, that's it. The game isn't terrible, don't get me wrong. It might be mildly entertaining for 1-2 evenings but then the wave of disappointment hits you. There is no tutorial but also just nothing to do in the game except for wash-rinse-repeat the same activities.
Oyun gurmelerinin 6-7 ayda bir dönüp oynadığı oyun. Umarım yakinda 3. oyun çıkar ve geliştirilmeye devam eder
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.
Related
| Game | Estimated lifetime revenue | Reviews | Review score | Price |
|---|---|---|---|---|
| $2.4M | 4.4K | 91% | $14.99 | |
| $198.6K | 661 | 71% | $11.99 | |
| — | 0 | — | — | |
| — | 0 | — | — | |
| $5.8M | 7.6K | 94% | $22.99 | |
| $252.1K | 411 | 78% | $14.99 |
Related
| Game | Estimated lifetime revenue | Reviews | Review score | Price |
|---|---|---|---|---|
| $6.9M | 6K | 91% | $44.99 | |
| $6.9M | 15.9K | 93% | $12.99 | |
| $6.9M | 13.3K | 90% | $19.99 | |
| $6.9M | 68.1K | 83% | $5.99 | |
| $6.9M | 14.9K | 71% | $19.99 | |
| $6.9M | 29K | 73% | $9.99 |