r/tycoon

Uchi No Heya! Sumo Stable Management Game Update!
🔥 Hot ▲ 87 r/tycoon+1 crossposts

Uchi No Heya! Sumo Stable Management Game Update!

First, I just want to thank everyone in this community so much for the love on the first version! The new update for Uchi No Heya! is out and includes the main feedback I received from the first post. I also created a discord so that I can post updates there instead of on this subreddit every time, though I am always happy to share here!

See original post: https://www.reddit.com/r/Sumo/comments/1sodr3d/sumo_stable_management_game_uchi_no_heya/

VERSION 0.3.3! Should honestly probably be 0.4.0 it adds a ton:

THE BANZUKE GOT REAL

• World scaled to 620 AI rikishi across all six divisions, in true Ōzumō proportions

• New Yusho Race overlay — every division crowns its own champion,

• Rikishi never rematch in the same basho, and same-heya bouts are off the table (kettei-sen excepted)

PROMOTION RULES OVERHAUL

• Real Ōzumō rules end-to-end: kadoban probation for Ozeki, 33-wins-in-3 for Sekiwake → Ozeki,

two consecutive yusho (or 13+ basho) for Yokozuna

• Yokozuna can never be demoted — but weak basho stack into retirement pressure

• Positional caps (4 per sanyaku rank) — overflow bumps the weakest holder down

• Makushita 7-0 jumps straight to Juryo

• Head-to-head records now shown on the pre-bout matchup screen

KETTEI-SEN (決定戦) — Tiebreaker Playoffs

• Top-of-division ties trigger a real playoff in ANY division

• 2-way ties = sudden death; 3+ way = round-robin until one is left unbeaten

• Player bouts are fully animated

TRAINING REWORK

• Two-pool system: shared Heya Pool + per-rikishi Personal Points

• Personal points reset weekly, scale with age/talent/last-basho performance

• Heya Pool now caps by roster size and is earned from STABLE-WIDE win % (not individual records)

• Hidden stat ceilings now visible as 4-zone stat bars: current / trainable / gold range band / unachievable

• Band width tightens with potential — Exceptional rikishi show ~8pt bands, Limited show ~30pt

• Post-training summary card so you can see what changed across the whole stable

• Focus Recovery: 60% injury heal, costs ALL of one rikishi's weekly personal points

ECONOMY TIGHTENED

• Salaries up ~40% across the board

• Per-win income recalibrated — kachi-koshi alone no longer breaks even

• Money events ~2× more impactful; floors raised

• Prize money rebalanced to 25% of previous values

• Motivate cost now scales with how unmotivated the rikishi actually is

JUNGYO REBALANCE

• Win rate now scales with rank: 50% baseline at Jonokuchi → 92% cap at something like top tier Yokozuna

• Net-positive morale and income event for successes

QOL & POLISH

• "None of These" scout walk-away button

• Heya rename — click your stable name on the home screen

• Save export/import as JSON in the Saved Games menu - Transfer your saves to other devices!

• Buy Me a Coffee + Discord buttons on the main menu. Figured we needed a better place than this thread to discuss this game!

• Draggable scrollbars on long banzuke / yusho race overlays

• Detailed gyoji on the demo bout

• Mobile pre-basho prep cards and chanko cook cards sized up

• Bug fixes: kettei-sen sprite loading, finances page crash

Sekiwake demoting to wrong rank, opponent sprites in playoffs, money display refresh issues

HOW TO PLAY updated end-to-end to match all of the above.

Thank you again to everyone! Any new bugs found or feature requests would be appreciated. Will of course check here and in the discord!

u/Numerous_Sink7259 — 15 hours ago
🔥 Hot ▲ 179 r/tycoon+3 crossposts

Mon premier jeu vient de sortir :)

Hello, je viens de sortir mon premier jeu : Space Drilling Station après 6 ans de développement, c'est fou !

C'est un jeu de gestion de colonie et de simulation dans l'espace où vous gérez une station minière dans l'espace pour résoudre la crise énergétique :)

Vous pouvez le tester ici : https://store.steampowered.com/app/2134850/Space_Drilling_Station/

u/Dach_fr — 1 day ago
🔥 Hot ▲ 56 r/tycoon+1 crossposts

I'm a solo dev building a 1400s naval trading game inspired by Patrician 3. What do you think of this combat UI? it's clear or chaotic?

Hi everyone,

I am working on the combat interface for my Mediterranean strategy and trading game, which is inspired by Patrician 3 and Port Royale.

I want the game to look like it was made a long time ago, so I am using old metal, wood, and carved buttons to give it a 15th-century lithograph feel. The thing is, my game is played from a top-down perspective, so I do not want the combat interface to be too heavy or distracting.

There are a couple of things that I'm not sure about right now.

-is the green color I used for the Speed and Knots text too modern for my Mediterranean historical strategy and trading game?

-Can people read the action buttons when they are not active and are darker?

I would really like it if you could give me your opinion about the layout the materials I used and the overall feel of my Mediterranean historical strategy and trading game.

Thank you for taking the time to look at my game.

Disclaimer for subreddit rules:  I'am a solo programmer with zero art budget in that phase of project, I use intelligence to make basic textures and icons and rework them on PS to make the litografy style. No AI code or runtime generation is used.
thanks

u/AldermanBeneke01 — 1 day ago
▲ 2 r/tycoon

Does this storage system feel satisfying for a tycoon game?

I'm working on a cozy island city-builder with tycoon elements.

This is the storage system where resources are collected and stored.

I'm trying to keep it simple, but still satisfying to manage.

Do you think it needs more depth or feedback?
What would make this system more engaging for you?

https://store.steampowered.com/app/4000470/Skyline_Settlers/

u/No-Discussion-3199 — 1 day ago
▲ 0 r/tycoon

Hookah Lounge Simulator called Hookah House!!

I am a dev by day and game dev by night?

I have been working on this my passion project at nights and I guess i put it enough together for a steam page to wishlist!!

https://store.steampowered.com/app/4607750/Hookah_House/

Lots to do still. I need to update the art, I've updated the lounge by a lot. but i guess the challenge is to take pause every now and then update the screenshots.

AI Disclosure*
Generative AI tools assisted with some written content and 3D assets during development. All output was reviewed by the developer. The shipped build does not run any generative AI at runtime.

https://preview.redd.it/x9l7l9ane3wg1.png?width=1080&format=png&auto=webp&s=8eaf2653add19a139503d9fd3fb818c1f0e67eda

reddit.com
u/bahaw1024 — 3 days ago
▲ 47 r/tycoon

I'm building a freight logistics sim where AI companies make their own economic decisions - and some of them fail!

I've been working on a logistics simulation game as a solo indie project, and I hit a milestone recently that I wanted to share because it genuinely surprised me.

The game simulates a freight economy - industries produce resources, companies dispatch trucks to haul them, and contracts pay out based on distance and cargo. There's a player company and AI competitor companies, all operating in the same world with the same rules.

What surprised me was that I never coded "failure." There's no scripted event that says "this company should go bankrupt now." But the AI companies evaluate every contract before accepting it - they check their cash, their existing commitments, the cost of the haul vs the payout - and if the numbers don't work, they refuse the contract.

AI companies will skip contracts that will cause the company to lose money - they calculate that ahead of time like a real dispatcher would

What this means is that when a company starts falling behind - maybe it took a couple of bad contracts early, or a competitor grabbed the more profitable route - it doesn't die because I scripted a death event. It dies because it genuinely can't afford to operate anymore. The money runs out because the math stopped working.

Company RivalCo is the clear winner - having multiple profitable contracts and snatching up work before competitors can.

The engine underneath is a Node.js server running a tick-based simulation. What you're seeing is a text client connected over HTTP - the graphical client (Unity) comes later. Right now I'm focused on making the economy real before I make it pretty.

Some stuff is still broken - contract due dates aren't calculating correctly, and the economic balance needs work. But watching two AI companies diverge from identical starting conditions purely through their own dispatch decisions was the moment it stopped feeling like a spreadsheet and started feeling like an actual world, which was really cool!

AI disclosure: I use GitHub Copilot for code assistance during development. No AI-generated art or assets - what you see is all code and simulation output.

reddit.com
u/Nad0Tornado — 4 days ago
▲ 45 r/tycoon

Best sports tycoon game you’ve played

For those who play sports tycoon/management games:

What game gave you the best feeling while playing? Like:

  • satisfying progression
  • meaningful decisions
  • getting attached to your team
  • that “can’t stop playing” loop

And on the flip side: what do you feel is still missing from these games?

Anything you expected but never really got?

reddit.com
u/Bruhs_Studios — 5 days ago
🔥 Hot ▲ 55 r/tycoon+1 crossposts

The demo for Console War Giant : A Turn-Based Tycoon is now live on Steam!

u/NoCourse1856 — 4 days ago
▲ 0 r/tycoon

What if Football Manager had real-time fantasy arena battles?

I’m working solo on Eslabong, a game where you run your own mercenary club, recruit fighters, manage your roster, and compete through leagues and cups.

But when matches begin, you directly control one fighter in real-time chaotic fantasy arena battles.

So it mixes management / tycoon progression with hands-on action combat.

I’d love to know if this blend sounds interesting to tycoon fans, or what systems you’d want to see most.

Short gameplay clip attached. Steam page in comments if interested. Thank you

u/Franz10 — 1 day ago
▲ 44 r/tycoon

Your Feedback Changed Our Game! Now It’s a Full Sandbox Tycoon

Hey everyone,

What started as a project focused on running a nightclub with some open-world elements is now evolving into something much bigger. Thanks to the feedback, ideas, and critiques from many of you in this subreddit, you’ve played a huge role in shaping our roadmap.

Today, we’re excited to share that with our upcoming update, The Boss Gangster: Criminal Empire is moving toward a full sandbox experience that blends multiple genres together.

Our goal is to maximize player freedom. You’ll be able to start from different scenarios or from absolute zero. Whether you begin as a nightclub owner, someone trying to survive in a rundown motel room by producing and selling small amounts, a thief pickpocketing people or stealing cars, or simply by taking daily jobs around the city… every path can lead you toward building your own criminal empire. We’ve also expanded the number of skills in the game, and you’ll need to actively use them in order to improve and master them over time.

With the next update, the game goes beyond just running a club. You’ll be able to build and manage your own production facility with deeper tycoon mechanics, supplying both retail and bulk demand. At the same time, new crime families will be introduced, and expanding into their territory may lead to conflict.

We’ve also reworked the police system. Now you’ll need to be much more careful while committing crimes, as getting caught can have serious consequences. Jail time will increase with repeated offenses, so you’ll either need to play smart or keep the right people paid off.

Our progression system (Feature Vault) has been moved to the main screen, allowing you to earn points from your actions across the city and unlock new features as you grow.

Looking ahead, our goal for the full release is to include at least three major tycoon-style businesses and a minimum of 3 rival families. We’re also exploring systems where you can kidnap enemy members, interrogate them, recruit them, demand ransom, or eliminate them permanently.

We’ve already added the ability to buy or rent houses and hotel rooms through a real estate system. In the future, we’re planning to expand this further with offices and additional mechanics like robberies and interrogations.

We’d love to hear your thoughts and suggestions. As a small indie team working on our first game, your feedback means everything to us. At the end of the day, we’re players too, and we believe the community should shape the direction of the game.

Thanks a lot to everyone who has supported and contributed so far!

https://store.steampowered.com/app/2774040/The_Boss_Gangster_Criminal_Empire/

AI Disclosure: AI-generated graphic designs were used as early-stage drafts, but all assets have since been fully recreated by professional artists.

u/Double_Ad9785 — 4 days ago
🔥 Hot ▲ 252 r/tycoon+3 crossposts

After almost a year of work, the Haunted House Management sim I envisioned came to life with great help of an amazing pixel-artist. Exited to reach this milestone!

Hey everyone! This is a WIP of my Haunted House management sim. Right now, I'm nailing down the core systems (cart pathfinding, dynamic lighting, room transitions).

The core gameplay will focus on taking control of your own haunted house dark ride! As a player, you will step into the operator's booth to try and balance wait times, safety, and immersion. As a true tycoon, you should naturally upgrade your ride, and try stay in business until the grand Halloween finale.

As a big fan of the genre, I’d love to hear what features you think are absolutely essential for a dark-ride focused tycoon!

u/ScreamOperatorDev — 6 days ago
🔥 Hot ▲ 51 r/tycoon

I'm a power industry professional. I made a coal plant operator game — cascading systems, graded performance, dark humour. Demo is live.

COALCOM: Power Station puts you in the control room of a 1980s coal power station. Green phosphor CRT terminal, keyboard controls. You manage boiler pressure, drum water levels, coal feed, and cooling while the system operator issues demands on schedule and equipment fails without asking permission.

Change one thing, watch three others respond.

You operate fixed systems, not build them — so if you're after Factorio-style construction, this isn't that. The systems interact realistically enough to produce genuine cascading consequences, but the depth is operator-level, not plant-engineer. The closest comparison in terms of feel is Papers Please — a stressed operator under institutional pressure, graded on performance, with dark humour holding it together. The aesthetic is authentic 1980s green phosphor CRT — character-based interface, keyboard controls only.

I'm an electrical engineer with 20+ years in the power sector — market operations, generation scheduling, demand forecasting. I built this because I wanted a game that captured what that world actually feels like under pressure, and nothing existed that did it. The concept sat unfinished for over a decade. AI coding assistance finally got it across the line.

What's in the demo:

  • Campaign Shifts 1-4 (~30-40 min, free)
  • 20-minute Continuous Mode sessions
  • Progressive control unlock so the systems don't hit you all at once

Full game:

  • 10-shift campaign with increasing difficulty
  • 21 equipment fault types
  • Persistent equipment health between shifts
  • Maintenance system from Shift 5 onward (spend earned points to restore equipment health between shifts)
  • Graded A-F on TSO compliance, equipment management, and fuel efficiency

Demo is live now on Steam, free. Full game launches within the month at $12.99.

Steam: https://store.steampowered.com/app/4411610/COALCOM_Power_Station/

Happy to answer questions about how the systems work, or the decade it took to finish it.

Six alarms. Pressure dropping. TSO wants 170 MW. You're making 93. Keep the lights on, keep your job.

reddit.com
u/Matos1978 — 5 days ago
▲ 9 r/tycoon

Satisfying first/third person perspective management games with a gameplay loop like Schedule 1 or Weed Shop Sim 3

I am looking for tycoon games with very satisfying senses of progression and a 1st or 3rd person perspective. Doesn't matter what I'm doing, doesn't have to be related to an illicit business, I'm just looking for games where you can feel yourself getting more powerful overtime as your empire grows.

reddit.com
u/Firebrand_15 — 5 days ago
🔥 Hot ▲ 63 r/tycoon+1 crossposts

Oceaneers is finally available on Steam! Sci-fi meets island survival as you build a colony of floating islands, fight off sharks, and explore a flooded world by raft to scavenge lost Float-Tech.

We've finally released Oceaneers!

Oceaneers features colony building with survival management, and a dash of adventure (including island bunker exploration and expedition events). Direct control over your survivors, plus levels of automation, heaps of depth, quirky contraptions, unique floating island mechanics, and a story to play through.

⚓Available right now on Steam: https://store.steampowered.com/app/3052510/Oceaneers/

We released into Early Access, but it's already packed full of content and you can play the full story from day one, so don't let that put you off. Players have commented on the high level of polish and amount of content available already. One of the reasons we are doing an early access period is to add even more procedural content, but also because we are doing community translations.

Feel free to ask any questions. Cheers.

u/BarrelSmash — 6 days ago
▲ 2 r/tycoon+1 crossposts

I built a text-based Discord RPG

Hey r/Tycoon,

Isekaid, is a Discord RPG bot I've been building and

tuning for over a year. It started as a hobby project and has grown into

something I'm genuinely proud of — and I'd love to have more players in it.

What it is:

A full text-based RPG you play directly inside Discord. No website login,

no installs — just invite the bot and type `$start`.

What's in it right now:

- 20+ classes with unique skill trees (Pyromancer, Necromancer, Runesmith,

Assassin, Paladin, and more)

- Weekly world boss raids — everyone in every server attacks the same boss,

top contributors split 100M+ gold rewards

- Pet system with rarities, rank-ups, and synergies (buff, debuff, affliction,

healthsteal, growth builds)

- Constellations — late-game ascension path with passive %-based abilities

- PvP tournaments, dungeons, crafting, artifacts, sigils, catalysts

- Active economy with auction house, retainers, and fusion mechanics

- Status effects: poison, bleed, burn, curse, entropy stacks, hemotoxic, etc.

What I'm looking for:

Honest players. I'd rather have 30 engaged adventurers than 300 ghosts.

Bug reports, balance feedback, and "this class is broken" rants are all welcome.

Invite link: https://top.gg/bot/989440183428599849

Support server: https://discord.gg/Nnw6NaC3fU

Happy to answer any questions in the comments. AMA about the build or the

mechanics if you're curious.

u/HotDepartment8959 — 3 days ago
▲ 0 r/tycoon

Hookah Lounge Simulator called Hookah House!!

I am a dev by day and game dev by night?

I have been working on this my passion project at nights and I guess i put it enough together for a steam page to wishlist!!

https://store.steampowered.com/app/4607750/Hookah_House/

Lots to do still. I need to update the art, I've updated the lounge by a lot. but i guess the challenge is to take pause every now and then update the screenshots.

https://preview.redd.it/uc283uualtvg1.png?width=1080&format=png&auto=webp&s=34b215be6992c81cd45d8cc17e4e1ae093722ca8

reddit.com
u/bahaw1024 — 4 days ago