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Game dev tycoon ideal combinations. Game Dev Tycoon: bad good simulator. Combinations of platform and target audience

Replay gaming history. Create best selling games. Research new technologies. Become the leader of the market and gain worldwide fans.

Game Dev Tycoon is a game developer simulator from Greenheart Games, which consists of just two people, two brothers, Patrick and Daniel Klug. At first they planned to make the game for iOS, then they decided to make it for Windows (specifically for the Windiws Store and Win8, mysterious people).

I’m not a big fan or connoisseur of simulators, I haven’t played and don’t want to try all sorts of Football Manager and other dubious sims, the most I can do is 24 hours in SimCity. I came across Game Dev Tycoon thanks to a sale on Steam, I had never even heard of it before. The choice was between GDT and Papers, Please, both indie and both $4. I downloaded the pirates and after half an hour of playing I decided to take the first one.At the moment I've played about 20 hours, and most likely I won't spend more than 24 hours in it.

Short description:

Our company begins its journey somewhere in the 80s, in a garage. The game cycle lasts 35 years, during which you need to lead your company to success and prosperity. During this time, new gaming platforms will enter the market, such as Gameling from Ninvento and Playsystem from Vonny. At the end of the 35th year, the game will count your merits and give the final score. After this, you can continue to play, but then the in-game world stops developing and no new platforms will appear. In addition to creating the game itself, you can and should conduct research, for example, on new themes for games, or new technical bells and whistles for your engine (which you then create yourself). As you develop, you will be able to hire employees, train them and, in the future, give them specialization.

Creating a game consists of 3 stages: 1) Creating a concept. You choose the setting of the game (space, fantasy, military, etc.), the target audience (if you have already researched it), the genre (action, RPG, etc.), the platforms on which the game will be released and the engine with which you will create it. 2) Selecting the “graphics” version from those available in your engine. 3) Actually, the creation of the game, which, in turn, is represented by three more stages of moving sliders and installing workers in directions.

Now, actually, about what’s good about this game. And, as it turned out, there is not so much of it.

Since this is a game development simulator, it will provide an understanding of the basics of development and the problems that developers face. You will be fined if you do not achieve the required average rating from the press (if you are working with a publisher). At a minimum, you will understand why a multi-platform is more profitable than an exclusive one. In addition, the developers have a sense of humor, just look at the names of companies and platforms (Vonny - 10/10). There are also a dozen humorous achievements, for example, while working in the garage, calling your game “Pong” or developing a game within a game.

What's wrong with this game.

For starters, the engine. Throughout the game, starting from a small garage and ending with a huge office, we must create our own engine. We can license our engine to other companies (for a mere pittance), but we cannot use someone else’s ourselves. In addition, the old version cannot be upgraded, only a completely new one can be made. In addition, we have a large list of features for the engine, but there is not even a brief description of what they do and where to use them. How is multiplayer different from online in my action game? Why, for example, Advanced physics can be turned on with basic physics, and without (how can advanced physics exist without basic physics.)? And at the same time - Realistic body language can do without Simple And Advanced. One might think that the advanced version includes the previous one, but physics hints that something else is at work here. Further, despite the fact that the developers decided to teach pirates a lesson and then cried about the fact that only 6.5% of all players bought their game, we cannot in any way protect ourselves from piracy in the game. Moreover, it simply does not exist. The only place you can hear about it is the pirated version of the game.

The press is also upsetting. Throughout our career, our games will be reviewed by as many as 4 publications. My company is now in its 90th year, games make billions, but they are covered by the same four magazines. At the same time, our earnings and game sales directly depend on press ratings. Despite high technology and thoughtful design, if, in the opinion of the game, the genre does not fit well with the setting, poor ratings and failure of sales are guaranteed. In addition, the press provides incredibly important information that will help make the game better. Actually no, journalists may say a few words of praise/derogation and something obvious about the combination of genre with platform or praise for focusing on a certain aspect. Considering that this is practically the only source of feedback (after all, there is no concept of community here), it is very difficult to understand how to make the game better.

As our company grows, we gain fans, which is cool. But something suspicious is happening here too. Fans are gaining very slowly, a game that sold 120k (think about this figure) copies brought us 600k fans. That is 0.5%. This is with an average rating of 10/10 and huge hype at the release of the game, and with negative ratings we lose up to 200+% of fans from the number of copies sold. There is also an exhibition where we rent a booth, or we can organize our own “Blizzcon” (we can even combine it). The number of visitors is growing, apparently, at the same rate as the number of fans. Either the formula for calculating the increase in exhibition visitors does not include the number of company fans, or at some point some modifier appears, but in the end, when we have a hundred thousand fans, the exhibition can gain a million visitors, but now I have 14k fans , and the exhibition is visited by 4k. And another interesting thing is that the number of visitors is the same for our personal exhibition and for the general one.

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Speaking of formulas, some people got really confused and wrote a huge succes guide, which describes in detail how to break the system and deliberately lower the quality of the game, for a measured increase in the overall score. Another guide is simpler and shows the ratio of platforms to audience, genres to platform, etc. (by the way, the game believes that adventure games will not be held in high esteem on the PlayStation 5).

Continuing the topic of formulas and calculations, it is worth remembering the in-game economy. Let's start with the fact that we sell indie games at a normal price of 7 bucks. The whole game. But the absence of inflation is normal, although the website says that it is business simulation game. Another thing is selling AAA games for $18 (on any platform) and the inability to regulate the price. In addition, if we release a game with a publisher, then we will receive even less money, for example, 0.85 cents per copy (~ for a medium or large game, publishers for some reason do not order AAA projects. In general.). And now it’s worth remembering glorious MMO who are in this game is totally broken. You see, MMOs in this simulator cannot be monetized. No way at all. We simply sell copies (like ArenaNet and NCsoft with Guild Wars 2) and pay for its content. Obviously, as sales increase, the cost of maintenance also increases, because all customers play our game indefinitely and in the end the game still sells 100k copies a week, 100k people play it, but the maintenance costs more than we make profit. According to the logic of the developers, in order to maintain profits we must release Expansion Packs, but the fact is that the minimum budget for an AAA game is 20+k dollars, and an MMO can cost as much as 70 (not counting marketing costs). But the most interesting thing is yet to come - a console in this wonderful world costs $47 (2.5 times more expensive than a game for it), and 12 million consoles = 22% of the entire market. I won’t voice the ridiculous amounts that our digital distribution platform and licensing of the engine to other companies brings us (which we don’t have; we have no competitors in the game).

By the way, these same AAA games are made by a team of 7 (seven) people. Even MMOs with a budget of under 70k.

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Bottom line

Perhaps the developers themselves made a slight mistake in combining the setting with the genre, because even though the gaming industry is to some extent about money (any industry- about money), but to a large extent also about “art”, and simulating people’s reaction to some combination of genres or the ratio of gameplay to story is perhaps almost impossible. As a result, we have the best game development simulator, simply because it is the only one (game dev story from mobile devices does not count), but it is very, very unrealistic. I understand that I’m now scolding an indie studio of two people, but I didn’t expect a GTA about game development from them, I expected at least a good one business simulation game, but got something more like a casual game on the phone. Verdict: It’s worth getting it at a 50-75% discount on sale if the topic is interesting and there’s nothing else to buy.

What awaits the player?

Game Dev Tycoon is one of the simulators made with high quality and at a high level. The main task for the player is to create his own game in order to ultimately become a leader in the gaming business. As expected, you will start creating from a small garage in the distant 80s, but you will not have a lot of money, so you will have to save on lunches and, in parallel with learning the art of game design, you will also need to make the room you rented cozy. Now it will be necessary to master new technologies, train new workers and develop the most popular games.

Successful completion

If you can’t get good reviews, are constantly going bankrupt and can’t correct your mistakes, then let’s look at the walkthrough in more detail:

  1. If you haven't made your own custom engine yet, it's best to use features like Basic Sound and 2D Graphics V1.
  2. First, try developing a game in the Sports Action genre. Set the sliders for stage 1, 2, and 3 as follows - 100/50/0, 0/50/100, 0/100/50.
  3. Now start developing the Military Strategy genre with the sliders set at the marks indicated above.
  4. If everything is done properly, then you already have enough money to start developing your own engine (custom) and approximately 100,000 in-game currency for expenses. After creating the engine, include 2D graphics V2 into it.
  5. After such manipulations, you should still have enough points left to start exploring the Racing genre.
  6. Now you will use only 2D graphics V2 and forget about all other programs, including basic sound.
  7. When developing Racing and Space simulators, leave the sliders in their previous positions.
  8. Proceed with Fantasy research, and then with subsequent development (the sliders have not changed).
  9. Now is the time to move on to developing the RPG genre and set the sliders to 0/100/100, 100/100/50 and 100/100/100 respectively. It will be possible to produce one game after another - medieval RPG or fantasy - but you should never release the same theme back to back. If you want variety, try creating Adventures, but keep in mind that this topic is more difficult due to the d/t balance. You won't have to do any more research in the garage.
  10. You can safely go to the office if you have V1 3D graphics available for development, as well as at least 2,000,000 in your account (if the game only recently went on sale, then 1,500,000 is possible).
  11. Now is the time to start managing personnel and train yourself to “make me think”.
  12. Hire 4 workers at once, preferably in quick succession. If possible, choose a candidate who has a low level of low Design/Technology, as well as more research and less speed.

Start by developing one game from each existing genre, this will give you access to Action and multi-genre games - this topic is considered the most difficult to properly balance. Do this before the balance starts working and you will receive > 30 D+T points.

Developed and published by Greenheart Games. The game begins in the 1980s, when the gaming industry was just emerging.

Game Dev Tycoon

Logo Game Dev Tycoon
Developer Greenheart Games
Publisher Greenheart Games
Date of issue December 10, 2012
Genre economic simulator
Technical data
Platform Windows, macOS, Linux, iOS, Android
Game mode single-user
Carriers digital distribution, Steam And Humble Store[d]
Control keyboard, mouse, touch screen
Official site

Game process

The player begins by giving a name to himself and his future company. Next, the player can create his own games by choosing the game theme, genre, platform and game engine. Also, consoles from well-known companies will be released over the next 30 to 42 years. Sony will be represented in the game as Vonny, Microsoft as Micronoft, Nintendo as Ninvento, Sega as Vena, etc.

Initially, the player begins to develop games in his garage, but can soon acquire 2 new offices. In offices, the player can hire other game developers and work together with them.

In the process of creating a game, the player distributes the development time for each element (at the first stage, the player chooses between “engine”, “gameplay” and “plot / quests”, at the second - between “dialogue”, “level design” and “artificial intelligence”, and on the third - between "world design", "graphics" and "sound"). After development is completed, the game is assigned a rating, which determines future sales.

During the game, the player accumulates research points, which he can spend on various research (for example - researching a new gaming topic) or developing developer skills. To use some improvements for various development elements, the player can create his own game engine.

Towards the end of the game (in the very last office), the player has the opportunity to create his own game console and open a laboratory for research.

Development

Reviews
Russian-language publications
EditionGrade
GameWay7/10

To start

Warning! A LOT OF LETTERS

There are many factors to consider when creating a quality game. This article will guide you on how to achieve this.

Typically, the goal of game development is to achieve a high score (preferably 9.5+). However, during development, your actions do not directly affect this score, but rather your game score. The game score (a hidden value that you won't see. Don't confuse it with so-called game reviews) consists of the sum of Design and Technology divided by the game size modifier (this compensates for the fact that a larger game takes longer to develop and accumulates more points) and multiplied by several quality modifiers. All these modifiers, as a rule, range from 0.6 to 1. Thus, reducing at least one factor reduces the total game score very significantly. The game score does not directly affect the game score, but is compared with the previous game score to calculate the game score (details in the next paragraph).

You can influence the amount of Design and Technology points outside of game development by exploring new areas (allowing your employees to gain more points by leading developments in those areas) and training employees or hiring new ones (this will increase their contribution to the common cause) while how you can influence all the quality modifiers during game development.

Good quality ≠ Good review!

First, you need to understand that a well-made game does not guarantee a good review (review score - also a table with reviews of publications).

In this game you compete exclusively with yourself, i.e. with your previous records (except at the very beginning of the game, while you are competing with game presets (base game records)). Your game score is compared to your best game score (allowing for an increase of about 10%-20%), and this is your final game review (aka "review score") (before the review score changes slightly at random). Therefore, in order to get a good review, you need to slightly increase your previous game score.

This is VERY IMPORTANT to understand:

To get good reviews ONCE, all you have to do is keep playing and no matter what you do, you will eventually get the game rated 9.5+.

In order to get good reviews every time, you must design games to consistently improve them, but not make them perfect. Each new one needs to be made a little better than the previous one.

Why should you care about creating high-quality games then? Then, it’s easier to make a high-quality game (with maximum quality checks) than to make low-quality games that are equally lousy (due to comparing the next game with the previous one, making something worse or better is not the best solution - editor’s note)

For example, in order to get a better quality game based on working with the sliders, you should not bet less than 20% during development (~3-6 per genre), never go higher than 20% (0-3 per genre), and apply more than 40% at least twice (~3-6 in genre).

However, in order to make a game of worse quality, you need to do the opposite, set less than 20% to certain topics (~3-6 per genre), more than 20% to certain topics (~0-3 per genre). So if you are aiming for the best quality, you have 60% freedom (slider value 60% of 100%, others not) in 2 sliders, 80% in ~1-4 sliders, 20% in ~0-3 sliders and 100% freedom in the remaining ~0-6 sliders, and if you go for the worst quality, you have 20% freedom in ~3-6 sliders, 80% freedom in ~0-3 sliders and 100% freedom in the remaining 0-6 sliders. So you have 500%-800% (of the total 900%) freedom in the first case and 360%-660% in the second case. So if you stick to the "best quality" rules, you have more creative freedom than if you stick to the "worst quality" rules.

For those who did not understand anything from the two paragraphs above, I will explain. Each game has three stages of development where you move the sliders up/down. At each stage, it is IMPORTANT to set the sliders in the correct percentage, because... this is a future modifier for receiving a GOOD REVIEW. So, for example, Action takes priority in development time over such parameters as Engine and Gameplay (and the engine is the most important of them). The History/Quests parameter here has a “negative” modifier. Thus, the time devoted to the Engine and Gameplay is set high (100 percent for the Engine, which has a modifier of 1, and 80% for Gameplay, since it has a modifier of 0.9), and 0% is set for Stories/Quests (since the modifier is 0.7 ). And we see from the bottom of the progress bar that we spend more than 40% of the time on the engine and gameplay, and less than 20% on History/Quests - this is exactly what is said in the paragraphs above: A “bad” modifier has little time for development, and “good” (with a coefficient >= 0.9) more than 40% (specifically by the progress bar, not by the sliders).

Even more radical rules in the genre/theme combination. There are great combos (with a quality modifier of one), and there are strange combos (with a minimum quality penalty of 0.6). So if you need to get a weird combo, you'll be very limited in what genre/theme you should choose (let alone making multi-genre games). However, if you are focused on creating Great Combinations, you have more freedom.

For example, Dungeon, Airplane, Fantasy and many other themes can create not only one worst Strange Combo (look at the table with + and -, there are only 2 minuses), but also 4 Great Combos (4 pluses ). In general, there are a lot of topics that give more Weird Combos than Great Combos (Game Dev, Superheroes with three Weird to one Great, Romance, Startups, Hospital and Surgery with a score of 2 to 1), then how most of them give more Great than Weird combos.

So this page will not help you develop a game that will get a good gaming review (that page with four numbers from gaming magazines/publications). She will tell you how to make better games, which in turn will help you get good reviews. If you're developing games of consistent quality (Great Combos, tech/design balance, no bugs), your game score will be based almost entirely on the sum of the Design/Tech points you see during development (the orange and blue balls on top), and, this way, it will be easier for you to judge how well you did (before you see the review).

For more information about reviews and how a game's quality is judged, see Review Algorithms.

Above all, avoid the following things:

  • Development of two games in a row with exactly the same theme/genre/second genre.
  • Development of a sequel or add-on (expansion) less than 40 weeks after the release of the previous version.
  • Development of a sequel using the same engine (does not apply to addons).
  • Developing a large game without using 2D graphics V4 (version 4) or higher/3D graphics V3 (version 3) or higher.
  • Developing a AAA game without using 3D graphics V5 or higher
  • Developing a AAA game without appointing at least three specialists in relevant fields considered important to the genre.
As stated above, the quality of the game is calculated as a combination of various modifiers, each of which is applied as a multiplier to the sum of Design and
Technologies. If we leave aside those mentioned above, then the following modifiers remain that affect the quality of your games:
  • Technology/Design
  • Sliders offset (percentage of time)
  • Genre/Theme Combinations
  • Trends (trend)
  • Errors (Bugs)
So, to ensure you create a high quality game (other than trend, which is somewhat of a random modifier), during development you should:
  • Get the correct final score balance between Design and Technology
  • Select a great combo of genre and theme
  • Choose a platform that matches your genre (or both genres in the case of a multi-genre game)
  • Identify and remove errors (bugs).
The game creation process can be divided into two main parts: pre-production and development.

Preparation for production.

During pre-production, when major game issues are being resolved, the following options are available:

  • Name of the game
  • Size. It affects the amount of time spent on development and its cost. It's hard for small games to score the average 10 points.
  • The target audience
  • Subject. General theme of the game (Military, Fantasy, Science Fiction, etc.)
  • Platform.
  • Game engine.
The choice of genre is the most important in the preparation process. Genre influences most of the decisions that will be made during the development process.

Theme/Genre Combinations

An important part of pre-production is choosing a theme and genre. Combining them can result in either a Great Combo or a Strange Combo.

Single-genre combinations

This table is based on the original game data.

Multi-genre combination

The only way to get a Great Combo for multi-genre games is to use two genres, each of which will receive a "Great Combo" according to the theme. This means that a theme like Surgery cannot get a “Great Combo” in multi-genre games (see table above, surgery only has one Great Combo combination).

Genre/Platform Combination

Each genre has its own popularity on each platform. Your choice of genre in relation to platform has little impact on game reviews. It has a greater impact on game sales. The higher the selected platform's sales modifier, the more you will earn.

This table is based on original data. (++) - Excellent fit, (+) - Normal fit, (-) - Avoid these combinations.

Combinations of platform and target audience.

You will receive messages from time to time about the suitability/non-suitability of the target audience and the selected platform. Your audience choice has a minor impact on Game Reviews. First of all, it affects the number of sales of your game. The higher the sales modifier of a given platform, the more you will earn from this audience.

Based on the original game data.

Fits good

Great fit

Avoid such combinations

Development stage.

Design sliders allow the player to control the allocation of time for various aspects of the project. The higher the slider is set in relation to the others (they can be viewed at the bottom of the game development screen), the more allotted time it will receive in the development process.

Shifting the sliders has two main consequences:

  • Allocating the allotted time affects the quality of the game
  • The amount of Design and Technology points added to the game during development is proportional to the time allotted for the corresponding part (for example, spending more time on the Engine will give you more Technology points, and time allotted to Story/Quests will give more Design points).
  • The quality of the game and the right balance of Technology/Design (the exact value you should aim for is based on the genre you choose) are very important when calculating the rating.
So, let's summarize - how to set the sliders:
  • Look at the table below and note the ratio of tasks and pros/cons fields for your genre (or combinations).
  • Make sure you set the slider above 40% of the allotted time on the plus fields at least twice throughout the development process.
  • Make sure to allocate at least 20% to positive fields and no more than 40% to negative fields.
  • Accordingly, adjust the sliders to stay within the 25% Tech/Design ratio to suit your genre (or combo) goals.
  • Remember that the bottom panel has three parts (located below the sliders), and that what matters is not how many percentages you assign to each slider. All of these values ​​(40% and 20%) refer to the approximate size of the portion of the box in the bottom panel.

For multi-genre combos, the values ​​are calculated taking into account that the first selected genre is half as important as the second.

The main point of multi-genre is the elimination of genre requirements - this gives you greater flexibility in using different possibilities. For example, the genres Strategy/Adventure and Strategy/RPG only have 3 fields with a "+" and the rest do not matter - therefore, if you make Strategy or RPG (as a single-genre game), you will have 6 fields with a "+" and one field for concern with "-". Therefore, multi-genre gives you more creative freedom when you combine genres in the right way. It's best left for larger and AAA games, as at lower levels freedom doesn't provide much opportunity.

Development for dummies

If you are absolutely clueless after reading the previous paragraph, and cannot understand how the game works, but want a simple solution, simply adjust the sliders according to the table below.

Please read this before using the table below.

Sliders are not the main way to get good grades - they are a combination of many factors. Some of them take into account previous reviews, your staff, the current year, genre per platform, etc., and the main one is your Technology/Design quotient. I'm not saying that the table is useless, but if you follow this table and your Tech/Design scores are not up to the desired values, then you will get terrible reviews every now and then because the quality of your games will be inconsistent - sometimes you will hit the mark With this table, sometimes you will be far from high quality, because instability leads to bad reviews. So please study the rest of the pages and read them while playing, or just have fun and make games the way you would like them to be. The table above with the "+" and "-" method is the best reference if you understand, what you are doing. Let's say your character has 300 Technology, 300 Design, 300 Speed ​​and 300 Research. Your 2nd worker has 500 Technology, 100 Design, 150 Speed ​​and 200 Research. The 3rd worker has 400 Technology points, 200 Design, 200 Speed ​​and 100 Research points. Your Technology/Design quotient will not work. Your technology will be high enough for most genres of games. Games of the genres RPG, Adventure, etc. will be released in poor quality (due to a poor Technology/Design ratio), while Simulations, Strategies will be of good quality (due to a good balance in their favor). If your employees have more design points than technology points, then the opposite will happen. So if you follow the table below, you'll end up with quality games in one genre or another, but subpar games in others, which means you'll get bad reviews and inconsistent game scores. You will never get consistently good gaming quality with this table after your first garage/office. You have two options, have fun and enjoy the game in the form in which Greenheart made it (editor's note - developers), or check the optimal Technology / Design ratio on the game's source data page, check the Review Algorithm, use tables with "+" and "-", use Good Combos, always keep an eye on the right audience and make sure the Technology/Design ratio is correct by dividing your workers between development stages.

Be careful - while this WILL work at the BEGINNING of the game, while you have one employee and few options, at the end of the game, when you have several employees and many opportunities, this table will not give you the maximum quality of games produced - it only will be a rough guide.

Specialization of training

Specializing in a specific slider requires you to meet the demands of technology and design levels. You can also train a separate specialist for each of the sliders. Great games require employees who are either design or technology focused, or a balance of both. Leave your generalists for the final development phase. Specialization costs 200 research points and 5 million credits per specialist.

Specialization requirement sliders:

Date of issue Version Windows: 1.5.8 Mac: 1.5.28 Linux: 1.5.28 dated May 19, 2016 Genre Simulator, real-time economic strategy Technical data Platform Microsoft Windows, Mac, Linux Game mode Single player game Carrier digital distribution And Steam System
requirements Operating system: Windows XP / Vista / 7 / 8 Processor: Intel Core 2 Duo - 1.8 GHz / AMD Athlon 64 X2 - 2.2 GHz RAM: 1 GB Video card: 128 MB (GeForce 6600 / Radeon X1300 XT) Sound card: DirectX9.0c compatible Additional: keyboard and mouse Free hard disk space: 155 MB Control Keyboard, Mouse, Touch Screen Official site

"Game Dev Tycoon" is a business simulator for a game company. The game begins in the 1980s, when the gaming industry was just emerging.

Plot

It starts with the garage, in the 80s, text games and two-dimensional graphics, and ends with the creation of online MMORPGs, bestsellers, and even his own console. In the process, you need to choose combinations of plot and gameplay, hire and upgrade staff, make and update engines, choose how much time to devote to different aspects of the game, advertise, and participate in exhibitions.

Purpose of the game

Achieve your company's success for 35 years. Open more and more spacious offices, create a laboratory and start producing your own console.

Game process

The player begins by giving a name to himself and his future company. Next, the player can create his own games by choosing the game theme, genre, platform and game engine. Also, consoles from well-known companies will be released over the course of 30-42 years. Sony will be represented in the game as Vonny, Microsoft as Micronoft, Nintendo as Ninvento, Sega as Vena, etc.

Achievements

The game has achievements, 33 in total.

Development

The game was created by Greenheart Games.

Developers' fight against piracy

The developers of Game Dev Tycoon decided to conduct an unusual experiment and make fun of those who prefer to download pirated versions of games. “A couple of minutes after we started official sales of Game Dev Tycoon, we immediately released a hacked version of the game online, which is almost identical to the licensed version with one important difference.” Users of the pirated version were in for an unexpected and unpleasant surprise - some time after the successful start of the virtual studio’s work, it was faced with a huge level of piracy, which led to bankruptcy. Tearful messages from pirates began to appear on the forums, asking developers and other players for advice, asking if it was possible to somehow combat piracy in the game, perhaps using some kind of DRM systems. However, it is possible that requests for the need for DRM tracking in the virtual world came from one of the developers themselves, i.e. gaining “scandalousness points” for themselves, because no one had ever heard of their company and game before

Steam Greenlight

The Steam community has approved this game and given it the green light. The release on Steam took place on August 29, 2013.

Game development

After you clicked the “Create a new game...” button, you will have to choose the name of your future game, select the size of the game, select the target audience, the theme for the game, the game genre, the platform and the game engine. When you have done all this you will need to distribute responsibilities between you and your workers, if any. During the development of the game, you will improve the game in terms of technology and design, as well as develop and raise excitement around the game. When you balance your game the way you want, you will be given experience points. When you finish the game, reviews from gaming magazines and companies appear.

  • The game has 4 game sizes - small, medium, large and AAA.
  • You can set 3 types of age restrictions: 0+, 6+, 18+.
  • The game has a lot of different themes for games.
  • You will be given a choice of 6 genres for your game.
  • There will be a lot of gaming platforms.
  • You can create as many engines as you like.