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Computer Tycoon News

The Epic Tycoon Collection + Beta Branch NEWS

Hi Tycoons,

I have some great news for all of you! :)

The Epic Tycoon Collection


I'm happy to announce The Epic Tycoon Collection! It is a collection of 3 titles including City Game Studio, Arcade Tycoon, and Computer Tycoon. I can wholeheartedly recommend these games to all of my players. What I especially like about the bundle is that all these 3 games are set in the same era, the 70s when games, software, computers, and consoles conquered our world.

The bundle is offered with a 15% discount, so if you ever wanted to create video games or run an arcade... then it is your lucky day!

https://store.steampowered.com/bundle/39131/The_Epic_Tycoon_Collection/

Beta


I'm working on my long to-do list to polish some critical systems for the next major update. I've finished the CEO Negotiations and the CEO Stuff systems - and got fantastic feedback from the community. Thank you again!
I will likely update the open beta branch next week (not the holiday version), so stay tuned!

The game will likely reach its beta state (meaning that all the features are done and prepared for starting localizations) this year! But I'm afraid that the localization process won't end in 2024. However, in the beta branch (in English only), you will very likely be able to play with a nearly completed version this year - and I will continue polishing the game until the big release day.

I will also write a longer post next week with more details and screenshots about what's coming!

Andris aka Progorion

CEO Negotiations TEST Version available

Hello Tycoons,

I'm happy to let you know that if you are interested in checking out what comes next then now you can. I've already tested a build with my Discord followers, but now I would like to allow a wider audience to try the new build.

The mentioned test version features the "CEO Stuff" and the "CEO Negotiations" systems and offers two new difficulty levels as well - along with other adjustments. Since it is a test version, it still doesn't have everything implemented from the next major update, so the experience isn't full (the biggest thing missing still is players being able to sue each other).

If you don't know what the CEO Stuff or the CEO Negotiations are, then please read my previous post here:
https://store.steampowered.com/news/app/686680/view/3645152208666166149

Would you like to play? Then you will have to activate a special branch on Steam to be able to download this version of the game. Don't worry it is not complicated. Just follow the instructions that you can find here:

https://steamcommunity.com/app/686680/discussions/0/4031350783733793401/


Consider this to be my New Year's gift to you! If you are here because of the festival and you are a hardcore strategy player then you are also more than welcome to try it!

Have a lot of fun guys and please let me know what you think about the test version! I will update the Wall Of Gratitude with the next normal update of the game, so it is a good opportunity to see yourself there - if you are interested in that, just send me feedback either here on Steam or on Discord.

THANK YOU! :)
Andris aka Progorion

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Holy! The game's text file is already longer than the first Harry Potter book... If you'd like to know more about localizations:
LINK

Heartfelt thanks to all of you and have fun! :)

* Also thank you so much for the reviews, they help a LOT! *
















Some earlier pictures, just because they are nice to look at! :)





Development Update

Hello Tycoons,

I wanted to give you an update on the progress I'm making since the last update was quite some time ago. I don't want you (especially those who are not on my Discord) to think that the game is dead. I acknowledge that I should communicate more frequently, and I promise to try!

The current state of the Steam Version


To understand what and why I'm changing and adding to Computer Tycoon, it might be helpful to discuss the current public version of the game. While CT is already enjoyable, certain areas could be improved easily. In the last updates, I aimed to make the game more balanced and interesting throughout the entire gameplay. I added aspects that allow you to use more strategies and introduced managers, which brought in more late-game elements and possible strategies. However, it also made the game "harder," especially for players returning after a long break. The reason for this is that managers can significantly increase your PP, RP, and LP output. So, if someone is not experienced with using managers, the increased output will be missing. While this isn't inherently a bad thing, it should be more suited for the "Hard" difficulty level rather than Normal. The game was already complex, and managers added even more complexity, which means the difficulty curve should be lowered to allow players more time to adjust.

The Manager bonuses need rebalancing for sure. I will likely halve the bonuses you get with the passive skills and, of course, lower the difficulty in other areas, mostly through adjusting prices and costs. This change will not only prevent the game from being excessively punishing when managers aren't used but also create more room for different strategies.

On the forums and Discord, I often mention that I know the game's balance could be improved. However, as long as I keep adding major features, I will have to redo the balancing again and again. So, there's that. I will rebalance things again with the next update. Eventually, when we have a set of difficulty levels, I will also consider implementing a custom difficulty option. But for now, the priority should be the presets as it will be really hard for me to collect feedback and data without them. New players need to play a few games first before they can effectively tweak the settings. (Additionally, I would like to have leaderboards later, and for that, we will need the presets too).

Sure, but what will be really new?


Okay, so I will have to balance things, for sure... but what else?

So... the last updates added new late-game elements, which is nice. But still, what do we do in CT? What are the "main activities"?

1 - We expand on the world map.
2 - Build infrastructure.
3 - Hire managers.
4 - Research technology.
5 - Look for games and software.
6 - Build better and better computers.
7 - Profit. GOTO 1.

I think these are the main activities, not counting stealing technology or spreading lies about our competition, etc. The most interesting/enjoyable parts of the game, I think, are the expansion and research. But after a while, you have already expanded into all new markets, and research slows down. Also, you won't need to build much anymore.

While your maximum manager count increases as you progress, you are only looking for a few new managers. You still have to manage them (if you are not using all of them passively), but still... you are left with:
4, 5, and 6.

This is not ideal. The game becomes a game of "waiting." So... I'm working on how this shouldn't be the case...

[h2]To the point, please... What will be new?[/h2]

Please bear with me! :)

So to keep the player making decisions and "playing," I could either add new features or optimize those that we already have. I will do both.

Optimizing what we have is practical since the game is already complex. I know that for many hardcore simulator/grand strategy fans, the game is not that complex, but for a significant percentage of the player base, it is. Complexity is nice, but depth is not equal to complexity... so I don't want to add things to the game that are not improving its core concept anymore. What I consider to be the "core" here, I will explain a bit later.

The most evident optimization possibility is changing how fast you can build out your infrastructure. Right now, all departments and all levels are done in the same amount of time... it is just that they are more and more expensive. This should change. If you can't have enough PP economically in the shortest amount of time when you need it... then you will expand slower. This means that you will both expand slower and develop your infrastructure longer. So... two of the "main activities" of the game will keep you busy for longer. At the same time, they will hopefully feel less of a chore (please guys, don't forget that you can build your infrastructure by using the sites window, you don't have to use the 3D view).

This will also make the game a bit more realistic, doesn't it? Well... I know that the more people I talk with the more opinions I get about everything haha. But even if it is not more realistic in your opinion (that bigger building upgrades should take longer than smaller ones), realism shouldn't be the only and primary goal of CT. Please remember that it is a hybrid game, a very unique one actually that mixes grand strategy and business simulation -> so I refer to it more often than not as a Business Grand Strategy.

[h2]So it is time to talk about the "core" of the game - and what a Business Grand Strategy is[/h2]

The first/original Early Access version of the game was extremely barebone compared to what we have right now... but it had the same core. It was already combining "Grand Strategy" and "Tycoon" elements.

[h3]What is a Grand Strategy Game? You ask... [/h3]

A grand strategy game is a strategy war game in which you manage the resources of your empire/kingdom and spend most of your time on a map and analyzing data and potential decisions in order to achieve political or military victory.

[h3]Okay and what is a Tycoon then?[/h3]

I think the best way to decide if we are playing a Tycoon game is (as there is more than 1 view on this...) to see if we are running a business or not. It is that simple. Are you running a business? Then you are playing a Tycoon game. It could be either developing a software company a game company... or running a coffee shop or an amusement park - hack even a dinosaur park. :)

[h3]And... what is a Business Grand Strategy then?[/h3]

A game where you run a business entity (a business empire if you like), manage its resources from a top-down view (no logistics micro, no production micro, etc), and spend a lot of time on a map where you see your empire/company grow and analyzing strategies to win.

And... the first version of Computer Tycoon was already doing that. Though you couldn't see the exact computers that your opponent made, you had a very different marketing system, you didn't have managers/offices, and you had a completely different expansion system... it was already fulfilling that description.

Then the community came and gave me a lot of motivation and feedback... and here we are... should I even list the additions of the past years? Please, don't ask for it, just look at all the updates. It feels kind of like an endless list already...

So what is missing then?

Well, other than the mentioned "waiting game" or "luck of things to do," basically that I hope to manage with the above changes... the game lacks immersion (!) the feeling of being there, being a CEO, AND something that is very important in Grand Strategy Games...

[h2]Player Interaction/Diplomacy[/h2]

Aka "The CEO Negotiation System".

If you are following my development posts, I'm sure you already know what this means here. But after all that long introduction, it is basically what you have in Civilization games or in Stellaris, or Master Of Orion 2... you will be able to talk with your opponents and make deals with them. Since this isn't a wargame... You can't declare war... but you will declare "rivalry"... or can sue your opponents if they steal technology from you, trade blueprints and technology... etc.

This is something that I still consider a core element of this new little genre I've created... and of course, an element of Computer Tycoon.

Why is it good? What does it look like?


Well, if you are not already inspired, just imagine... that you steal technology from Big and then sell it to everybody else... then he is upset, of course, and sues you... but you bribe the jury and his managers... and he is losing the case. Damn! Or he wins it!? And you go bankrupt because of this little maneuver... Is this familiar to you? Have you ever heard about that guy called Bill starting a micro company working in a garage? I think he might have lent a few ideas from his previous co-workers...

Or imagine that you are the market leader... you have the most advanced technology around... but then suddenly your previous research partners (Big and the other folks) tell you that they won't research with you anymore so they break their contracts with you... and as you are the only one who is left out... they slowly catch up... what's your next move? Maybe you should try to build better relationships with a few of them in hopes of contracting again. Or should be more offensive? There are battles you can't win by sword.

What if you could have some nasty market allocations? How about not selling in the USA anymore in return for another player not selling in a few other countries? Or... promising that you won't sell Home Computers... (while you didn't plan it anyways... hah, free money, right?) But then another player sues you for market allocations...

I think there is no other game that would let you do anything like that. In most other management kinds of games, you don't even see the products of your opponents, not to mention this. And this is my goal with the next update.

So... just more and more ways to make money?


Yes, but... but with the "CEO Stuff" feature, you will be allowed to burn all your hard-earned money... just as you could in real life... You will be allowed to buy a lot of stuff... like cars... airplanes... a house and a yacht and all that sweet stuff. Be aware they are expensive... and they do not affect the game in any way... other than wasting your money. But hey! Now you can't say that the only thing you can use your money for in a game is to make even more money... right? Will you be disciplined enough not to ruin your business to have all these useless items? We will see.

(I feel like this is a risky feature haha, I fear those who will hate me for adding something like this, but it is just something I wished for in so many games... and I've seen these wishes only, too... so... yeah, if you don't like this, just ignore it, please! The only thing that really happens is that you waste money and get a few compliments from the other CEOs, but your relationships with them won't be affected!)

And how is the development going?


I will post a few screenshots for you, but in a nutshell... unfortunately yet again it takes more time than expected. I'm really sorry about that, but I would like to deliver something good. If you are interested, you can join my Discord server where I will make a closed test as soon as it is possible (I will upload a development version into a beta branch on Steam).
The CEO Stuff System is already working, but the CEO Negotiations is still around 40-50% I'd say. The trading part works, and I'm adjusting things now around the research contracts. Then I will have to work on Gifting (but that is basically a barebone version of trading), and then on Market Alligations, Rivalry Declaration, and Friendship (Partnership if you like) Declaration, plus some extra windows, and then I will face at least again as much work as all these with the Jurisdiction/Suing mechanics.

I have documentation for myself for all these, so the system is more or less thought out already, but still, a lot of balancing will be needed and I'm changing things here and there. This is why I will also ask my community to playtest before I release anything on Steam.

Gameplay wise it means new ways to get technology, more ways to specialize, more ways to stay in business when you are in trouble, more ways to generate income, and more importantly... more feeling to the game, more immersion, more of that "I'm the greatest tycoon" feeling.

When it is done, I will focus on all the smaller tasks that are still left, (I wrote a lot of texts for the CEO Negotiations, and I'm still double checking them with a native speaker writer friend, but hopefully, it will be done at the end of testing). I will still have to do something about a lot of smaller aspects of the game (scenarios, random events), but we are slowly getting there...

to the beta.

The beta... in which you manage a computer empire, negotiate with your competitors, handle your infrastructure and your managers, coordinate your research, and design your products all from a top-down view in a living world-scale market while you relive computer history - with lots of humor and nostalgia.

This post is already super long, so I will just leave you here with a few pictures. If you have any questions, I'm at your service, guys! Thank you so much for all your patience and support, it means the world to me! Enjoy!

Holy! The game's text file is already longer than the first Harry Potter book... If you'd like to know more about localizations:
LINK


Heartfelt thanks to all of you and have fun! :)


* Also please, if you like my work, leave a review, it helps a LOT! *

















Some earlier pictures, just because they are nice to look at! :)





VERSION 0.9.8.03 IS OUT NOW

Hello Tycoons,


Please do share this or just leave feedback or a Review please - if you like my work! :) As a solo developer any feedback and help is greatly appreciated by me!

I'm happy to share with you this version of the game that I've been working on during the past months. Tho this version is still not the next big major update, it is a significant one and the last one as such before the last big major update.

The biggest additions to the game of the previous updates were the managers and the offices. The next major update will give you the CEO Negotiations and the CEO Stuff features (I just renamed "CEO Diplomacy" to "CEO Negotiations", don't worry). If you don't know what those will be, then in a nutshell the CEO Negotiations are going to be something that you have in Civilization games but with CEOs (you will make agreements about market rights, trade technology, etc.) and the "CEO Stuff" will give you the possibility to spend your money on useless things which might also trigger some random events or affect your relations positively with other players.
The main goal of those additions will be to make the game more immersive, making you feel more like a Tech CEO.

Now before that, I thought that it is important to polish the existing systems in the game, help new players and support the players' decision-making. Therefore I've added 3 new screens to the game and added extra hints, descriptions, labels/fields to existing ones as well and have changed the sales algorithm as well.


[h2]The Profitability Screen/TAB[/h2]



This new screen (which is actually a new tab on the Market Survey Window) helps you to know if you are profitable or not in a given market. Tells you how much you've spent here and why, and of course how much you make. The economy/business simulation behind Computer Tycoon is simplified compared to reality but is already way more complex than what most players are used to, and isn't trivial to comprehend - so we needed that one.

You don't just see the total income/total expenses and your total profits, but your profit per 1 million people in the market. This number helps you to compare the different markets' profitability. This helps for example in deciding where you should send your accountants to reduce taxes, or where should you stop selling computers when you don't have enough PP, or helps to decide if you should move to a new empty market instead of this one.

Some costs are averaged. For example, how much does a computer that you've just sold here cost? It depends on where it was manufactured, but when you think about the profitability of this market or another market, this shouldn't be a factor, as it is not dependent on this market. So, the production cost of your computers is averaged. But your Sales Tax or Reseller Cut is very specific to this market and isn't average. (If you hover over the labels on the screen, you will get explanations, don't worry).

Also, you see a Local Market Profit and a Global Company Profit separately. The difference is that the first one doesn't include any costs that are not directly connected to this market. For example, when you have to pay Salaries to Managers which are not working here or are not working where the computers that you sell here are made. But still, they mean an expense, and you should know if this country can pay for them. Right? Now it is also not a trivial thing, but the solution here is that you can see your "Local Market Costs and Profits" plus your "Global Costs and Profits", too - the latter including an averaged amount by those as well, where the proportion of these is dependent on the population of the country you are in. It means that your Global Company Profit being negative doesn't mean automatically that you don't make a profit here. It just means that if that was your only country, then you wouldn't and that this market might decrease your profit margin on computers sold.

Now obviously if your Local market Profit is negative, then you make a loss in that market, but it still doesn't mean that you cannot have a reason to be there (like simply pushing out your opponent for example).


[h2]The Alternatives Screen/TAB[/h2]



This screen helps you to compare your computer with other computers and also answers questions that might concern you when you'd like to know why your computer sells... or doesn't sell. You see the two most popular computers (of your opponents) sold in your markets, you see your and those computers' ranks in the different attributes and their price matrixes. But you also see how many markets you have where you are the sole company selling computers etc.


[h2]The Best Sellers Screen/TAB[/h2]



On this screen, you can see the 4 most popular computers in the given market, and a pie chart with the top 10, showing their sales figures. Before this screen you had to check where your opponents are selling, to know what computers you are competing with, in a market. This screen helps in that regard a lot. Tho after a while you will all sell everywhere, so it won't be so much of an issue, as the next major update will give you the ability to make deals with your opponents where you sell or don't sell, the screen won't lose its relevance then during late-game.
Also, that pie chart is just fun to see... isn't it? Of course, you can set which players and design types are shown on the screen.

I hope that these additions will greatly improve the playability of the game before I add new systems to it. Other than these, there are other smaller changes, such as a new little window giving tips on the research screen - and of course, I've fixed bugs as well.

[h2]Less Jumpy Sales Figures/Nerfed Manufacturing Managers[/h2]

Many thought that the sales figures were too volatile and too hectic in the earlier versions. Most importantly, when a new opponent entered your market, you could easily see your computer losing all its sales overnight. While it is normal to see drastic changes in sold computers when your opponent has just a way way better model than you (or a way cheaper one), it was indeed not realistic that the change happened instantly. Now I've changed the sales algorithms so that the change is gradual. You won't lose all your sales and also your opponents won't lose theirs either that fast. This immediately meant that you will have more sales, which had to be addressed - so it was of course balanced out.
Also, manufacturing managers were reportedly too OP. This wasn't only a problem because new players didn't know that and without a manufacturing manager it was harder for them to survive, but it also meant that Managers with Logistics Bonuses were meaningless. Now, I've halved the bonus coming from Manufacturing Managers and tripled the bonuses coming from Logistic Skills. Now it is worth it to actually have a Logistics Manager giving you way more LPs, as you can greatly reduce your taxes that way, too! Also, it offers the possibility to spread your "bonus" between markets instead of just decreasing your taxes in a single Market as with an Accountant Manager.

Of course, as always, here is a changelog for the new version, with all the bug fixes and changes and the usual pictures about the things coming later.

I would like to reach a beta version this year, so if you wanna be part of its testing, please join my discord server, where I will count on your feedback about it!


BUG FIXES

- The day/year label was inconsistent on the Manager Report screen for 2 tasks.
- On the Research List for some the ordering arrows didn't appear on 1080p resolution.
- If you have one in the testing phase, and you can only have one in the testing phase but competitors can launch multiple computers on the same day.
- After researching a technology the research bar in the top left will briefly show "No research in the queue" before showing the next tech that was already in the queue. I think that if you open the research queue before the tech has been fully researched the bar will move straight onto the next research without this erroneous 'nothing' message.
- After training the report said that now your manager has 4 experience points to allocate, while it should have said only 3.
- The accessories were not correctly added to computers and were messing with the cloning and polishing sometimes
- On the cash flow window only the values had hints, the icons didn't.
- It was possible to set more than 100 experience points on skills under some circumstances.
- You were able to click through the Market Information Window.
- The Market stats window showed bad values for reseller cut and sales tax since it was showing the summarized value for all players instead of just the human player.
- The Release Tab showed incorrect production cost value for computers as it included the costs of SPP generation as well.
- It was possible to create a CPU with memory added to it as cache, but not actually having cache on the CPU as not all CPUs can have a cache (only the ones after 386s)
- Russia was called the predecessor of the USSR – it is corrected to successor now.
- The tech delete button on the Research Queue says that you can delete a technology by double-clicking on its line, but it didn't do anything.
- UXGA repeated its text in research
- On the Computer List the data in the rows were not shortened so with high values it was unreadable. Fixed (now it looks like the Hardware List, values have different formatting)
- Multi-Core Feature on OS had a 5% performance boost per CPU core when used next to a Multi-Core CPU. The issue was that even tho this was described in its research description, there was no other indication about it on the Computer Designer screen - and in practice, a multi-core 128 CPU was more powerful than a Quantum CPU that has no multiple cores, so to the player it felt like a bug or at least a step backward. Therefore I've increased the speed of the Quantum Processor Technology and the CPUs after that one.
- The Refresh button on the Fan Distribution Screen was actually not refreshing the shown data. You had to change Tabs or close the screen to refresh things.
- When you had multiple issues with your computer prototype like a too-high price set, too-high temperature, not enough money to start the testing, etc. then multiple windows appeared at the top of the screen, but on top of each other, making them unreadable. Now only one pop-up message appears once.
- Lots of Text corrections

CHANGES

- I've changed the rate of how fast a computer can lose or gain sales (including the situation when an opponent enters your market). Many thought that it was way too sudden in the earlier version because when a really superior computer appeared next to yours you could lose 90% of your sales overnight. This is reduced now. We assume that people need some time to change their thinking/mind about a given model and they can stick to their chosen one for a while even when there are better alternatives out there already. This effect exists also when you just suddenly increase or decrease the price of your computer. But still, when you enter a new market with your computer, tho the computers sold there are not affected as dramatically because of your computer right the next day, still your computer will have roughly the same sale numbers during the first days, which will still also gradually decrease until its balanced just as earlier. Still a superior computer will push out other computers, and the effect is still dependent on the difference between the computers.
- I've created a new TAB/Screen to show what computers were bought in a given market yesterday. You can see the top 4 computers (ordered by sales figures) and a pie chart.
- I've created a screen on which you can see if you make a profit or not in a given market with all the required details. The most important values are also shown on the Market List.
- I've created a new TAB/Screen to show what alternatives your computer has, and in general why it sells as for some players it was hard to gather the required data until now. You can see the price matrix of your computer and the 2 most popular alternatives in your market, their ranks in the main attributes and how many were sold yesterday, etc.
- On the Fan Distribution Screen used to be a pie chart showing your user group distribution (the last one). Now it shows your sales distribution between user groups. The point of this pie chart was to show how many fans you have compared to other user groups, but the number of your fans is so low normally compared to normal user groups in your markets, that it was pointless to see. Now with the sales figures, it is actually useful as the impact of your fans there is visible.
- From now on the task Report Screen tells you who was the target (when stealing tech or spreading lies etc.)
- The computer list now shows how many computers were sold so far plus how many were sold yesterday, so you don't have to calculate this yourself.
- I've extended the tutorial with an extra line and changed the hints on the particular labels to make it more obvious that the Upfront Cost of designs is paid only once when you finish the design and not every time when you manufacture hardware or computer.
- I've altered a few Tutorial messages to be more straightforward.
- I've put a close button on the active/passive task selection window.
- From now on when you click on the “New” button the hardware list won't be closed so you can still see existing hardware parts in the list as a form of reference.
- From now on fully researched tech nodes and their lines are a bit transparent to make the research tree easier to read.
- I've added extra hints for shortcuts to the research tree and the research queue.
- I prohibit the player from starting a passive manager task before he/she has a site where the manager could be delegated.
- I've replaced the descriptions of multicore processors with 2 and 4-core processors as they were just too long.
- I've changed the technology name “Virtualization/Emulation” to “Virtualization & Emulation”
- I've altered the labels on the Computer Review Screen to show which magazine covers which user group.
- I have changed the ATA technology to be available for motherboards and removable media drives as well (PATA, SATA, etc. already were, which was confusing)
- I've added a close button to the Active/Passive Task selector window.
- I've created a little tips window on the research screen that changes its text as time goes on so that the player has a bit more idea about what he/she should research.
- I've added a hint on the “of the whole user group” label on the Customers Screen to explain what it means exactly.
- I've changed the order of the fields on the Site Manager, so that the first one under the “Next Level” label shows how much it costs to build the next level and also shifted the whole block of the next level a bit lower and made the titles bold, so it is a bit more separated from the rest.
- I've set back the base price of computers to 8000 by default instead of having 0 there. I hope that it will make players realize at the start that their base price can be as high as this even under given circumstances because beginner players (not checking the tutorial) tended to under-price their computers.
- I've altered the Active/Passive Task chooser windows so that only the Skill value (like 55/100) and the dynamic Time values are bolded, in hope of players realizing easier that different managers are good with different tasks.
- I've touched the Logistic Distribution Window to make it a bit more straightforward. (I've changed the labels and added a new hint)
- I mention in the tutorial when you have to get your first market, that you need to find a first market at least with a population of 30 million. It was necessary because many started in small countries with way fewer people in it which resulted in very low sales numbers of course.
- I've made the little numbers showing how many new unused pieces of technology you have on the Computer Designer Screen a bit bigger and bold as many didn't notice that they don't have to go into the actual hardware part to see if they have new technology for it.
- I've made the notification balls 50% bigger as they were too often overlooked by new players.
- I've added an extra note during the tutorial, that a bigger factory is always cheaper per computer produced. As players are often afraid of building a bigger one because of expenses! Now, this shouldn't be a concern anymore.
- I've added an unloading screen to the game to indicate that it is unloading (some thought the button is not working without it).


If you'd like to know more about the Managers & Offices update, you can read about it here:
LINK

Here is the game's roadmap that we created together:
LINK

Around 70% of this is already implemented in the coming version. With the next big major update I will focus on these:
- Talking/making agreements/trading parts with the opponents (a.k.a. "CEO Negotiations")
- More immersion with random events and potentially manager requests
- The "CEO Stuff" screen, where you will be able to spend your hard-earned billions

This is the point when the game will reach 1.0, and I can start working on Localization and Steam Integration, etc.

If you'd like to know more about localizations:
LINK

Heartfelt thanks to all of you and have fun! :)







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Pictures from the future (not part of the advertised version)

VERSION 0.9.7.13.h01

Hi Tycoons,

It is just a fast hotfix this time!

This version is fixing a bug connected to the "Market" and "Polish" buttons on the Computer Designer. Because of this bug, you couldn't have 2 computers being tested at the same time.

Have a very nice day! :)