r/ManagementGames • • 2d ago

Under New Management!

20 Upvotes

Hi,

ManagementGames has been dead for too long, and deserves to have it's own dedicated sub, and so I'm hoping to take over and revive it so we have a place to talk about and post about our favorite management games. Welcome back from the void.


r/ManagementGames • • 2d ago

ManagementGames Lounge

3 Upvotes

Use this space for random chat about the sub or about your favorite games!


r/ManagementGames • • 6h ago

Cinematic Business: running a movie studio, balancing the budget, and chasing both reviews and box office (free demo)

1 Upvotes

Hi everyone, I'm developing Cinematic Business, a movie studio management sim for Windows. The starting idea was a Football Manager-style game in a different setting: building a film studio rather than a football club.

The management decisions run from choosing a screenplay and negotiating with a director to casting, production, post-production, marketing and distribution. Rival studios make and release films too, so your projects are part of a wider film industry.

One tension I wanted to explore is that critical success and commercial success are different goals. In the demo run pictured here, The Spare Key received 2.5 stars but brought in $32.05M in box-office revenue against a $13.58M production budget. That revenue is the film's box office, before the producer/distributor split, rather than cash going straight into your studio.

The free Steam demo lets you make up to three films, with an in-game calendar limit of January 1, 2027. It supports English, Polish, German and Spanish.

Demo: https://store.steampowered.com/app/4675260/Cinematic_Business/ — use Download Demo; no test key needed.

I'm gathering feedback before Early Access. If you give it a go, I'd be interested in which decisions felt meaningful and where the game needed to explain the numbers better. Notes from a single film are useful.

AI disclosure: the game includes pre-generated AI-assisted artwork/portraits, music and fictional text, plus AI-assisted translations reviewed by me. This post was prepared with AI assistance. There is no live AI generation during play.


r/ManagementGames • • 1d ago

Foundry: a business management game for iPhone

2 Upvotes

Hey everyone, I’m the developer of Foundry, a business simulation for iPhone partly inspired by Game Dev Tycoon and the management games I grew up playing.

You choose an industry and start a company, then research technology, develop products, set prices and manage teams across international markets. Different markets have different levels of wealth and preferences, so pricing and expansion involve more than applying the same approach everywhere.

Rival companies operate within the same economic simulation, with the same rules and information available to you. There’s also a card system that lets you influence events, support your business or disrupt competitors. They have access to those cards too.

One mechanic I wanted to explore was being accountable to a board. You’re the CEO, and directors assess your finances, customers, workforce and strategy. Poor performance can trigger a recovery notice and, if you don’t turn things around, a vote to remove you.

For anyone interested in having a look:
https://apps.apple.com/app/id6815845841


r/ManagementGames • • 2d ago

we made a really detailed basketball management game

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2 Upvotes

hey everyone

we've been building a basketball gm game called HoopSim for a while now and we think it's finally at the point where we want people who actually love this genre to try it and tear it apart

the short version... you run a pro club. draft, trade, sign guys, set your depth chart, set your game plan, and the sim plays out every game possession by possession off your decisions. full box score, full play by play, and you can watch any game back in 3d

the part we're most excited about is the other 29 gms. in every gm game we grew up playing the cpu teams were basically a trade screen that said yes or no. in HoopSim every other club is either one of your friends or an AI gm. you can dm them and ask what it would take for a guy, they'll name a price, you counter, they hold firm or give a little. they also post in the league chat and talk trash after games lol

the AI only does the talking though. the actual yes/no on a trade comes from the trade engine with real cap rules, so you can't sweet talk anyone into a bad deal. same with the games... the AI never touches the sim

**the engine**

every game is simmed one possession at a time. it's not "team A rating vs team B rating, roll a final score". each trip down the floor looks at who's actually on the court, who's tired, your game plan (pace, motion, how many threes you want, pressure, man vs zone, all that) and then plays it out. who brings it up, who gets the shot, from where, how contested, did it go in, who got the board, fouls, turnovers... all of it lands in the play by play

- minutes and fatigue matter. play your star 46 minutes and he's gassed by the 4th and it shows

- foul trouble, foul outs, injuries mid game, subs

- paint your own rotation chart minute by minute and the sim follows it. there's a slider for how strictly... 0 is "coach's feel", 10 is to the second

- every shot gets an expected value based on the look (zone, contest, clock) so after a game you can see if your guys just made tough shots or actually got good looks

- player roles, coaches and team chemistry all nudge things too

- small one but if you dm your player some encouragement before a game he plays a little more confident lol

**how we make sure it's actually realistic**

honestly this is the part we're proudest of. we keep a staging copy of a real league and run 1000 game batches against it, then compare the league averages to real pro numbers... points, pace, 3pt rate, turnovers, assists, ft rate, blocks, blowout rate, ot rate. when something's off (we were taking way too few threes for a while) we trace it back through the engine, fix it, rerun the batch and compare before/after. if the numbers don't move the right way it doesn't ship

it's not perfect yet. scoring is still a little low and turnovers a little high, so if something looks off in your box scores tell us

a couple things that testing caught...

player development. we wanted to know if a random bench guy could ever become a starter, so we simmed hundreds of offseasons and followed every player for 5 years. answer was no... zero breakouts. it also turned up a bug where potential changes weren't actually random (the same player got the same result every single time). we fixed that, added real breakout seasons for young guys who outplay their rating, and reran everything to make sure it didn't turn into a league full of superstars

ratings. if you load a real roster file, it's built from public stats and we audit the output. one audit caught big men getting elite jump shot ratings because the formula was reading their dunk heavy fg% as shooting skill. nobody on our team spots that scrolling 600 players, a script comparing ratings against shot data did

**the 3d replay**

the 3d isn't a canned animation. the engine writes about 500 events a game (shots with zones and quality, passes, rebounds, fouls, subs) and the replay turns those into actual movement. pick and rolls with the real coverage (switch, drop, hedge, blitz), cuts, post ups, fast breaks, ball flight on the shots, players at their real relative heights

the 3d doesn't decide anything. the game is already decided and the replay has to match it exactly. we test that by replaying a game, adding up the points and rebounds from the animation, and they have to equal the box score. same game, same seed, same replay every time. so the dunk you see is the dunk the sim rolled

**some other stuff gm sim people might care about:**

- nobody sees true ratings. your scouts grade players and some scouts are better than others

- real cap rules on trades... aprons, bird rights, 3 team trades

- a desktop view called Atlas where you can break down any game... win probability, shot quality vs expected, who was on the floor for every run

- play solo or start a league with friends and drop one invite link in the group chat. any team nobody takes goes to an AI gm

- commissioner tools if you're the one running the league

- the league gets its own paper + reporters who ask you for quotes

- a 1 on 1 mode where you call plays live against another gm

- players are fictional by default so every name you see is made up

- runs in the browser and on your phone, and your league saves on the server

**on AI, since someone's gonna ask**

yes AI helps us build this, we'd rather just say it up front. but AI doesn't design the game and it doesn't decide what's realistic... the numbers do. we decide what the game should be, AI helps build it, and then we try really hard to break it. measure, compare, fix, measure again. honestly most of our AI use is testing and auditing, not writing features. it's basically a research team that runs experiments way faster than we ever could by hand, which is also why updates come out so fast lol

slop is asking an AI to "make a basketball game" and shipping whatever comes out. this isn't that

**what it costs**

the game is free, no ads, nothing pay to win. the AI conversations are a paid add on (7 day free trial) because running them costs us real money every day, but everything else works without it

play it here: hoopsim.app

we're a small team so honestly any feedback helps. what's missing, what's broken, what feels off compared to the gm games you already play. we'll be in the comments, and the sim side is our favorite thing to talk about


r/ManagementGames • • Aug 25 '22

Metro(UK): Two Point Campus review – university life is a joke

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5 Upvotes

r/ManagementGames • • Aug 25 '22

PC Gamer: Railway Empire 2 takes the train simulation cross-continental

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3 Upvotes

r/ManagementGames • • Aug 25 '22

Washington Post: Are video games recession-proof? Sort of, experts say.

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1 Upvotes

r/ManagementGames • • Aug 25 '22

Kotaku: Arcade Paradise Is A Game About Lying To Your Dad For Fun And Profit

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1 Upvotes

r/ManagementGames • • May 16 '22

Screenrant: Adorable Apico Bee Simulator Will Help Save The Bees[PC / Console]

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3 Upvotes

r/ManagementGames • • May 16 '22

City builder survival management sim "The Wandering Village" concept and dev interview[PC / Console]

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2 Upvotes

r/ManagementGames • • Apr 15 '22

CNet: Flat Eye Is a Game Where You Manage a Gas Station -- and Decide the Fate of Humanity (PC)

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2 Upvotes

r/ManagementGames • • Apr 15 '22

Techspot: Google's latest browser game lets you build and manage a quantum computer

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1 Upvotes

r/ManagementGames • • Oct 30 '21

PCGamesN:Moons of Ardan mixes Factorio and city builders in space

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3 Upvotes

r/ManagementGames • • Oct 30 '21

IBJ: MIT’s ‘Beer Game’ explains panic’s impact - Indianapolis Business Journal

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1 Upvotes

r/ManagementGames • • Oct 30 '21

Kotaku: Amazon's New World In Deflation Crisis, Players Start Bartering

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1 Upvotes

r/ManagementGames • • Oct 30 '21

Gamasutra: Simulation game Power & Revolution 2021 Edition released for macOS

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1 Upvotes

r/ManagementGames • • Oct 01 '21

Phys.Org: Applying game-based learning to animal disease preparedness

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1 Upvotes

r/ManagementGames • • Oct 01 '21

Grand Tactician: The Civil War (1861-1865) REVIEW - Clunky History [PC]

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1 Upvotes

r/ManagementGames • • Oct 01 '21

WIRED: Cozy Management Games Remind Us How to Care

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1 Upvotes

r/ManagementGames • • Sep 08 '21

El Pais: When playing video games becomes a full-time job

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1 Upvotes

r/ManagementGames • • Sep 08 '21

VentureBeat: Zebedee raises $11.5M for Bitcoin payment systems for games

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1 Upvotes

r/ManagementGames • • Aug 27 '21

Slate: The Venezuelans Trying to Escape Their Country Through Video Game Grunt Work

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2 Upvotes

r/ManagementGames • • Aug 27 '21

Why An Open Metaverse Economy Might Be Coming Soon To Our Future

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1 Upvotes

r/ManagementGames • • Aug 05 '21

Blooming Business: Casino Uses Cute Animals To Dissect Casinos' Predatory Nature

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3 Upvotes