r/ManagementGames • • 9h ago

Brewhaven is a colony/brewing/tavern management game where you make magic combat beers and run the tavern.

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3 Upvotes

r/ManagementGames • • 19h ago

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

2 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 • • 1h ago

I'm making Thrift Hunter, a secondhand-shop sim about deciding what's worth fixing

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• Upvotes

Hi! I'm the developer of Thrift Hunter, a small single-player secondhand-shop sim. This is a 94-second trailer from the current build.

Each day, you choose which old objects to buy, inspect their faults, and decide how much time and money to put into repairs. Tool cards and repair steps share a limited working day. You can then choose a buyer or commission, or spend more time following clues about an object's past.

After watching, is it clear what you'd actually be doing day to day? I'm especially interested in whether the tool cards make sense as part of the shop loop. If something lost you, a timestamp would help.

Would you consider buying a game built around this on Steam once it's finished? What would you need to see before deciding? I'd appreciate hearing what feels unappealing or too thin as well.

Only the first town is playable right now. The later chapters and rarities shown at the end are plans.

Audio note: some of the background music was generated with MiniMax.