In Game Dev Tycoon you replay the history of the gaming industry by starting your own video game development company in the 80s. Create best selling games. Research new technologies and invent new game types. Become the leader of the market and gain worldwide fans.
User reviews: Overwhelmingly Positive (19,022 reviews) - 96% of the 19,022 user reviews for this game are positive.
Release Date: Aug 29, 2013

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About This Game

In Game Dev Tycoon you replay the history of the gaming industry by starting your own video game development company in the 80s. Create best selling games. Research new technologies and invent new game types. Become the leader of the market and gain worldwide fans.

A journey through gaming history


Start in the 80s
Start your adventure in a small garage office in the 80s. Enjoy the hand-crafted level design while you develop your first simple games. Gain experience, unlock new options and create your first game engine.

Create games your way
In Game Dev Tycoon the decisions you make during development really matter. Decide which areas you want to focus on. Does your game need more gameplay or should you focus more on quests? These decisions will have a major impact on the success of your game.

Grow your company
Once you have successfully released a few games you can move into your own office and forge a world-class development team. Hire staff, train them and unlock new options.

Make larger more complex games
With experience and a good team, you can release larger, more complex games. Larger games bring new challenges and you will have to manage your team well to deliver hit games.

Features


  • Start a game development company in the 80s
  • Design and create games
  • Gain new insights through game reports
  • Research new technologies
  • Create custom game engines
  • Move into bigger offices
  • Forge a world-class development team
  • Unlock secret labs
  • Conduct industry changing products
  • Unlock achievements
  • Modding support
  • Workshop support
  • Community translations for German, Spanish, French, Portoguese (Brazil), Russian, Czech, Swedish, Dutch and Italian are available through the in-game menu.

The full game has many more features which are not listed here to prevent spoilers.

System Requirements

Windows
Mac OS X
SteamOS + Linux
    Minimum:
    • OS: Windows XP SP3
    • Processor: 2 GHz dual core
    • Memory: 2 GB RAM
    • Graphics: Hardware Accelerated Graphics with dedicated memory
    • Additional Notes: minimum resolution of 1024x768
    Recommended:
    • OS: Windows 7/8
    • Memory: 4 GB RAM
    • Graphics: Hardware Accelerated Graphics with 1GB memory
    Minimum:
    • OS: Mac OS 10.7.5+
    • Processor: 2 GHz dual core
    • Memory: 2 GB RAM
    • Graphics: Hardware Accelerated Graphics with dedicated memory
    • Additional Notes: minimum resolution of 1024x768
    Recommended:
    • OS: Mac OS 10.8
    • Memory: 4 GB RAM
    • Graphics: Hardware Accelerated Graphics with 1GB memory
    Minimum:
    • Processor: 2 GHz dual core
    • Memory: 2 GB RAM
    • Graphics: Hardware Accelerated Graphics with dedicated memory
    • Additional Notes: minimum resolution of 1024x768
    Recommended:
    • Memory: 4 GB RAM
    • Graphics: Hardware Accelerated Graphics with dedicated memory
    • Additional Notes: minimum resolution of 1024x768
Helpful customer reviews
418 of 464 people (90%) found this review helpful
497 people found this review funny
6.3 hrs on record
Posted: December 4, 2015
Named my company Valve,

released a game called "Half Life"
was an instant hit 9/10 overall rating!


Released a sequel later called "Half Life 2"
again, instant hit 10/10


Waited many years and released a third sequel "Half Life 3"
everyone hated it, I got a 3/10

Less than a year later, my company Valve went bankrupt.


Is this a sign? Does Valve know already? WILL HALF LIFE 3 KILL VALVE?



10/10 would develop number 3 again
Was this review helpful? Yes No Funny
606 of 720 people (84%) found this review helpful
776 people found this review funny
13.0 hrs on record
Posted: September 19, 2015
Starts off
Makes a game which is surprisingly successful and makes 2m
Moves into the office
Employs people
Does really well
Make a city action game to mimic GTA V
Go bankrupt because it's a bad combination

11/10 would get punished for being unoriginal again.


In case you weren't happy with my review, here's a kickass recipe for chocolate brownies:

Ingredients

250g unsalted butter
200g good-quality dark chocolate (70% cocoa solids), broken up
75g dried sour cherries, optional
50g chopped nuts, optional
80g cocoa powder, sifted
65g plain flour, sifted
1 teaspoon baking powder
360g caster sugar
4 large free-range eggs
zest of 1 orange, optional
250ml crème fraîche, optional

Preheat your oven to 180°C/350°F/gas 4. Line a 24cm square baking tin with greaseproof paper. In a large bowl over some simmering water, melt the butter and the chocolate and mix until smooth. Add the cherries and nuts, if you’re using them, and stir together.

In a separate bowl, mix together the cocoa powder, flour, baking powder and sugar, then add this to the chocolate, cherry and nut mixture. Stir together well. Beat the eggs and mix in until you have a silky consistency.

Pour your brownie mix into the baking tray, and place in the oven for around 25 minutes. You don’t want to overcook them so, unlike cakes, you don’t want a skewer to come out all clean. The brownies should be slightly springy on the outside but still gooey in the middle.

Allow to cool in the tray, then carefully transfer to a large chopping board and cut into chunky squares. These make a fantastic dessert served with a dollop of crème fraîche mixed with some orange zest.
Was this review helpful? Yes No Funny
297 of 344 people (86%) found this review helpful
265 people found this review funny
5.2 hrs on record
Posted: August 25, 2015
8/10
Game Dev and Simulation is a great combination.
-Star Games
Was this review helpful? Yes No Funny
220 of 258 people (85%) found this review helpful
252 people found this review funny
112.6 hrs on record
Posted: August 31, 2015
I made crappy knock offs and called myself "Crappy Knock offs inc."
Who remembers people as "Sunny the hedgehog" and "Romeo the plumber" such iconic people.
10/10
Was this review helpful? Yes No Funny
198 of 288 people (69%) found this review helpful
26 people found this review funny
20.8 hrs on record
Posted: August 15, 2015
Yes I like the game.
But I really dislike some part of the mechanics.
If possible, I would rate this neutral. As I can't do this, I decided for negative.

The problem is: when I just mark this review as "positive", no one ever reads about negative remarks in this game. But currently there is barely any negative rating or posivite review with a "contra" that has more content than "I don't like this" (although there a quite a few funny ones ;) ).
So I write this to show people like me, who read negative comments first, that this is a good game in general. But still not 100% recommandable.

Also, after reading the wiki about the rating mechanic, I really thought about stopping to play. Unfortunately (?), I'm kind of a perfectionist, wanting to finish the game at least once...



Simulator + PC = Great
Everyone/Mature + PC = Great
Design: 100, Tech: 80


That's basically the main flaw of the game:
The Design/Tech Ratio. Design is great / Mechanics, for a sim, not!




Design:
* Love the artwork, the productive bubbles and sound.
* Also love all those somewhat ironic texts, scam mail ( I am nubian princess with lots of money for you :D ).
* And fu**** love all those hidden references to lots of games and even movies (seriously, back into the future!)
* Nice touch with moving from garage to office to bigger office and lots of things you can do.
*And, of course, the relation to real world PC and Console over the past 30 years.

Awesome, guys!



Tech:
* Great Sound
* Beautiful graphics.
* Moving around feels a bit sluggish and menus not always responding, but that's still ok.


Aaannd here comes the big fat but (one "t" only):
The calculation of game scores.




1) As you're the only company in this game, your scores are always calculated against your own.

This effectively means 2 things:
- You need to improve your score from game to game. Not too fast, only steady improvements. So if you make some awesome RPG with great Tech/Design ration and then an potentially great Simulation - the latter needs to have a bit better Tech and Design values (according to ratio) than the previous game.
- That leads to times where it is better not to make a huge jump in quality, as it then is harder to improve further. But instead to leave bugs in the game for decreasing it's rating, and making it easier for the following game topping the score again.

This is a really annoying part of the game in my opinion, as you cannot focus on good values and features, but might have to "sabotage" your efforts if you see the game might be "too" good.
Maybe something regarding the engine features would've helped here (like a new game should not miss certain features games before from the same genre had )



2) Tech/Design ratio mechanic

No matter how great your design or your tech is, you will get bad scores if the ratio is not perfect enough.

In general this makes kind of sense, as a simulation needs more tech focus than a casual game.
But let's see this: I make a 10/10/10 game with 100 tech and 160 design (like RPG). Then I make another RPG with 200 tech and 250 design afterwards. This will get worse ratings than the previous, as the ratio is not 1.6, but 1.2.
So lots of improvements, yet the game sucks. Ah-hah.


2.5) This is especially annoying if you take the sliders into account, as the granular settings mean nothing (which maybe could've eased up the previous problem).

After you make a lot of post-release game research, the game tells you how important one thing is for what kind of genre. Like Action games have a "+++" (very important) in sound, whereas RPG only have a "++" (for example, don't remember exact values right now).
But when developing a game which needs a ratio, let's say, 1.5 (more design than tech) and you have only a ratio of 1.0 in the end of the 2nd development phase...The sliders might tell you that you should put "++" in tech (e.g. sound) -> but when doing so, you will usually get an even worse ratio!

In the first playthrough I failed in the 2nd office, because after having a couple of successful games, where I adjusted the sliders to my general game knowledge, I used the slider recommendations (e.g. --- for nothing, +++ for full, ++ for half) and now the ratios were complete wrong.
In no tutorial or whatsoever I found the reason for my mediocre games.


Only after reading a couple of wiki pages about the ratio thingy I started to ignore the game recommendations and only adjusted the sliders depending on ratio I needed. Which is usually 100% for 2 of them and 0% for another (even if that 0% is according to game "+++" !)
That's it. Combine this with a couple of staff trainings after each great game and you're done.



3) Sequels

Making a Sequel in nearly 1 Year after another brings BAD scores.
(if it's around <1 year - did not measure exact amount of weeks).

Like 1/1/1 BAD scores.
Unless you use a major upgraded engine. Then you might get a 3-5.
Not major upgrading the engine for a sequel in general is also bad, even if the previous game was made a couple of years ago.

Really?
Ever heard of Call of Duty? Or Fifa? Or... ;)



Summarum:

Great game!
If you like sim games, definitely get it.

But there is still room for improvement!
Try a better tech/design ratio next time, Greenheart Games.
And remember to upgrade the Engine and wait >1 Year or so ;)



PPS:
If you're bankrupt some text similar to this appears:
"Fortunately, Electronic Mass Productions has bought your studio.
Fans cry and bury their hopes."
- Guess the reference :D






UPDATE Dev Response 2016-01-26

First, thank you for your comment.
Glad to see that you care even about an older game here on Steam :)


I believe you when you say you changed that behavior.
Which, however, confuses me somewhat: as I did play this game some time after the Steam release (and only installed it then), most of your tweaks should've been in there by then.

When using said imbalances I found in the wiki, as outdated it might be, to my favor, I was:
* able to consecutively get great game scores (>8 average) while not listening to (most of) the ingame +++/--- report evaluations
* failing most of my games (<=5 avg), when listening to the evaluations -> common in the last dev phase, where the ratio gets fu.. mixed up.
* feeling that, beside said sliders, most other things like engine features had diminishing influence
* still having that first game after every 9,x hit which was 90% of the time way worse in game rating (esp. when not having a real perfect ratio). Best seen after a hit or having very high scores, for example, right after adding a good team member and/or lots of staff training in one go
* seeing sequel mechanic somewhat lacking

Maybe my wording in this review here was somewhat biased in the end after reading about everything. Too much time since then, can't really recall, sorry.
Still the mechanics (and my "what the heck am I doing wrong?") at that time where the reason which lead me to even look into a wiki in the first place. So in the end my experience was still the described one:
Where I found the core tech/design mechanic to be too indistinctive about the seemingly huge possibilities of not only slider adjustments, but also team, engine etc. Thus making my game scores a total mess or, after reading and comparing my own game scores, very predictable.


That being said:
Your are mostly right, that those problems are somewhat overstated for many players. Which is also the reason I still say that simulation fans should still try it. And I really hope your game (still) is a success.
Just for some players like me, these issues are like an itch in the eye you just cannot ignore.
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A developer has responded on Jan 26 @ 12:44pm
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