Tech Executive Tycoon is a simulation, strategy, role playing game that places you in the seat of CEO and entrepreneur of your very own tech company. Can you take your company to the top with top of the line products? Can you command a world class group of employees?
User reviews:
No user reviews
Release Date: Releasing 2016

Sign in to add this item to your wishlist, follow it, or mark it as not interested

Available: Releasing 2016


Recent updates View all (47)

October 11

Bi-Monthly Update #24

Hello everyone, here I am for another bi-monthly update (Please see: Today I want to discuss a bit about the game development path that you can choose to take in Tech Executive Tycoon. As you know there are currently a number of product types that you can create to sell to your customers. Game development just like the others has its own style of gameplay to go along with it. So let’s talk about a few of the things that cover this path.

When creating a game, you must first consider what genre of game you wish to create. We plan to have a very wide variety of genres to allow you to choose from. Shooters, role playing, strategy, etc., just to name a few. The genres will have an impact in the game as there are fans for each, some more than others. You will have to also consider the popularity of the genre for whatever time period or trends that are currently taking place in the game. This is a good time to say that it will be beneficial to stay up to date on world events in the game.

After selecting the genre, you will need to consider the game engine that you will use to create the game. You will have to choose from a list of currently available engines in the game world, or the game engines you might have created yourself. Later, we will discuss this further. The game engines are a huge part of the process as they determine the max level technology your game can potentially reach. The game developers on your payroll working at the studio(s) will be responsible for making the game reach its full potential. To explain further, a game engine is the key to the full potential that a game can reach in the different aspects of what makes up a game.

Let’s discuss that a bit further. A game will have a few or all of the following to varying degrees:

  • Art / Graphics (Visual Quality)
  • Animation / Environments (Bringing the game to life)
  • Sound Design (Music and Sound FX)
  • Story (Narrative)
  • Multiplayer (Networking)

So naturally a game engine has to create the capabilities and framework for the game developers to maximize these areas of the game that they are creating. So here is a near final list of what the
game engines will do/provide to your dev teams in the game:
  • Input – Game controls
  • Graphics – Art Rendering
  • Sound – Music and Sound FX
  • Networking – Multiplayer aspects
  • Physics – Animation and Immersion
  • Performance – How well it can perform when pushed to the limits
So as you can imagine, if you have the greatest game development teams using a not so great game engine, they may be able to pull out every bit of potential from it and can make some very, very awesome games, however they will be capped based on the technology limitations present. If on the other hand you give them a next gen game engine, they might be responsible for the next gaming marvel. Now that doesn’t mean you will always need the latest engine to make great games as mentioned above, on the contrary with good developers you can make old game engines create great games. However, the idea is that when or if you decide that you want to push the gaming industry forward technology-wise, making games on older engines will absolutely get in the way of that goal.

CornerDeskHow do you create game engines? Well in this game, your game developers (Artists, Animators, Sound engineers, writers and game designers) will NOT be the ones to create them. Your dev team uses the game engine; they do not create them. Your software engineers will be the employees of choice for this task as it is quite the technical undertaking. Whereas game developers are focused on using the tools (game engines) to create great games. So software engineers create productivity software and the coding aspect of game development. In this game—game engines are labeled productivity software and not games. So to reiterate, software engineers are responsible for coding your gameplay for games, so they are indeed completely involved in the game development process. Your game dev roles however are more design focused. Software engineers are your coders across the board from games to all software that you can create in the game. So that means you can have an awesome game idea, with great graphics, animations, environments, sound and story… but horrible gameplay and bugs if your software engineering teams are subpar for the task of bringing it all together.

After this your dev team takes over and begins to focus on each aspect of the game being created. The artists that you have hired at the studio you designate to create the game will begin working on the art style you have chosen for the game. So you will still be making all of the choices regarding the development of the game from art style to the sound technology you wish to have. The skill and experience of the team members will be directly tied to the level of quality that is in the final game.

You will have to be mindful of the type of games you wish to create in advance of hiring because not every artist is created equal. So you will have artists who are good at different art styles over others. So if you wish to create a game using pixels over vector art, you might want to hire an artist with those skills and experience. More on this later.

There is more involved but this is a small bit of the process of creating a game in Tech Executive Tycoon. I don’t want to give it all away so we will show more a bit later. As always, thanks for reading!

4 comments Read more

September 27

Studio Update!

Hello Everyone and welcome to another of our weekly updates!
This week we’re providing a studio update. Up to this point we have discussed quite a bit about game-play features and many details regarding the inner mechanics of the game. Today, I want to provide a bit of information regarding our progress toward completing the game, what’s left to do and our plans for reaching the release date of this game. Schedules are tight and we are working toward the goal of getting this game finished. We have implemented a lot of the game and we are at roughly 80% completion. That information may appear to be quite vague, however that is the best way to put it into perspective. Let’s talk about a few specifics that make up that 80%.

To begin, I want to share that we believe in being transparent to all of you, our supporters and fans. You all have been so supportive and patience and we must let you know that we appreciate that so much more than you might imagine. So far, the list would be far too large to show all that has made it into the game up to this point. In fact, a good amount of it is very technical and possibly boring to most. 80% of what we have planned to put in the game has already made it in. This 80% includes the actual content and not based on timetables if that makes sense. I will lay out most of what is left to do and explain my logic on not yet providing a release date (Which for the most part, you may already know).

Currently we have the following left to do (not necessarily in the following order)

1. Art and Model assets – A handful of offices are still being crafted and designed
2. AI fine-tuning - Making sure the game-play is engaging, competitive and fun
3. Testing – Really aggressive testing to squash bugs and game mosquito's…
4. Polishing (across the board) – from the UI elements to game models and assets
5. Dynamic game events – Adding dynamic game events (Blog coming soon about this).
6. Game Progression balancing – Part of the core game-play will involve your progression as a company from small budding operation to conglomerate. We are fine tuning what is in and adding more…
7. Stock market game-play – Adding in the world economy that we planned from day one.

You might feel that this list is small, but each step listed is very, very important (As the entire process has been). Unforeseen events can happen at any time, setbacks and course correction are par for the course for any game developer.

Now that you have seen what we have left to do, I ask for your patience and understanding (which most have already provided). From the beginning, I knew this project would be a significant challenge (for one person at the time but now two-person team). When I first started creating this game, this would be the first full game that I have ever made. Mistakes were made, learning curves were tight and deadlines and timetables were broken, battered, abused and most importantly… missed. Roughly a year ago I provided a release date and to state the obvious—we missed it by a mile. That mistake has unfortunately followed me to this day and I am quite reluctant to give out release dates aggressively as a result. As mentioned before, I have one in mind but I don’t want to share it because in all honesty we could miss it as we have all of my previous ones. So rather than being completely incompetent when it comes to forecasting release dates, I’ve learned the value of not setting unrealistic expectations. As a result, my goal is to repair that reputation by doing my best to ensure my next release date is the actual release date.

With that said, you see our remaining to-do list and we’re more committed than ever to finishing this game and getting it to you as soon as possible! Our game’s quality is far more important than sales quantity or numbers. To that end, we understand what is at stake. We love gaming, we are gamer's and we love this genre and style of game-play. If I was on the outside looking in, I would want a game that will be fun for years to come and not just another game. We make and take that challenge to ourselves quite seriously and know that nothing is a guarantee other than the effort we can give and continue to work to be better game developers every day. Thanks for reading this quick studio update and we’ll see you next week!

5 comments Read more

About This Game

TECH EXECUTIVE TYCOON is a business management Simulation/Strategy game that puts you in the role of the CEO of a tech company. You start off small and must build your way to be a Tech Tycoon! Can you build this company into a Tech Giant? Develop Hardware that will wow your customers and make their lives easier. Build custom devices, peripherals and products that will make your competitors envy you and simultaneously worship you! You will make decisions on many things that will have far reaching effects and either drive you to success or failure! Do you think you're ready for the challenge?



    The game is a simulation of running your own tech corporation. You start from humble beginnings to rise to the top of the corporate food chain!


    The game challenges you at every corner. How well do you manage your employees? How well do you manage the creation of products and services? Can you handle the unexpected disaster? things like damaged products, late shipments, short deadlines... This will make your success that much sweeter!

    You will have to decide which subindustry to start with and how to expand. Do you want to stick with the gaming industry and become a game publishing giant or do you want to branch out into cell phones and tablets or maybe computers? The choice will be yours to make!


    You will upgrade yourself as well as your employees, processes, equipment, offices and so on... The RPG elements are present and accounted for. If you love starting from scratch and building up a masterpiece, then this is the game for you!

System Requirements

Mac OS X
SteamOS + Linux
    • OS: Windows XP Service Pack 2
    • Processor: 1 GHz or faster
    • Memory: 512 MB RAM
    • Graphics: nVidia GeForce 8800 GT or greater
    • DirectX: Version 9.0
    • Storage: 2 GB available space
    • Additional Notes: These requirements are likely to change by release
    • OS: Windows 7 and above
    • Processor: Quad Core or above
    • Memory: 8 GB RAM
    • Graphics: nVidia GeForce 570 or greater
    • DirectX: Version 11
    • Network: Broadband Internet connection
    • Storage: 5 GB available space
    • Additional Notes: These requirements are likely to change by release
    • Additional Notes: To be determined
    • Additional Notes: To be determined
    • OS: Ubuntu 12.04/13.04, Linux Mint 14 & 15 (64-bit only)
    • Processor: 64-bit Dual Core better
    • Memory: 512 MB RAM
    • Graphics: Shader 3.0 / Open GL 3.0+
    • Network: Broadband Internet connection
    • Storage: 2 GB available space
    • Additional Notes: These requirements are likely to change by release
There are no reviews for this product

You can write your own review for this product to share your experience with the community. Use the area above the purchase buttons on this page to write your review.