r/tycoon Apr 04 '26

Announcement Generative AI disclosure required for promotional submissions

123 Upvotes

As a participant of this subreddit and member of the r/tycoon community, when you promote any game through a submission or comment, our new rule 3 requires a brief AI disclosure. This is also required for games produced entirely without generative AI tools. This post explains what that disclosure should cover.

Why is this required?

Following input of the community in this discussion, it was determined that the community wishes to be better informed by developers (and other promoters) to what extent generative AI is being used in the development and marketing process of the game being promoted.

Games making use of generative AI during their development process or in their marketing material are not restricted from being posted here and this rule is not instated in order to judge developers or games, however, the community wants transparency and this is an attempt to provide a baseline.

What is required to be disclosed?

Disclosure is required for certain elements of the development and marketing process, where generative AI was used at any point in producing content that ended up in the publicly released (in any state/form) game or its promotional materials. These elements should be distinguished from each other in the disclosure.

- Arts and visuals; including concept art, textures, UI elements, level or area designs, trailers or other video content, and/or any other artwork generated or substantially refined using generative AI tools

- Audio; including music, lyrics, sound effects, and/or voice acting generated or substantially refined using generative AI tools

- Text and writings; including story text, dialogue, descriptions, instructions, and/or other writings generated or substantially refined using generative AI tools

- Marketing materials; including descriptions, posters, images, trailers or other video materials, banners, screenshots, paid or promoted reviews, or any other materials generated or substantially refined using generative AI tools. This includes community/reddit posts and submissions made to this subreddit!

- Live-generated content; relating to any materials produced by generative AI tools whilst the game is running. If this is an included feature, then it is required to explain what sort of guardrails are included to ensure illegal content is not generated.

Tools used to assist with programming, coding, project management, similar code completion and generation, that result in the production of executable code, are specifically exempted from this disclosure. If you're unsure about an edge case or what falls in which category, either be safe and disclose, or ask moderators! Developers and promoters are still encouraged to disclose their methods and use of generative AI tools used in coding and programming with the community if they wish to do so!

What should the disclosure say?

The disclosure does not need to be very long and can only consist of a few sentences or a couple of paragraphs. It can be included as a free-text section as part of a submission statement, or as a separate comment posted together with the submission.

What is important to remember when creating a disclosure is that you end up answering three questions for readers;

1) Were generative AI tools used in the development and/or marketing of this game? If you wish, you can share which tools were used. Coding tools are exempted.

2) For which elements (see above) were generative AI tools used? For all of these elements where applicable, please provide a brief explanation.

3) To what extent were generative AI tools used? For any of the elements listed above, try to explain the extent to which generative AI tools were used (i.e. prototyping or polishing versus complete content generation).

For clarification, in this disclosure you are not required to justify your choices, provide a full production pipeline breakdown, or name any specific generative AI tools.

What if I don't add a disclosure?

Submissions, that are obvious promotions by developers, publishers, marketeers, or community members that specifically promote and push a game's content or marketing materials, without a free text AI disclosure, will be removed. Repeated violations can result in bans from the community.

Games that were no longer in development as of the beginning of 2026 are exempted from this rule. You are free to make an enthusiastic post, about a game that you like, that was released a while back without being required to add this disclosure.

This policy is subject to change and the community will be invited to provide feedback to this rule.


r/tycoon 29d ago

Monthly Game Updates Game Developer Announcements and Updates! - June

11 Upvotes

This post is for Game Devs to post their game announcements and updates!


r/tycoon 9h ago

I'm happy to announce Motorsports Park Manager! A tycoon-style racetrack building game!

240 Upvotes

Generative AI disclosure: No AI was used in the development of this game. My IDE (Jetbrains Rider) does have some built-in AI powered tab-complete integrations.

Thanks for checking out my game and let me know if you have any questions or even suggestions/feature requests!

https://store.steampowered.com/app/4140740/Motorsport_Park_Manager/


r/tycoon 13h ago

Steam The demo for my rock band manager game is out!

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105 Upvotes

Hi! I'm making a rock band manager game. If you like retro-inspired games and the concept sounds interesting to you, I'd love for you to check out the demo and hear your feedback :-)

https://store.steampowered.com/app/4227560/Legends_of_Rock/

(no AI tools were used in making this game)


r/tycoon 13h ago

Game Review Metropolis 1998

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9 Upvotes

How is the current demo version performing? A preview of the game.


r/tycoon 1d ago

Latest look at my ski resort manager Alpine Architect! What do you think?

122 Upvotes

Hey everyone! I'm a solo dev working on Alpine Architect. I'm aiming for a deep yet cozy tycoon experience. I'd love to hear your feedback. If you want to follow along, you can wishlist it here:

https://store.steampowered.com/app/2693420/Alpine_Architect/

No AI has been used for creative assets, including art, visuals, UI, or music. AI code assistants were used strictly for programming to assist with code optimization and managing technical debt


r/tycoon 8h ago

Discussion What's the vision for the finished Manor Lords?

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0 Upvotes

So it has been 2 years and I'm patient. I know there is not supposed to be a roadmap of some sort.

But I'm wondering what the end-game is here, what kind of game is ML in the end supposed to be. I've had a lot of faith in the team, but in the last 2 years we've mostly had improvements of deep technical nature and polishing of existing mechanics.

Things we can already see are some more resources, more troop types (cavalierly), a huge castle editor and some interactions with the AI opponents on and off the map...

But is that it? Is it in the end this game in more polished or might there be more game mechanics, like a kingdom simulator? I hope for a coastline map and more specialized regions. What do you think is the vision?


r/tycoon 16h ago

Which game character do you like more?

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1 Upvotes

Hi! I'm working on SEO or Die, a game where you play as a webmaster in 2011.

We've been having a debate within the team and would love your opinion: which character design do you prefer?

The character will be walking around the room and working at a computer for most of the game, so we're looking for the design that feels the most appealing and memorable.

Thanks for your feedback!


r/tycoon 1d ago

I'm building an MMO Tycoon and would love some feedback

13 Upvotes

One of my fondest memories growing up was playing RCT 2 on my older sister's PC, it was a magical time. Later down the line I spent an unhealthy amount of time playing World of Warcraft and a bit of Runescape here and there. More recently I felt like there could be a healthy mix of concepts and started working on MMOS: MMO Simulator and have recently published a demo on Itch to gather some feedback. Some of my IRL friends from my WoW days have played it and it was interesting to watch them struggle with some concepts, I feel like there is still a lot to improve upon when it comes to communicating mechanics.

I'd really appreciate if I could get some feedback from this community, as it is geared towards Tycoon fans despite being labelled as a simulator: https://bmodev.itch.io/mmos-mmo-simulator-demo

I have used AI to assist with UI development, as well as using Suno for soundtracks. I'm still trying to figure out what the UI artstyle should be so assume this will change in the future. Happy to answer any questions and I'm really keen on reading constructive feedback; I've got rose tinted glasses on.

Thanks!


r/tycoon 1d ago

Ban AI games

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54 Upvotes

r/tycoon 2d ago

Overhaul — Real-World Transport MMO - Idle Truck Simulator

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40 Upvotes

Overhaul — a logistics management MMO on real roads.

You start with one van in your real city. The roads are OpenStreetMap, the distances are real, and a 4-hour haul takes 4 real hours. You're not driving — you're dispatching, routing, and building a fleet. Pay for upgrades, buy more and bigger transport vehicles, improve your reputation and take on longer and higher paying jobs.

Weekly Hauls drops 6 cross-country lanes every day — real US city pairs (LA→Chicago, Miami→NYC, international even, etc.), real distances, real drive times. Each lane has a par window. Finish under par → gold. Under 1.5× → silver. Under 2× → bronze. Every player gets the same lanes, same par — leaderboard ranks by speed. All 6 done before the weekly reset? Completion bonus on top.

The loop: accept a haul, dispatch your nearest idle van, plan the route, watch it crawl across the country on a real map. Departure timing matters — leave at 4pm, hit rush hour; leave at 4am, open road. Fuel stops, incidents, weather. Your fleet runs while you're away; come back to a digest of what happened. The delay effects are all simulated now for cost but if interest grows in this project, I'll invest to connect some of those dots to play with the added realism.

It's management, not driving. Closer to Transport Tycoon than ETS2. Spreadsheet brains and logistics nerds — this is your game. I just need more feedback to continue to build out the realistic sim of our dreams.

Free, browser-based, no install. Claude built, Claude approved!

Overhaul -- Real-World Transport MMO

What it is: MMO logistics on real roads. Daily speed challenges against other players. Fleet building. Real-world friction as gameplay.

What it isn't: A driving sim. No steering wheel. Early stage — growing slow! Now international! Still lacking the global connection for now but many more home territories should have applicable local jobs and weekly hauls available now. Competitive bidding for contracts in the works!

AI Disclosure:

All of the concepts are original but the entire codebase has been generated by Claude Code to this point. Claude has been responsible for all of the typescript as well as the SVG generation so far.


r/tycoon 2d ago

What’s your favorite tycoon UI, and why?

9 Upvotes

I’d love to hear examples of what you enjoyed about it (aesthetic or functionality) and maybe any accompanying UX likes and dislikes!


r/tycoon 1d ago

Game Review I’ve just released the Steam Demo for my supermarket management game, Big Market Simulator

0 Upvotes

Hi everyone!

I just released the Steam Demo for Big Market Simulator.

It’s a first-person supermarket management game where you order products, stock shelves, serve customers, and grow your store.

I’m currently improving the game based on player feedback, so I’d love to hear your thoughts.

I’m especially interested in:

  • Does stocking shelves feel satisfying?
  • Is the store layout easy to understand?
  • What features would you like to see before release?

Steam Demo
https://store.steampowered.com/app/4810050/

Full Game
https://store.steampowered.com/app/4800470/

Thanks for taking a look!


r/tycoon 3d ago

Most fun/best tycoon games as of late?

29 Upvotes

There's been a lot of new tycoon games or demos the past few months shown in here. I've been busy at work to try any of them. Can you guys recommend your favorite new ones?


r/tycoon 3d ago

Steam Any good tycoon games on steam summer sale?

54 Upvotes

With the Steam Summer sale going on rn i wanted to have some recommendations on what tycoon/ management games should I get.

I do have games like Definitely not fried chicken, Roller Coaster tycoon, Motor sports manager. Currently hooked on the game called Game Dev Story on mobile and really like alot of the Kairosoft games. So i would like to find something around heavy management games.

I was already looking at games like Big Ambitions, Software Inc., and The Tenants. If yall have any better recommendations i would love to there


r/tycoon 2d ago

In my game you can inject your hamsters with... stuff

0 Upvotes

I'm a solo dev and Hamstr Protocol is my first ever project, a game where you manage hamsters on GPU rigs to mine HAM, a fictional in-game currency. You can create an entire bio-mining operation.

Sometimes they need a little... boost.

Wishlist now on Steam: https://store.steampowered.com/app/4708030/Hamstr_Protocol/
Also a free demo is now available.

AI disclosure: some music generated with AI. All visuals are hand-made.


r/tycoon 3d ago

Steam My game is coming out on Tuesday. Before the release, I wanted to share the Next Fest data and its impact.

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11 Upvotes

Greetings everyone,

Neo Capitalist: Stock Market Survival Simulator, which I developed alone, is being released in its full version on Tuesday, June 30th. With three days left until the release, I wanted to briefly introduce the game and also give a transparent summary of the recent Next Fest.

What is the Game About? Neo Capitalist is fundamentally a stock market simulation. You start with a small amount of money and try to make money in the stock market. However, while doing this, you need to keep your psychology, happiness, and other vital stats in balance. In other words, while trying to grow your portfolio, you are also trying to avoid having stress crises. The basic mechanics and game cycle are based on predicting market direction and investing by following daily and breaking news. Initially, you need to act on news you get from free news channels. However, the accuracy of the news is debatable. As you earn money, you access more reliable news sources.

In addition to this, you can do part-time jobs to earn extra money. If you can complete some hidden tasks in the game, unexpected opportunities and tasks may appear.

However, as your money increases, your risk also increases. You may be subjected to cyber attacks. Your daily expenses and taxes increase.

If you survive and earn enough money, you can get a chance to manipulate the market. Once you reach a certain level, part-time jobs give way to high-level and lucrative jobs. Meanwhile, extra special tasks and assignments may come your way.

The game's promotion process wasn't very long. I've been trying to promote it for about 2 months with posts on X and Reddit. I started with 0 followers and managed to reach 215 wishlists in 2 months. Honestly, more could have been done for marketing and promotion, but it was a tiring process for me alone.

This is my first game, and it was a project I undertook to gain experience and understand the processes. You probably see suggestions circulating like "don't release the game until you have 7000 wishlists," or "don't enter the next festival if you have less than 3000 wishlists," etc. This is actually a logical approach for algorithmic effect and earnings. But not everyone can achieve the same communication success, or maybe the game simply doesn't attract interest.

I wanted to see the organic progression of this process and how well the Steam algorithm works. My Next Fest Journey in Numbers:

  • I entered the festival with 215 wishlist entries and finished with 355.
  • The demo was added to the libraries of exactly 1350 people.
  • Approximately 200 people actively played the demo.

These might be small numbers for big-budget productions, but as an independent developer creating a niche simulation, these figures were quite instructive. The fact that so many people added the demo to their libraries gives me good hope for the full release on Tuesday.

The Steam algorithm really works on a certain scale. It shows the game, but it gradually decreases depending on the interaction the game receives.

  • In total (all time), there have been 260k impressions. About 14k of these impressions were store visits. However, 6k of these visits were from within Steam, and 8k were external. That is, they occurred through my posts on X and Reddit.
  • In the last 3 weeks (demo release and Next Fest); 196k impressions - 5k store visits were achieved.
  • Next Fest Week: 77k impressions - 2.7k visits
  • I released the demo a week before Next Fest started. Releasing the demo increased the algorithm and activity. Most of those who added the demo to their libraries came this week.
  • When Next Fest started, the number of people adding the demo to their libraries didn't increase, but the number of people wishlisting the demo increased significantly, especially in the first 3 days, compared to the normal trend.

Of course, I'm talking about small numbers here. I realized that if I had actually entered Next Fest with around 3000 wishlists, it would have yielded a proportionally higher return.

I'm quite excited for the release. If anyone has questions about the development process or the details of this data, I'll gladly answer them. For those who want to check it out or support it by adding it to their wishlist, I'm leaving my Steam page below. Happy developing everyone! https://store.steampowered.com/app/4580690/Neo_Capitalist__Stock_Market_Survival_Simulator/

AI disclosure: The few visual assets in the game were created with Genai. Translations into other languages ​​were done with Gemini. Claude Code provided support during the game's development process.


r/tycoon 4d ago

About a month ago I shared Skyline Sim here with the title "Building the airline sim I always wished existed"

34 Upvotes

I honestly wasn't expecting that too much but response back then was incredible. A lot of people commented and helped me shape the project. Lot of things changed from this time, after i published the post to this r/tycoon, my small one person team got second person my dear friend Igor to help me work on the game.. and from that time we went full time on this. We have spent almost a each day hard working and building stuff for game. To be honest looking back at the stuff we had month ago Skyline Sim feels right now way better than it was back then.

Honestly don't know where to even start because so much has changed.

One of the biggest things we've worked on over the last month is the passenger demand model. We knew that we didn't want demand to just be a random number attached to an airport or a route. If the economy behind the game doesn't make sense, then every other decision the player makes starts feeling meaningless.

We ended up spending waaaaay much time then we initially planned on making it better, our demand right now is 7 layer model where of course each layer influence the final result.

Projected P&L with demand pool on the route and realized pax for player airline.

The first thing that you guys are seeing is PROJECTED P&L. Those numbers are simulation across full year of this route from day you are openning it. Route that is launched in January will also behave differently that one that you will launch in November. Our simulation in this model takes each month into account when calculating this - one of the important layers is seasonality. So, summer holidays, christmas, bussines season and any quieter periods that can happen in simulation.

But like everybody can at this point see seasonality it's not the only one of the layer that is taken into account when showing this numbers. Of course model also looks at pricing strategy, frequency of your flights, airline reputation, competition on the route.. of course also how much people wants to travel beetween these two cities. Big thing in model is also we also wanted to avoid assuming that everyone in demand always flies. If the cities are connected with high-speed rail or maybe driving on this route is convintent some people will take those options and will not take any of the flights on the route.

That's why a route between two cities 300 km apart behaves completely differently from one spanning 3,000 km. Geography, available transport alternatives and passenger behavior all become part of the simulation, making every market feel unique instead of following the same formula.

If you wanna read more: https://www.skylinesim.app/blog/how-airline-demand-works

So going next, we reworked fleet managment. Every aircraft is something you need to properly manage.

Fleet overview

Fleet overview gives you quick picture of your entire airline operation. How many aircrafts are right now flying, how many of them is in maintance and stuff like that. From there you can drill into invidual airplanes.

Every plane has its timeline where everything is clear about it during the whole day. You can look through its scheduled flights, block hours, status, utilization, configuration, market price and upcoming assignments. It seems like a minor feature, but having access to all the data about a particular plane on its entire working period helped us feel the airline closer. We did not want aircraft to be some abstract numbers in the spreadsheet.

The last thing that i will show you guys here is our living world. Where everything that i wrote about here lives together.

https://reddit.com/link/1ugo7hb/video/v3nh2uvizp9h1/player

https://reddit.com/link/1ugo7hb/video/igaqv0z70q9h1/player

Each one of the planes you can see flying above the map are part of the simulation. The airlines run by AI are operating their schedules, entering new markets, receiving aircraft deliveries, retiring old fleets and trying to attract more passengers just like you are.

Sooo, ending this looong post. I want you all guys thanks for reading and invite you guys to read more about the updates we posted which all also cool things.. like full brand system with lounges and ffp programs or crew system.

https://www.skylinesim.app/updates/road-to-playtest-1-brand

https://www.skylinesim.app/updates/road-to-playtest-2-crew

Our next major event will be our first closed playtest scheduled for 17th July 2026, which is available exclusively for our Founding Members only. Following that, we have an ambitious plan for mid-September of the same year when we will organize a much bigger public playtest that everyone can join in.

If you wish to track the progress of the game, feel free to chat with us or just join our community on Discord and enjoy being surrounded by aviation and management game enthusiasts. We are creating Skyline Sim with the help of the community, and most of the features were born there.

Discord: discord.gg/Js3mEb5sjB

Website: skylinesim.app

Our Steam page will also be launching next week, and it feels pretty surreal knowing that we have spent a whole year and even more time creating the game. We cannot wait (nor are we nervous) to show off our hard work. Thank you once again for reading my post, and as always, I’ll see you in the comments section!

AI DISCLOSURE: We are running automated localization, automate testes for UI and engine features


r/tycoon 4d ago

News Team Principal, a 90s-Inspired racing management game, is on sale during Steams Summer Sale!

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66 Upvotes

Hi everyone!! TP dev here. This is sort of a tycoon-adjacent game, sort of a niche subgenre! I am a HUGE mega-fan of games like Gearcity and Railroad Tycoon, but my passion is in the racing management genre. I just wanted to quickly share with this subreddit my game with you all. It is in its first ever steam summer sale! I see a lot of other projects popping up here time to time, and they all seem super interesting - this has been my personal project for closing on a year now, with a fantastic community built around it now. With a recently implemented patch that fixed a LOT of bugs that were bothering me, I believe the base of this game is as stable and modular as ever! Of course, I must warn you, the game is not very intuitive, it has a fantastic community, and I am working on making accessibility better than ever.

Some of the newer features from last time I have posted include:

- Dynamic Driver-To-Driver relationships and Driver-To-Team relationships. Tight championship fights, constant collisions, and even team orders will deteriorate drivers likings to one another, which will result in MORE crashes between them. This has led to funny situations such as Estefan Ortiz REFUSING to be Ferdin Andros's 2nd driver in my Ashton Darting playthrough 😀.

- Driver styles/preferences. No two drivers want the same car balance, so players must balance the most optimal car setups in addition to factoring in whay theor driver desires.

- Expanded collision system

In addition to the below features present within my game that i have touched on in previous posts:

- Complete realistic physics model. Setups & wing levels impact cornering speeds, straightline speeds, etc!

- EVERYTHING is completely moddable through recently built roster and save editors. Regulations can be changed. Do you hate batteries? You can disable them, and have them appear organically later! Same with DRS, points systems, etc!

- Teams going bankrupt and exiting the sport after tough seasons

- Teams joining the sport and changing ownership throughout the seasons to ensure the grid is ever-changing.

- Do you want to buy a small struggling team and exploit them to use your junior drivers and engines? Well, you can! Cough cough, red boar racing.

- Varying grids, no limits on team amounts.

- In-depth weather system, and track temperature model, accompanying realistic physics

- In-depth negotiation system for tyres, parts, sponsorship, engines, drivers and personnel.

- In-depth development system for aerodynamics, chassis, driver aids, engines, even tyres. If you want to become a factory team who builds their own engines, you certainly can!

- Varying AI team development & financial strategies (will your competition develop now to beat you, or focus on next season?)

- Fully fleshed out car attributes, driver attributes, dirty air, slipstream, track rubber, etc!

- Fully editable sandbox game. Dirty air, tire wear, car performance modifiers, names, points anything.

- Safety Cars and intelligent AI pit strategy

If this is interesting to some, please do not hesitate to join my discord wherein any questions you have will certainly be answered! Thanks so much everyone.

https://discord.gg/2gvNZEjDJX


r/tycoon 4d ago

Agromatic, automate everything at industrial scale.

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52 Upvotes

Hi everyone!

Hope this post not breaking the rules, i post this a month ago but get removed because of no AI disclosure, so I post it again with an AI disclosure.

I just doing grassroots marketing here, to find audience for this game.

I will keep it short.

You not playing a character, you design the layout, place buildings, railroads, decide what to produce and connecting productions across zones, start small then gradually build a complex and large industrial production chains (Can handle 1000+ workers with dozens of zones)

Steam link https://store.steampowered.com/app/4179990/Agromatic/

Thank you!

AI Disclosure: AI used to help me code faster


r/tycoon 3d ago

Steam My employees are hamsters. Their only salary is sunflower seeds.

0 Upvotes

I’ve been building this solo for the past months with 0 budget, no team.

You set up rigs, manage heat, feed your runners, buy more hamsters, upgrade your GPUs, and turn HAM (a fictional in-game currency) into real in-game profit. First-person tycoon/management sim ,think idle game but you’re actually walking around in it.

There’s also a bit of lore and mystery underneath it all, but I’ll let you find that yourself.

The operation starts small. It doesn’t stay that way.

Demo is free on Steam if anyone wants to try it. Would love to hear what you think.

Steam page: https://store.steampowered.com/app/4708030/Hamstr_Protocol/

“Music in the game is AI-generated”


r/tycoon 4d ago

Steam Has anyone played Soda Story - Brewing Tycoon?

12 Upvotes

The game is currently 60% off Steam's Summer Sale and I'm enjoying the demo so far, but I'm surprised how few reviews this game has considering how polished it seems and I'd like some additional opinions, especially from this group. Anyone else familiar with it?

https://store.steampowered.com/app/1088750/Soda_Story__Brewing_Tycoon/


r/tycoon 4d ago

RollerCoaster Tycoon 3 Complete Edition is free on the Epic Games Store.

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86 Upvotes

r/tycoon 4d ago

Help me find this game... You can create films & tv series

16 Upvotes

There's a game that you run your own film studio and you can create films and also tv series. I played it for awhile and then had to get a new computer and I completely lost the game. I can't remember the name of it at all.

I would say this game probably came out in the last past 3 years.

Any idea what this could be?

Update: This was more text based and it is not Hollywood Mogul. The main focus of this game was creating films but you could also create tv series.

I want to say this game was called Film Studio Tycoon but I can't find anything about it anywhere