
Mad Games Tycoon
Scratch-built studios, self-designed consoles, and genre-audience sliders that actually punish wrong guesses: this is the game-dev sim that finally has numbers worth caring about.
Veredicto de GamerScout
Best for management-sim veterans who want number-driven studio building and don't mind a thin tutorial and a muted soundtrack.
Comparar precios(5 tiendas)
Todas las tiendas de esta tabla nos dan el precio en euros, así que la cifra en EUR es el precio que fijó el vendedor, no un cálculo nuestro, y por eso EUR es también la moneda en la que calculamos el ranking. Solo incluimos aquí una oferta cuando la tienda nos da su precio en euros, de modo que ninguna cifra de esta tabla es inventada por nosotros.
Elige USD, PLN, GBP, CAD o AUD en la cabecera y convertimos desde EUR con el tipo de cambio de referencia del Banco Central Europeo — los importes convertidos llevan el prefijo ~. Tu banco o la tienda pueden aplicar un tipo distinto al pagar. Nunca ocultamos ofertas según dónde estés: todo el mundo ve esta tabla completa.
We may earn a commission when you buy games through links on this page — at no extra cost to you. It never affects our rankings or verdicts.
Historial de precios
Capturas y multimedia
Acerca de Mad Games Tycoon
I have a soft spot for management games that let me build systems inside systems, and Mad Games Tycoon scratches that itch in a way most genre peers don't bother trying. You start alone in a 1980s garage with a thin wallet and no team, then spend the next several in-game decades accumulating staff, partitioning your building into purpose-built rooms, and chasing review scores that grow harder to hit as the industry's expectations creep upward year by year. The loop sounds familiar because the DNA is familiar, but the depth underneath it is not. The room-based structure is where the game earns its reputation. Instead of a single desk that magically produces games, you carve your building into distinct spaces: development studios, graphics studios, sound studios, a research lab, a QA department, and eventually a marketing wing. Each room feeds into your games' four scored disciplines: Gameplay, Graphics, Sound, and Technical. Get the staffing balance wrong and your otherwise competent RPG ships with audio that tanks the review. The genre-and-audience sliders add another layer: fan letters give you signals about whether your audience wants more depth or more accessibility, and the QA game report will flag when you've miscalibrated. It rewards players who treat the feedback loop as real data rather than decoration. You can also build your own game engine and license it to competitors, which opens a passive revenue stream that can carry you through a drought of disappointing releases. The era-based progression is one of the stronger ideas here. You can choose to start in the early 1980s, work through the cartridge era, and watch the technology tree expand as the decades roll by. Early games are simple puzzle and arcade titles developed on crude engines; by the 2000s you're managing far more complex productions with bigger teams and higher audience expectations. The pressure ratchets up in a way that feels organic rather than arbitrary. Ambition outpacing your budget is a recurring threat, and bankruptcy is a genuine outcome if you greenlight a large project before your tech and headcount can support it. Fair warning on two fronts. The tutorial is thin. It covers the absolute basics and then steps back, leaving a wall of systems for you to decode through trial and error. Players who hate referencing community wikis will find the first few hours genuinely frustrating. The presentation is also decidedly utilitarian: the visuals are functional at best, and the looping soundtrack earns near-universal advice from players to mute it early. Neither problem breaks the game, but both are things a newcomer should expect going in rather than discovering at hour two. For the audience this targets, those weaknesses are manageable. If you're comfortable with management games that front-load learning, and you find satisfaction in optimising staff ratios and reading review breakdowns to diagnose what went wrong, Mad Games Tycoon has a lot of hours of that to offer. It is worth noting that a sequel, Mad Games Tycoon 2, exists and adds further depth including a rotatable view and multiplayer; if you're deciding between the two, the sequel is the more polished experience. The original still stands on its own, particularly at a lower price point, and its Steam score of 91% across thousands of reviews reflects a community that found the formula genuinely satisfying.

Strategy & simulation
Etiquetas
Requisitos del sistema
Mínimos
- Processor
- Intel Core2 Duo 2.4Ghz or Higher / AMD 3Ghz or Higher
- Memory
- 4 MB RAM
- Graphics
- DirectX 10 compatible with 512 RAM or better Hard Drive: 200 MB available space
Recomendados
- Processor
- 2.8 GHz quad core or better
- Memory
- 4 GB RAM
- Graphics
- DirectX 10 compatible with 1024 RAM or better
- Storage
- 800 MB available space
Sigue explorando
Community Discussion
Be the first to comment on Mad Games Tycoon.
Reseñas y valoraciones
Información del juego
- Desarrolladora
- Eggcode
- Distribuidora
- Eggcode
- Fecha de lanzamiento
- 13 sept 2016



