Compara los precios de Mad Smartphone Tycoon en tiendas de claves de confianza y encuentra la mejor oferta. Desarrollado por Miradil. Publicado por Gamersky Games. Lanzado el 12/9/2024. Disponible en PC. Géneros: Casual, Indie, Simulation, Strategy.

Scratches a very specific itch - building phones from components up while watching your balance sheet tilt - but the passive stretches between decisions are long enough to test your patience.

My instinct with any management sim is to check whether the decision layer is deep enough to carry the passive time. With Mad Smartphone Tycoon, the verdict is: barely, and only if you approach it as a slow-burn numbers game rather than anything resembling an active strategy experience. You open by picking a founding country, each of which nudges you toward a particular design philosophy, which is a reasonable first choice that sets a mild strategic direction. From there you allocate your limited starting capital between renting additional office space and improving the work environment to pull in higher-stat employees - each worker carries unique stats and abilities, so roster management does exist, though it stays shallow. The core loop is: research components, open the phone design screen to configure size, colour, material, camera, and hardware specs, then release the product and watch sales figures creep upward or downward. The design screen itself is the game's strongest moment. Balancing aesthetics against performance benchmarks, matching hardware tiers to what your target market actually values, and not overspending on parts that your current employee pool cannot assemble efficiently - that part works. It reads like a stripped-down version of what the hardware planning screen in Game Dev Tycoon does for game specs, and fans of that loop will recognise the appeal immediately. The marketing side adds slogans, product launch events, and ad placement to the mix, even letting you take aggressive moves against rivals, which sounds spicy on paper. Here is where the honest accounting starts. Between each of those design moments sits a lot of waiting. Critics and community voices both flag the same problem: the gaps where you are simply watching revenue tick and sales animations play out are long, uneventful, and repetitive. There is no rival AI that creates pressure in real time, no random event system to interrupt the drift, and the ad presentations use static stock footage that never changes regardless of how many campaigns you run. A fan-counter bug reported by the community - where the fan count resets to zero at high values, making certain milestones unreachable - is a meaningful friction point that the developer has not resolved at the time of writing. The developer is a solo creator and has committed to ongoing updates, which is worth noting for anyone watching the game long term. For strategy-and-sim players who want something they can run at low mental load alongside other tasks, the game earns its mostly-positive Steam rating as a casual idle-adjacent experience. It is not the kind of sim that rewards optimised build orders or punishes sloppy macro - the ceiling is too low for that. Newcomers to the genre will find the entry friction manageable, but veterans will hit the depth wall within a session or two and want something meatier. If the developer adds competitive AI events and patches the fan-tracking bug, the foundation is solid enough to grow into something worthwhile. Diego, Scout Team

Mad Smartphone Tycoon

Mad Smartphone Tycoon

12 sept 2024MiradilGamersky Games
GamerScout opina

Scratches a very specific itch - building phones from components up while watching your balance sheet tilt - but the passive stretches between decisions are long enough to test your patience.

PC
Steam Deck Playable
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Mínimo histórico: €2.37

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My instinct with any management sim is to check whether the decision layer is deep enough to carry the passive time. With Mad Smartphone Tycoon, the verdict is: barely, and only if you approach it as a slow-burn numbers game rather than anything resembling an active strategy experience. You open by picking a founding country, each of which nudges you toward a particular design philosophy, which is a reasonable first choice that sets a mild strategic direction. From there you allocate your limited starting capital between renting additional office space and improving the work environment to pull in higher-stat employees - each worker carries unique stats and abilities, so roster management does exist, though it stays shallow. The core loop is: research components, open the phone design screen to configure size, colour, material, camera, and hardware specs, then release the product and watch sales figures creep upward or downward. The design screen itself is the game's strongest moment. Balancing aesthetics against performance benchmarks, matching hardware tiers to what your target market actually values, and not overspending on parts that your current employee pool cannot assemble efficiently - that part works. It reads like a stripped-down version of what the hardware planning screen in Game Dev Tycoon does for game specs, and fans of that loop will recognise the appeal immediately. The marketing side adds slogans, product launch events, and ad placement to the mix, even letting you take aggressive moves against rivals, which sounds spicy on paper. Here is where the honest accounting starts. Between each of those design moments sits a lot of waiting. Critics and community voices both flag the same problem: the gaps where you are simply watching revenue tick and sales animations play out are long, uneventful, and repetitive. There is no rival AI that creates pressure in real time, no random event system to interrupt the drift, and the ad presentations use static stock footage that never changes regardless of how many campaigns you run. A fan-counter bug reported by the community - where the fan count resets to zero at high values, making certain milestones unreachable - is a meaningful friction point that the developer has not resolved at the time of writing. The developer is a solo creator and has committed to ongoing updates, which is worth noting for anyone watching the game long term. For strategy-and-sim players who want something they can run at low mental load alongside other tasks, the game earns its mostly-positive Steam rating as a casual idle-adjacent experience. It is not the kind of sim that rewards optimised build orders or punishes sloppy macro - the ceiling is too low for that. Newcomers to the genre will find the entry friction manageable, but veterans will hit the depth wall within a session or two and want something meatier. If the developer adds competitive AI events and patches the fan-tracking bug, the foundation is solid enough to grow into something worthwhile.

Diego
Diego · Scout Team

Strategy & simulation

Etiquetas

singleplayerachievementscloud-savestier:sub-5Idle-AdjacentCompany ManagementHardware DesignMarket StrategyEmployee StatsSolo DeveloperPassive SimNumber-Watching

Requisitos del sistema

Mínimos

OS
Windows® 7
Memory
2 GB RAM
DirectX
Version 11
Storage
1 GB available space
Graphics
AMD Radeon™ R7 260X (2GB VRAM) / NVIDIA® GeForce® GTX 750(2GB VRAM)
Processor
AMD FX-4350 / Intel® Core™ i3-3210
Sound Card
DirectX Compatible Sound Card

Recomendados

OS
Windows® 10
Memory
4 GB RAM
DirectX
Version 11
Network
Broadband Internet connection
Storage
2 GB available space
Graphics
Radeon™ RX 470(4GB VRAM) / NVIDIA® GeForce® GTX 1060(6GB VRAM)
Processor
AMD Ryzen™ 3 1200 / Intel® Core™ i5-6400
Sound Card
DirectX Compatible Sound Card

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Información del juego

Desarrolladora
Miradil
Distribuidora
Gamersky Games
Fecha de lanzamiento
12 sept 2024

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¿En qué plataformas está disponible Mad Smartphone Tycoon?

Mad Smartphone Tycoon está disponible en PC.

¿Cuándo se lanzó Mad Smartphone Tycoon?

Mad Smartphone Tycoon se lanzó el 12 de septiembre de 2024.

¿Quién desarrolló Mad Smartphone Tycoon?

Mad Smartphone Tycoon fue desarrollado por Miradil y publicado por Gamersky Games.