Compare Automobile Tycoon prices across 50+ stores and find the best deal. Developed by Silver Lemur Games. Published by Silver Lemur Games. Released on 9/4/2018. Available on PC. Genres: Simulation, Strategy.

A lean, turn-based auto-industry sim that squeezes a century of business decisions into roughly 400 turns. Approachable enough for newcomers, but thin enough to disappoint players who want deep simulation teeth.

I respect a game that knows its own scope. Automobile Tycoon is a solo-developer tycoon with a clear design brief: run a car company from the brass-and-leather era of 1905 all the way through 2020, without the simulation ballooning into a spreadsheet nightmare. For that ambition it mostly delivers, but the gap between what it promises and what it actually depth-checks is wide enough to matter. The core loop is built around three pillars: develop a car, manufacture it, then sell it across multiple world regions. Each turn represents one calendar quarter, so the roughly 400-turn campaign to cover the full timeline moves at a brisk pace. Historical events - world wars, economic crashes, inflation spikes - land periodically and force you to rethink your model lineup and production capacity. Crucially, all of those events are optional toggles, which is a smart call that lets casual players smooth the ride without gutting the experience entirely. You pick a starting era from five options (1905, 1920, 1948, 1960, or 1980), choose your home region, and begin with either a blank slate or a pre-built starter car. The regional choices carry real weight: launching in Europe or North America gives you an easier footing, while Africa or Oceania function as genuine hard-mode starts. Where Automobile Tycoon earns goodwill is in its deliberate restraint. The developer explicitly designed against micromanagement, and it shows. Interface shortcuts like a global overtime toggle let you shift factory output across the board with one click instead of managing each assembly line independently. Pricing and distribution use a similarly streamlined model - set a regional price once, apply optional discounts, move on. For players burned by the sprawling part-stats system of something like Automation: The Car Company Tycoon Game, this lighter touch is genuinely refreshing. The car type roster - sedans, pickups, cabriolets, minicars and more - unlocks chronologically, so there is a real sense of the industry evolving beneath you even if the simulation of that evolution stays surface-level. Secondary mechanics like bank loans and tax obligations add texture without demanding accounting-degree attention. The problems are real, though, and they cluster around presentation and depth. The visuals are minimal to the point of being actively unhelpful: static scenes, vehicle icons that reviewers have charitably called abstract, and an invisible assistant NPC whose advice adds little. The tutorial lands harder criticism - it is technically present but dense enough that first-time players tend to spend their early turns probing the UI blindly rather than executing a coherent strategy. On depth, the honest ceiling is lower than the genre usually offers. Steam community sentiment sits at mixed overall, with supportive players praising the approachable scope and critical voices flagging that the decision tree for running your company grows thin by mid-game. There is no mod ecosystem to speak of, no achievements, and post-launch content updates have been sparse compared to Silver Lemur's other projects. For total newcomers to the business-sim genre, the low mechanical overhead is actually an argument in the game's favor. You can run a full campaign in a handful of evenings without a reference wiki, which is more than GearCity or Automation can claim. The historical framing - watching your sedan lineup become obsolete as minicars rise in the 1950s, or pivoting production after a simulated recession - gives the turns a sense of narrative momentum that keeps sessions moving. Just go in calibrated: this is a gateway tycoon, not a destination one. Diego, Scout Team

Automobile Tycoon
SimulationStrategy

Automobile Tycoon

Sep 4, 2018Silver Lemur Games
GamerScout Says

A lean, turn-based auto-industry sim that squeezes a century of business decisions into roughly 400 turns. Approachable enough for newcomers, but thin enough to disappoint players who want deep simulation teeth.

PC
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Screenshots & Media

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About Automobile Tycoon

I respect a game that knows its own scope. Automobile Tycoon is a solo-developer tycoon with a clear design brief: run a car company from the brass-and-leather era of 1905 all the way through 2020, without the simulation ballooning into a spreadsheet nightmare. For that ambition it mostly delivers, but the gap between what it promises and what it actually depth-checks is wide enough to matter. The core loop is built around three pillars: develop a car, manufacture it, then sell it across multiple world regions. Each turn represents one calendar quarter, so the roughly 400-turn campaign to cover the full timeline moves at a brisk pace. Historical events - world wars, economic crashes, inflation spikes - land periodically and force you to rethink your model lineup and production capacity. Crucially, all of those events are optional toggles, which is a smart call that lets casual players smooth the ride without gutting the experience entirely. You pick a starting era from five options (1905, 1920, 1948, 1960, or 1980), choose your home region, and begin with either a blank slate or a pre-built starter car. The regional choices carry real weight: launching in Europe or North America gives you an easier footing, while Africa or Oceania function as genuine hard-mode starts. Where Automobile Tycoon earns goodwill is in its deliberate restraint. The developer explicitly designed against micromanagement, and it shows. Interface shortcuts like a global overtime toggle let you shift factory output across the board with one click instead of managing each assembly line independently. Pricing and distribution use a similarly streamlined model - set a regional price once, apply optional discounts, move on. For players burned by the sprawling part-stats system of something like Automation: The Car Company Tycoon Game, this lighter touch is genuinely refreshing. The car type roster - sedans, pickups, cabriolets, minicars and more - unlocks chronologically, so there is a real sense of the industry evolving beneath you even if the simulation of that evolution stays surface-level. Secondary mechanics like bank loans and tax obligations add texture without demanding accounting-degree attention. The problems are real, though, and they cluster around presentation and depth. The visuals are minimal to the point of being actively unhelpful: static scenes, vehicle icons that reviewers have charitably called abstract, and an invisible assistant NPC whose advice adds little. The tutorial lands harder criticism - it is technically present but dense enough that first-time players tend to spend their early turns probing the UI blindly rather than executing a coherent strategy. On depth, the honest ceiling is lower than the genre usually offers. Steam community sentiment sits at mixed overall, with supportive players praising the approachable scope and critical voices flagging that the decision tree for running your company grows thin by mid-game. There is no mod ecosystem to speak of, no achievements, and post-launch content updates have been sparse compared to Silver Lemur's other projects. For total newcomers to the business-sim genre, the low mechanical overhead is actually an argument in the game's favor. You can run a full campaign in a handful of evenings without a reference wiki, which is more than GearCity or Automation can claim. The historical framing - watching your sedan lineup become obsolete as minicars rise in the 1950s, or pivoting production after a simulated recession - gives the turns a sense of narrative momentum that keeps sessions moving. Just go in calibrated: this is a gateway tycoon, not a destination one. Diego, Scout Team

Tags

singleplayercloud-savestier:sub-5Turn-Based TycoonHistorical EventsBusiness ManagementRegional MarketsSolo DeveloperLow MicromanagementEra ProgressionFactory Management

System Requirements

Minimum

OS
Windows (XP, 7, 10, 11)
Graphics
Screen resolution minimum 1024x768.
Additional Notes
The game should run on almost any hardware, even outdated one. In case of problems run "safe" mode version.

Recommended

OS
Windows (7, 10, 11)
Storage
99 MB available space
Graphics
Any non integrated card should be perfect.
Additional Notes
In case of problems run "safe" mode version.

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Game Info

Developer
Silver Lemur Games
Publisher
Silver Lemur Games
Release Date
Sep 4, 2018

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How much does Automobile Tycoon cost?

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What platforms is Automobile Tycoon available on?

Automobile Tycoon is available on PC.

When was Automobile Tycoon released?

Automobile Tycoon was released on 4 September 2018.

Who developed Automobile Tycoon?

Automobile Tycoon was developed by Silver Lemur Games.