
M.U.D. TV
Running a TV empire sounds like a sim fan's dream. The execution is rougher than a zero-star screenplay, but the scheduling and audience-targeting loops have genuine depth if you can push through.
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Screenshots & Media

About M.U.D. TV
I put time into M.U.D. TV expecting something close to the cult classic Mad TV, and what I found instead was a game that has a genuinely interesting skeleton underneath a frustrating layer of poor balance and undercooked design. The premise is solid: you take over a floor of a skyscraper, build out your broadcasting operation room by room, and fight for viewership against up to seven rival AI or human-controlled stations. The loop of commissioning scripts in the author's room, staffing a studio with writers, directors, and actors, and then scheduling the resulting show against the right audience segment is legitimately engaging when it flows. The audience-targeting system is the mechanical highlight. Eight distinct viewer demographics exist, and matching your programming to its correct target group is not optional. Air a cooking show against a car advertisement and the campaign fails. Miss an advertising deadline and the financial penalty bites hard. That interplay between scheduling, content production, and ad contract management creates real decision pressure, the kind that makes you tab back and rethink your weekly lineup rather than just click through. The research lab, which gates key rooms and upgrades, adds a light progression layer that rewards players who plan several in-game days ahead. Here is where I have to be honest, though. The campaign mode is badly balanced. A slow click or a short stretch of bad luck can push you so far into the red that restarting is the only sensible option. The difficulty does not scale so much as lurch. The AI competitors can hoover up quality licensed content from the lobby faster than feels fair, and there is no relaxed recovery option baked into the mission structure. The custom mode, where you set your own parameters and play at your own pace, is the far better experience for anyone who just wants to explore the systems without a punishing timer hanging over them. Multiplayer servers are long dead, which is a loss given the sabotage mechanics and head-to-head network rivalry were clearly designed to shine with human opponents. Who is this for, then? Tycoon players who can look past a Metacritic score of 53 and find their own rhythm in the sandbox custom mode will find more here than the critical reception suggests. The station-building loop, the audience segmentation decisions, and the character and film editors give the game a personality that the campaign fails to showcase. It is a 2010 release with no post-launch support and a mostly-negative Steam user rating, so expectations need to be calibrated accordingly. Treat it as a budget curio with one genuinely competent management system at its core rather than a polished tycoon experience, and it occasionally delivers. Diego, Scout Team
Tags
Steam Deck & Linux
Runs on Linux but with crashes or issues. Based on 6 ProtonDB community reports.
System Requirements
Minimum
- OS
- Windows XP SP2/Vista/7
- Memory
- 1 GB RAM
- Graphics
- 128 MB, DirectX? 9.0c-compatible (Shader Model 3.0 support
- Processor
- 2 GHz
- Hard Drive
- 2 GB of free space
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Reviews & Ratings
Game Info
- Developer
- Realmforge Studios
- Publisher
- Kalypso Media Digital
- Release Date
- Apr 19, 2010