Products
Design what you sell from real ingredients and a real budget, then ship it and read the reviews. A score is earned by the recipe, the effort behind it, and how tired the market is of what you shipped last time.
Build an empire from a single business.
You get $10,000, one shopfront, and a city where three rivals are already trading. Every customer through the door was simulated — priced, tempted, served or lost — and every dollar is on a real ledger you can audit.
No store links yet — the Steam page goes up before the demo does.
Nothing here is a timer with a number on it. Each system is a real model that can be read, argued with, and got wrong — and they all feed the same balance sheet.
Design what you sell from real ingredients and a real budget, then ship it and read the reviews. A score is earned by the recipe, the effort behind it, and how tired the market is of what you shipped last time.
Choose a supplier on price, lead time, reliability and minimum order — then find somewhere to put what turns up. A store cannot open without a warehouse behind it, and every pallet on a rack is capital not doing anything else.
Hire from a candidate pool where potential is hidden and skill grows with the job. Then hand the day-to-day to managers, because the point of a second shop is not doing everything twice.
Four districts, each its own market with its own foot traffic, rent, tax and crowd. A cheap pitch in the student quarter and a dear one in the financial core are different businesses, not different difficulty settings.
The competition opened before you did. They price against their own costs, widen their range, expand into whichever district is underserved, and close shops that stop paying — none of it scripted at you.
Money is tracked to the cent on a double-entry ledger, and the simulation is deterministic — the same decisions from the same start produce the same city, every time, on every device.
Every one of these is drawn in the game's own marker colour — the palette you read the city through. Eight are playable now; the ninth is being built in the open.
What is running today, what is coming, and what this page will not claim until it is actually in your hands.
The city and its districts, which grow as you invest in them. Five kinds of shop — a café, a grocery, a fast-food counter, a convenience store and a clothing shop. The products you design and the reviews they earn. The staff you hire, train and delegate to. Your rivals. And the supply chain behind all of it: suppliers, lead times, purchase orders, warehouses, vehicles, and stock that spoils if you leave it too long.
Offices and towers you staff by department. Franchising your format out to operators who pay you a royalty. Marketing you have to aim rather than just buy. And the events that arrive precisely when something is already going wrong.
Production lines, the stock market, acquisitions, property, and the life that gives the money somewhere to go. Those are planned, not promised, and this page will say so until they are in your hands.
There is no release date. It ships when it is worth your evening. The Steam page and the free Steam demo go up first, and this page changes the moment they do.