Board Game Tycoon

A cozy management sim · PC · English & German

Prototype. Playtest. Prosper.

Run your own small board game publisher. Design a game, test it at the table, pick components and a print run, and send it into a living market of magazines, trade fairs, awards and rival publishers.

Wishlist on Steam Steam page coming soon Watch the trailer
Board Game Tycoon key art: the publisher sketches a prototype at the play table, with a finished game box and shipping boxes nearby

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Trailer

Trailer in production

The gameplay trailer is being cut right now. Check back soon, or write us and we will let you know when it is up.

The Game

What you actually do

You start at a desk in a small studio, with some savings and an idea. In the project wizard you shape a game: theme, player count, audience, complexity, and two to four mechanics that each state plainly what they add and what they risk. There is no lookup table of best combinations. You find out what works the way real designers do: by playtesting.

Test groups play your prototype and come back with concrete findings, like downtime that drags or a rulebook that scares people off. Every finding can be tackled with a small tweak or a bold rework, and big changes can push the game somewhere you did not plan. When it feels ready, you choose the components and a print run. Small runs are safe but expensive per copy. Big runs are cheap per copy, but unsold boxes sit in your stock and cost money every week.

Then the market answers. Five magazines review your game in their own time, players talk, fairs bring attention, three annual awards have a field of rival titles, and demand swells before the holidays. Sell through your print run and a reprint keeps a hit alive. Misjudge your cash and a due invoice can end the story. It is a light, readable tycoon game in the spirit of Game Dev Tycoon, with a real economy working quietly underneath.

Features

A publisher's life, playable

Diegetic UI

Your office is the menu

No menu screens. You walk through an isometric studio: plan at the whiteboard, playtest at the table, manage money at the PC, handle stock at the shipping boxes, and let a week pass in the armchair. The box pile in the corner is your actual inventory.

Design & Playtest

No recipe to follow

Mechanics show their promise and their risk, audiences want different things, and the only way to know if it clicks is to put it on the table. Findings are specific, fixes are your call, and iteration beats wild clicking every time.

Physical Production

Print runs, stock, reprints

Board games are physical. Choose materials and components, commit to a print run, pay the printer in installments and watch your warehouse. Sold out with demand left over? Time for a reprint.

A Living Market

Critics, fairs, awards, rivals

Five magazines with their own reviewers score your games over weeks, not instantly. Trade fairs want to see demos, three annual awards pit you against simulated rival releases, and the holiday season bends demand.

Repertoire

Knowledge grows from experience

No research points. New mechanics and themes land on your idea wall because you experienced them: a walk across the fair, a game night with a bought rival title, press coverage, a jury meeting, a designer's submission in your mailbox.

Cozy Pace

Light on top, deep underneath

Weekly turns, no timers, no rush. The economy underneath is real, with liquidity, installments and demand curves, but the game translates it into plain, readable choices. Fully playable in English and German.

Screenshots

From the studio

The publisher sits at the play table in the studio, with prototype pieces on the board and the studio cat asleep in its basket
Your studio, your table, your cat.
The publisher works at the PC in the isometric office, with the current project pinned to the whiteboard
Every tool lives somewhere in the room.
The project wizard's mechanics workbench with mechanic cards, category filters and the design direction panel
The mechanics workbench: promise, risk and fit at a glance.
The release report screen summarizing a successful launch
Release day: the moment of truth.
A release report showing a risky launch with mixed findings
Not every launch goes to plan.
The full studio after a release, with shipping boxes stacked by the door and the dog asleep next to the desk
Stock piles up in the corner until players buy it away.

Screenshots are work in progress. The game is fully playable in English and German; some shots show the German UI.

Contact

Press & questions

Board Game Tycoon is developed by Gladrex Interactive, a one-person studio from Bavaria, Germany. For press inquiries, playtesting or anything else:

hello@gladrex.com