Economic strategy that takes the player into a pioneering period in computer development, i.e. in the 1980s. We are at the forefront of a small, unknown software company taking its first steps in the youngest market in the world, with the intention of transforming it into a global gaming empire. Software Tycoon details the path that each game goes through, from the development of the concept and its subject matter, through production (programming, beta testing, etc.), to marketing and sales.
As the head of the company we have to supervise the production process, taking care of the proper selection of people, game topics, marketing strategy, etc. The production of games is expensive and over time requires more and more money, which is why we have to attract cash rich investors and sometimes take out a loan from a bank in the hope that the game produced will be successful. At Software Tycoon, we face competition in the form of two A.I. computer-controlled opponents, and the ways of competing are not limited to the so-called “healthier competition”. So we have the opportunity to sabotage the actions of our competitors and use what we call “unclean tricks” here.
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