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Qubee
May 31, 2013






Steam Link: http://store.steampowered.com/app/362620/ £10.59 Selling Price

Construct and design buildings for optimal working conditions. Hire people to design and release software, so you can defeat the simulated competition and take over their businesses. Manage and educate your employees to make sure they are skilled and satisfied with their job.

CURRENT FEATURES
-Build, furnish and maintain office buildings up to ten stories + basement, on an enormous land, using a free-form building system with easy copy-paste tools

-Hire employees to design, develop, support, research and market software in teams

-Build roads and parking to ease commuting for your employees

-Tend to your employees' needs, demands, skills and specializations, while making sure each team has compatible personalities

-Customize your own employee avatar

-Create your own software products and franchises

-Compete in a simulated and randomly populated market by selling your products, taking on contract work, creating patents, making deals or trading stocks

-Hire staff to repair your furniture and computers, clean your office, make food for your employees or greet visitors

-Mod what kind of software you can develop, add your own furniture, upload your building blueprints or add support for your language

-Delegate important tasks to your team leaders, such as managing development cycles and human resources

-Set up your own servers for products, source control and running your own online store

Eye Candy:







Don't be fooled by the simple graphics, or the fact it's a game developer sim. It's so much more than that. You start off as a budding entrepreneur with a small loan of $1,000,000 £6,000 and a parcel of land to call your own. You get to customize how your character looks, as well as naming your soon-to-be business empire. You pick the start date (which can be anywhere between 1980 to 2020) and how much money you start off with. Construct an office and get to work. At the beginning, you'll be relatively strapped for cash, so most of your time will be spent working on contracts to make a living. As time passes, you'll be saving up enough money to hire your first helper, whether they're a programmer, designer, artist or marketer. Analyze the marketplace to see what software is in demand - this is done by looking to see what companies are releasing upcoming software, as well as seeing how long ago something was released. This is handy because it lets you pour your time and effort into releasing something that isn't currently being worked on. Nothing sucks more than putting your blood, sweat and tears into a product, only for it to be overlooked because a mega corporation just released the same software a day or two before yours. The name of the game is innovation: no one will want to buy a boring piece of software that has been done to death and back. Add new features that no one else has added, create a product that truly stands out and market it enough to get the word out to the masses. Before you know it, you'll be rolling in dosh.

As you gain experience, you'll learn the best strategies for releasing software that'll sell like hotcakes and net you millions. Nothing beats the feeling of working for months on a product and seeing it fly off the shelves once released. As your company expands, you can work on creating a name for yourself, whether that be in the Visual Editing sector, or the Game Engine market, or becoming the next pixelated Bill Gates and releasing your very own OS system. Create enough of one type of software and you'll carve a name for yourself in the market, which will give your company recognition, and make it so fans expect a certain standard from your releases. You might decide that the only sector you want to focus on is the Game sector. You can release Adventure games, MMO games, RPG games. Each come with their own respective features you can add to the game. MMO games require you to have the servers to host all the players, and depending on how many active customers you have, server demand might be quite high, which will force you to expand your server farms.

Hire a Receptionist and form deals with other companies: allocate your own teams to either market, design, programme or draw artwork for another company. Or, you can become a server farm, whereby you host services for other companies. You are also able to buy stocks in other companies and eventually buy them out, or you can form them into a subsidiary and let them carry on their work for you, whilst you reap the benefits.

The game is really fleshed out, the developer is an absolute champ and keeps real good dialogue with the community. He takes feedback and works on it, so don't be surprised if you see something you suggested pop up in the next patch. New technology gets released as time goes by, so you'll be starting off with really ancient technology from the 1980's, but keep your company afloat for long enough and you'll be using holographic computers and massive servers.

I'm not very good at this thread making stuff, so I'm sorry about the wall of text at the bottom. I just wanted to paint a picture of how the game is to hopefully attract people to it. Having an active thread for this game would be nice.

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Original_Z
Jun 14, 2005
Z so good
How does this game compare to the old Gamebiz series?

Red Mike
Jul 11, 2011
This is a really good game, even as an alpha. The game mechanics are pretty solid, the 'setting up buildings' is great and lets you do so much customisation if you're into that (without needing mods as well), despite being ostensibly grid-based. The grid can be made bigger, smaller, rotated, parented to objects, etc, so you can literally create almost any room you can think of.

It does have some failings, of which I'll list a few, keeping in mind I haven't played for a couple updates:

Distributing your game is a bit simple/opaque, but I think they're working on this currently.
Operating systems are really opaque. Making your own (with all your software) is hard to judge if it'll be a good idea, porting projects seems to bring no benefit, etc.
Some of the systems are a bit odd (temperature, etc), where having AC in the office causes immense amounts of noise no matter what you do, so you end up not being able to optimise hard like some people do.
Hiring/matching people's skills is pretty drat bad because of the programmer art UI. I assume this'll be improved later on.
Similarly, scouting other people's projects and their features is really annoying to do currently, mostly 'cause of UI.
edit: Also the hired staff being sort of independent and not having enough ways to guide them (this person does the datacenter, this person does the offices, etc). It leads to some issues when you've got enough buildings and people.

e: Also I really like the server system despite thinking I'd hate it. Setting up source control on a small dev server, then having to scale it up, then having a full on datacenter and getting people in to fix it turned out to be just involved enough to make it fun without making it incredibly annoying. UI needs some work but otherwise it's a net plus.

Red Mike fucked around with this message at 14:02 on Apr 11, 2017

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