Studio Market Tycoon
Can you turn a small design studio into a growing creative business?
Will your next product become a hit — or teach you what to improve before the next launch?
Run a studio you're proud of
Studio Market Tycoon is basically a chill business sim — you're running a design studio, making products, hiring people, and slowly turning your tiny operation into something you're actually proud of.
At the start you've got almost nothing — a couple of people, barely any budget, and projects that feel almost too small to matter. And then at some point it just... clicks. You put something out there and it actually lands. Hard to explain, but that moment is kind of why the whole thing exists.
If you're into tycoon games but hate when they turn into homework, this one's for you. No spreadsheets, no 40-tab wikis — just satisfying progress.
Get the launch right, then watch it go
First thing — get your workspace sorted. Pick what you want to make, figure out who's doing what, and don't just wing the launch (trust me on that one).
Turns out you can't just wing every launch — who knew. You'll manage design quality, production time, customer interest, and market demand. Get the launch right and you can kind of just... watch it go for a bit — which, honestly, feels amazing the first time it happens. Mess it up? Honestly, still useful — you'll know exactly where it fell apart.
There's a point maybe a few hours in where you realize the game has way more going on than it let on at the start — in a good way, not an overwhelming way.
Game Features
Creative Studio Management
It's yours to mess up and fix. Start with whatever you've got, work out what actually moves the needle, and eventually it starts looking like something.
Product Launches
Put your products out there, see what sticks, and actually learn something from the ones that don't.
Hire Creators
Hire people who fill the gaps you can't cover yourself — designers, planners, marketers, the whole crew.
Market Expansion
The deeper in you go, the stranger it gets in a good way — customers and niches you'd never have guessed existed when you were just starting out.
Upgrades and Progression
Early on it's a bit of a mess, not gonna lie — but once upgrades start landing, you'll feel it.
Light Tycoon Gameplay
You'll tell yourself 'just one more launch' and then suddenly it's 2am and you're redesigning your whole hiring strategy.
Explore New Markets
Honestly, your first studio is kind of just you figuring things out — but that's where it starts. Once your products start gaining attention, new markets open up with fresh challenges and better opportunities.

Local Market
Nothing fancy here — small projects, easy customers, and launches you can actually pull off without losing your mind.

Creative District
These customers are picky in the best way — they actually notice when something looks good, which means you have to care too.

Digital Market
It moves fast here — like, uncomfortably fast. Your old habits won't cut it and you'll need to rethink how you're doing basically everything.

Global Studio Scene
Yeah, this one's a different beast. Everything you learned in the local market? Yeah, mostly useless here. You're basically starting over with harder rules.
Each market gives you new goals, new product types, and more ways to shape your studio's future.
Got a question?
Found something broken? Just want to vent about the balance?
Reach out to us at:
support@marketstudio.spaceWe do actually read these — some of the stuff in the game right now started as a random message from someone who was annoyed about something.