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.
These are the game's own marker colours — the legend you'll read the city through. Some are playable now; the rest are being built in the open.
MOGUL is being built in the open by one developer. What the systems above describe is real and running: the city, the districts, the shops, the products and their reviews, the staff, the rivals, and — most recently — the supply chain: suppliers, lead times, purchase orders and the warehouse behind every store.
Not finished yet: production lines, spoilage, distribution, 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 demo go up first, and this page changes the moment they do.