MGUL

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.

Demo
Coming soon to Steam
Platforms
Steam first · iOS and Android to follow
Trailer

See it run.

The MOGUL city map mid-campaign, with shops and rival businesses trading across the districts

Trailer coming soon

What you actually do

Run an actual empire, you don’t just watch progress bars in a UI.

Start with one café and build it into companies, enterprises, landlord monopolies and a hearty investment portfolio — on the world’s most advanced business & life simulation, where every system is a real model you can read, outplay and get wrong, and all of them feed one balance sheet and one life.

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.

Supply Chain

Choose suppliers on price, lead time and reliability, then find somewhere to put what turns up: warehouses, a fleet to drive it, and stock that spoils if it sits too long.

People

Hire from a candidate pool where potential is hidden and skill grows with the job. Pay keeps rising in a boom and does not come down in a slump, so every hire is a commitment.

Offices & Skyscrapers

Group your shops into companies run from an office, with heads seated to run them — then bring the companies together as an enterprise in a skyscraper, staffed department by department. The point of a chain is that it runs without you.

Marketing & Franchising

Aim campaigns at the customers you want rather than just buying reach, take up each decade’s new channel before a rival does, and franchise your format to operators who pay a royalty.

The City

Districts with their own foot traffic, rent, tax and crowd, which grow as money moves in and decline when it leaves. A cheap pitch and a dear one are different businesses, not difficulty settings.

Rivals

The competition opened before you did. They price against their own costs, expand where a district is underserved, close what stops paying, and grow big enough to float — none of it scripted at you.

Investing

A stock market of fictional companies, with bonds, margin and stop orders; stakes in founders at a venture desk; and the big plays — float your own firm, buy a rival outright, or take one over against its board.

Banks & Insurance

Borrow to grow and live with the repayments, insure against the fire you hope never comes and pay more after a claim, and settle the tax bill — or have it taken from your cash when it is overdue.

Landlord

Buy buildings outright and run them: choose between named tenants, set the rent, renovate before the place falls apart, inspect, and decide whether a tenant behind on rent gets a payment plan or an eviction. Rent shopfronts to rival businesses, with rent tied to their takings.

Homes & Building

Climb from a $175,000 flat in town to a $12.5 million estate in the suburbs, every rung a bigger room to fill. Unlock over a hundred pieces at the furniture store, then place, turn and move them, set a lamp on a table, repaint the walls and floors, and walk through what you made. A bigger home rests you better, and costs more to keep.

Life

Every week has hours the business wants and a body that wants them back. Sharpen your negotiation, finance and leadership at the training centre; date, move in together and raise a child; keep up the friends and contacts whose favours grow as you become somebody; buy the car, the yacht and the art, and keep paying for them in a bad year. It ends when you retire, go bust — or work yourself into the ground.

Punishing Event System

Recessions, fires, a supplier going under, a lawsuit — and they land on your weakest point, not at random. Choose a settled world or a turbulent one at the start, and live with it.

Eras

Four eras from 1980, each with new products, new marketing channels and its own trends. Rivals take them up after you or before you; nothing you worked out gets worse, but standing still does.

Challenges & Leaderboards

Five scenario challenges, each a start, a goal and a deadline; 59 achievements; and a verified leaderboard, where every campaign is replayed from its own decisions before it is ranked.

Map key

Thirteen things to own, and one city to fit them in.

Every one of these is drawn in the game's own marker colour — the palette you read the city through.

Café
Your first shop. Design the menu, hire the counter, live with the reviews.
Fast Food
The fattest margin in the game, on the thinnest basket.
Grocery Store
Resells rather than makes, and the stock spoils if you leave it.
Convenience Store
Long hours, a small basket, and a chiller wall to keep full.
Clothing Store
The dearest fit-out on the map, and the deepest stock behind it.
Skyscrapers
Departments, a C-suite, and a legal floor for when it goes wrong.
Warehouses
The supply line behind every shop. Every pallet is capital doing nothing else.
Offices
Where you stop doing the work yourself and start delegating it by department.
Apartments
A flat in the city: the first place of your own, and a block to buy and let.
Starter Homes
A house in the suburbs, and the first room you furnish yourself.
Family Homes
More rooms, more upkeep, and more to furnish.
Mansions
Status you can walk around in — and a bill to match.
Estates
The top of the ladder: grounds, rooms to fill, and the money it took to get there.
Development status

Built in the open, by one developer.

What is running in the game today, from the shop floor up.

Running now

The city and its districts, which grow as you invest in them. Five kinds of shop — a café, a grocery, a fast-food counter, a convenience store and a clothing shop. The products you design and the reviews they earn. The staff you hire, train and delegate to. Your rivals. And the supply chain behind all of it: suppliers, lead times, purchase orders, warehouses, vehicles, and stock that spoils if you leave it too long. Above that, a stock market and the deals it makes possible, property to own and let, and your own character's life.

From one shop to an empire

Companies run from offices by the heads you appoint, then brought together as an enterprise in a skyscraper, staffed department by department. Franchising your format to operators who pay you a royalty. Marketing aimed at the customers you want, through each era’s new channels. A research tree, floating your own firm and taking over a rival’s. Four eras, five challenges, and events that arrive precisely when something is already going wrong.

Questions

The things people ask first.

How much will it cost?
One price, paid once. It is set when the Steam page goes up, and there is nothing to buy after it — no ads, no in-game currency, no loot boxes, no season pass.
When can I play it?
The free Steam demo comes first, then the game. There is no date yet; this page changes the moment there is.
Will it run on a Steam Deck?
It is built for one: the whole game plays on a controller, and on a Deck it opens fullscreen.
Is it coming to phones?
Yes — iOS and Android follow the Steam release, from the same game.
Is it multiplayer, or always online?
Neither. It is a single-player game that runs entirely on your device. The only thing that ever goes online is the optional leaderboard, and the game never waits for it.
Will it teach me how to play?
Yes. The first time you meet each part of the game, a short tip says what it is for, so the depth arrives as you reach it rather than all at once.
Is there an endless mode?
A campaign is endless: it runs for decades from 1980 until you retire, run out of road, or go bust. Or pick one of five challenges, each a start, a goal and a deadline.
Can people cheat the leaderboard?
Not onto the verified board. Every campaign sent in is replayed from its own decisions on our side, and only a run that rebuilds exactly the world it claims gets there.