Office Management 101 is a satirical business sim / tycoon game that puts you in charge of a regional branch of a consumer electronics company. You are responsible for designing and building the offices, hiring staff and managing projects, while trying to make a profit by selling products engineered by your branch.
In addition to the product-specific staff like researchers and engineers, it's also possible to hire supporting staff like managers, IT guys, accountants, lawyers and janitors, who keep the office running smoothly and organized as the business grows.
Players can choose a sandbox mode or follow a story that will take you from an office to office all over the world, with each country having their own legal system, culture and economy. More options and possibilities will open up as the story progresses, but there will also be more challenges and problems to tackle.
Jesting the corporate world, the game features a number of quirky and amusing characters, slapstick humor, unexpected events and unlikely settings, forming a light-hearted and colorful package of the daily affairs of office life with a twist - something along the lines of Dilbert meets Theme Hospital.
Office Management 101 sports an isometric pixel-art style in the image of the golden era of the genre, while still bringing fresh ideas to the table.
The game is currently in closed pre-alpha stage and will be released for PC (Windows, Linux, Mac) in 2016, with the possibility of Android and iOS versions afterwards.
Hey tycoon fans!
So much has happened since the last update here that I don’t even know where to start. Although I’ve not updated the blog here much anymore, we certainly have been busy and productive meanwhile.
I guess I could begin with announcing the new landing page for the game that we published today, so here it is:
Aside from that one of the biggest changes is that I'm now saying “we” instead of “I”, since earlier this year Edvin Aedma joined the project as a Producer. Edvin was one of the guys who delivered the indie hit Teleglitch and he’s now running a game company called Interactive Fate, which is working on Rogue Ambassador, a space epic roguelite with RPG/adventure elements. It's been an honor to have him see enough potential in my creation to team up and he's been great help.
Together we went over the game design as it was, threw out the parts that weren’t good enough and implemented a new core loop that is much more intuitive and fun, without losing the depth. I won’t deny that it was somewhat painful at first to cut out a lot of work, but it’s for a good cause to have a better game by the end, so it had to be done. Plus I definitely was facing a sort of a tunnel syndrome and failed to spot some glaring problems after working on the game alone for so long. I won't go into the exact details right now, but I might talk about them in one of the future posts.
We’ve now come to a point where we’re fairly confident in what we have and are preparing for next steps. Finally releasing a trailer is obviously one of the priorities. The free alpha I’ve been promising for ages shouldn’t be far behind it. I won’t promise any exact dates quite yet, since the timeline largely depends on whether we manage to secure some funding for the development.
If all goes well, we’ll be expanding the team some more too. I’m hoping to bring on an artist to lessen my own workload so I can concentrate more on coding. In the upcoming months my brother Raimo will start fleshing out the storyline for the campaign and there’s also plenty work for a composer and a sound designer. I will announce the names of the persons involved as soon as it’s official.
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