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Game Dev Story

Game Dev Story
  • #: 23114
  • Price: $3.99 In Apple Store
  • Category: Games
  • Updated: 2016-12-09
  • Current Version: 2.04
  • 2.04
  • Size: 7.80 MB
  • Language: English, Japanese
  • Seller: Kairosoft Co.,Ltd
  • Requirements: Compatible with iPhone, iPod touch, and iPad. Requires iOS 3.1 or later
  • © (C)KAIROSOFT CO.,LTD. All Rights Reserved.
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Manage your own game company and try to create a million-selling game in this unique simulation.

Features the ability to develop your company's own game console, plus a system for changing your staff members' professions.

Hire talented people and train them to develop their skills.

As your staff gets more experience, you will unlock a wider array of game genres and content to develop. Try to find the most popular combinations and develop for the latest platform!

Your staff members can have a variety of game-related professions, from programmer to sound engineer.

Work hard and you may reach the top of the video game industry!

Try searching for "Kairosoft" to see all of our games, or visit us at http://kairopark.jp.

Be sure to check out both our free-to-play and our paid games!


What's New in Version 2.04

Now available in Traditional Chinese, Simplified Chinese, Korean and Thai!

iPhone Screenshots

Game Dev Story iPhone Screenshot 1
Game Dev Story iPhone Screenshot 2
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Game Dev Story iPhone Screenshot 5

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Rated 4/5 based on 3 customer reviews.


4/5 stars

The Football Manager of Game Development Sims!

It is a cute stat based game development simulation. While the game is fairly open ended, your primary objective is to make as much money as possible in your company's 20 year career (you can continue longer but it will be unscored) while avoiding going completely bankrupt.

You hire staff and embark on relatively safe contract work (low risk and development costs for your company, but not usually as rewarding in the long run) or develop your own game (higher risk and development costs, but much bigger potential rewards and professional experience).

Each of these projects are broken into distinct developmental phases with certain character skills (Programming, Scenario, Graphics, Sound) playing a bigger part than others. With most phases you need to make a call as to whether to do something in-house or to hire a free-lance professional for it. Free-Lancers can often do a far better job, but cost a lot of money and will deny your team some key development experience for down the road.

As a result of these projects you'll gain Research Points (sort of like communal experience points) and Cash. These Research Points can be used to power little one time boosts or to level up some of your workers (the catch with leveling up workers is that while it increases their skills, it also will increase what they demand in salaries).

The game, while keeping the actual game making very abstract, does give you a lot of leeway in deciding what kind of game you want to have your company develop (which platform, which genre, what theme, and a few other parameters). These choices are more than just meaningless window dressing as the game tells you of their various popularity levels and your company is rated on its experience in each of these themes and genres (this is an aspect, if I read it right, that carries on from game session to game session, so while all of your cash and worker stats are reset each time you start a new game, this genre experience does not reset). Some of the game's more hidden mechanics are how these genre and theme aspects combine together (a Puzzle Samurai themed game definitely goes against expectations even if these components alone are both fairly popular). Another fun aspect of console game development is the whole buying of a license. These are pretty hefty fees your company has to pay for the right to develop on a given system and force you to make some very strategic decisions...like do you just develop on a system with a low licensing fee, or save up to go for that really expensive one since that system appears to have a bigger market share. Lastly how long do you keep developing on a system once its market share has started to dwindle?

My only whine in the end, and I'm sure it will just become apparent over time, is that when playing the game for the first time there is no clear way to know the significance of the various stats. Like I know I just developed a game that has a score of 37 in creativity and 46 in graphics...but I have no idea if that is good nor how it compares to my competitions' games.

You can even get to the point where you develop your own console system. A HUGE risk but if you work it right you can make buckets (be the next Sony Playstation, not the 3DO).

5/5 stars

Great Business Simulator

This game is awesome and very addictive. It sucessfully emulates the tough business world of video games while using levels, items, power-ups, pixel art, and much more to make the game more accessable and fun. This is a definate reccomendation. Love it!

5/5 stars

Time will fly

Just about as addictive as the Civilization series. This game will keep you playing to make that one more game and before you know it, you've been playing for hours.
Love to see some updates expanding the game. MMOs that last 5 years and longer shelf lives on popular games. Multiple studios would be nice.

Get this game it's great. Love to see more sims from this developer.


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