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*rated “overwhelmingly positive” based on 24, 615 reviews from Steam. 26. Dec. 2018 Replay gaming history. Create best selling games. Research new technologies. Become the leader of the market and gain worldwide fans. Now Available on Google Play! Its the perfect sort of game for mobile devices and theres so much to do here […] all players owe it to themselves to check out this great port. Toucharcade (Eric Ford) Game Dev Tycoon Game Dev Tycoon is a business simulation game where you replay the history of the gaming industry by starting your own video game development company in the 80s. Research new technologies and invent new game types. Become the leader of the market and gain worldwide fans. Start out in the 80s Start your adventure in a small garage office in the 80s. Enjoy the hand-crafted level design while you develop your first simple games. Gain experience, unlock new options and create your first game engine. Create games your way In Game Dev Tycoon the decisions you make during development really matter. Decide which areas you want to focus on. Does your game need more gameplay or should you focus more on quests? These decisions will have a major impact on the success of your game. Expand your company Once you have successfully released a few games you can move into your own office and forge a world-class development team. Hire staff, train them and unlock new options. Make larger, more complex games With experience and a good team, you can release larger, more complex games. Larger games bring new challenges and you will have to manage your team well to deliver hit games. Unlock labs and conduct industry-changing projects Move beyond just releasing games and conduct industry-changing projects by unlocking labs later in the game. There are a number of secret projects that can be completed. The full game has many more features which are not listed here to prevent spoilers. Gameplay over revenue We love simulation games and we also strongly believe that games need to be more than dressed up slot machines. Thats why we are proud to say that Game Dev Tycoon was designed as a fun game and not as a revenue extraction platform. Game Dev Tycoon focuses on a casual single player experience – there are no forced wait-times, no virtual coins, no in-app purchases, no ad-breaks, no loot boxes and no overly addictive gameplay mechanics. We dont care about player retention or average player revenue, nor do we want to catch whales. All we care is that you enjoy the game for as long as you want to. In exchange, we ask for a small upfront fee because your support is the only factor keeping us in business. If you like what we are doing and want to support us further, please take a look at this page. FAQ Do I need to be online while playing the game? No, you can play the game offline. If I buy on mobile do I get the Desktop version or vice versa? No, the mobile and Desktop versions are two separate products. Will I get a Steam key? If you buy the Desktop version: Yes, you will receive a Steam key. Will you port the game to more devices? If our mobile release goes well, we might consider porting the game to more devices. Game questions Where is the research menu in the second office? Once you are in the second office you have two menus. One, when you click on the background and another one when you click on a specific character. To research something you have to click on a character. I always go bankrupt in the second office. Help! For some tips on how to survive the second office see here (spoilers. Can I play longer than 35 years? Yes, once the normal game time is up, your score is calculated and there will be no more platform releases but you can still continue to play and unlock things. If you prefer a longer/shorter game then you can also customize the game length. To do this click on the little cog icon on the screen where you enter your company name. This setting cannot be changed for existing save-games. Comment, Request & Report Bugs If you want to discuss the game with the community please visit our forum. If you need to get in contact with us please use the form below.
This page applies partially or entirely to version 1. 4. 5. Its information may not be accurate for newer versions of the game. If you update the article to reflect the current version, please archive the page referring to the older version and categorize adequately before removing this template. Please also change the background colour when you change the fitting! Spoilers for Game Dev Tycoon follow. In Game Dev Tycoon there are a lot of factors that go into creating a high quality game. This article aims to provide the information needed to create good quality games. Typically, the goal of game development is to get a high review score (preferably 9. 5. However, during the game development your actions do not influence your review score directly, but rather, your game score. The Game score is a hidden value you can only see by Modding (do not confuse it with the review score you see) is basically the sum of your Design + Tech, divided by a modifier based on game size (this compensates for the fact that bigger games take longer to develop and accumulate more points) and then multiplied by several quality modifiers. All those modifiers are usually capped at a value of around 1, and have lowest values of around 0. 6. Therefore, failing even one quality check can lower your game score significantly. This game score does not translate into review score directly, but rather is compared to your previous high score (read next paragraph for details) to calculate your review score. You can influence the sum of Design + Tech you receive mainly outside game development, by researching more features (allows your employees to contribute more points while developing the field that feature belongs to) and training your employees / hiring additional employees (increases point contribution total) while during game development, you can mostly influence all those quality modifiers of your game. Good quality ≠ Good reviews! First thing everybody needs to understand: Good quality game DOES NOT MEAN good reviews In this game, you compete exclusively against your own previous high score (except in the very beginning of the game, where you compete against a pre-set top score value, until you can beat it and set your first high score. Your game score is compared to your high score (with an added increment of about 10% 20. and that is your final review score (before it gets randomized a bit and you get to see it. Therefore, in order to get a good review score, you need to perform slightly better than your previous score. This is very important to understand: To get a good review score once you can just keep on playing and eventually, no matter what you do, you will get a 9. 5+ game (if you don't lose before. In order to keep getting good review scores every time, you need to be consistent, not good. You need to perform just like you performed last time, but a bit better. Why would you care to make high quality games then? Because it is easier to make a top-quality game (game with all quality checks maxed) than it is to make a non-top-quality game of the same level of (non)quality. For example, in order to get best quality based on allocation of sliders, you only need to never apply less than 20% to certain topics ( 3-6 per genre) never apply more than 20% to certain topics ( 0-3 per genre) and at least twice apply more than 40% to certain topics ( 3-6 per genre. However, in order to make a worst quality game, you need to invert all of that - always apply less than 20% to certain topics ( 3-6 per genre) always apply more than 20% to certain topics ( 0-3 per genre. Therefore, if you go for best quality, you have 60% freedom (meaning 60% of 100% of the slider is okay, remaining is not) in 2 sliders, 80% freedom in ~1-4 sliders, 20% freedom in ~0-3 sliders and 100% freedom in remaining ~0-6 sliders, and if you go for worst quality, you have 20% freedom in 3-6 sliders, 80% freedom in 0-3 sliders and 100% freedom in remaining ~0-6 sliders. If you compare that, you see that you have ~500% 800% out of total 900% freedom in the first case, and 360% 660% in the second case. Therefore, if you adhere to "best quality" ruleset, you have more creative freedom than if you adhere to "worst quality" ruleset. This is even more radical for, say, genre/topic combo. There are way more Great Combos (quality modifier of 1) out there than Strange ones with lowest possible quality modifier of 0. Therefore, if you focus on making only worst strange combos, you will be very limited in what genre/topic combo you can choose (not to mention you will hardly have any multi genre games to do. However, if you focus on making only great combos, you have much more freedom. For example, Dungeon, Airplane, Fantasy, and many other topics can produce only 1 worst Strange Combo but 4 Great Combos. Overall, there are very few topics that give more strange combos than great combos (Game Dev and Superheroes with 3 strange vs 1 great, Romance, Startups, Hospital and Surgery with 2:1) while most of them produce way more great combos than strange combos. Therefore, this page will not tell you how to make games that get good review scores. It will tell you how to make top quality games, which will in turn help you be consistent in your score, which will in turn help you get good reviews. If you develop games of consistent quality (great combo, tech/design balance upheld, no bugs etc. your game score will be almost exclusively based on the sum of Design and Tech points you see, and thus you will have an easier time judging how well you did (before you see the reviews. In the end it's all up to you, free your mind, think of what you want to make/train or research next, and always keep your cool. The World is waiting for only one thing, and that thing, is you. For more information on how the quality of a game is assessed, and how it is reviewed, see Review Algorithm. Introduction First of all, things to always avoid: Developing two games in a row with exactly the same Topic/Genre or Topic/Genre/Second Genre Don‘t make a expansion or sequel before 40 weeks. Developing a sequel using the same engine. (Does not apply to expansions) Developing a large game without using 2D Graphics V4 or higher / 3D Graphics V3 or higher Developing an AAA game without using 3D Graphics V5 or higher Developing an AAA game without assigning at least 3 specialists to respective fields that are considered important for the genre. As stated above, game quality is calculated as a combination of different modifiers that all are applied as multipliers to your sum of Design + Tech. Setting aside those outlined above as things to avoid, you have the following modifiers influencing your game quality: Tech/Design balance Slider (time percentage) allocation Game genre/topic combination Game genre/platform combination Trending Bugs Therefore, in order to make a guaranteed perfect game (aside from trending, which is random) over the whole development process you have to Get a correct final balance between Design and Tech points Conform to all slider allocation rules Choose a "great combination" of genre and topic Choose a platform that fits your genre (or both of your genres in case of multi-genre) Have no bugs. The process of creating a game can be divided into two major parts: Pre-production and Development. Pre-production phase During pre-production is when the major decisions for the game are made. Choices available during pre-production: Game Title. The game's name. Size. This affects the amount of time it takes to develop the game it also alters the cost of development. Small games are almost impossible to reach an average score of 10. Therefore, if you wish to receive a perfect score it would be ideal to produce larger games. Topic. Genre. Platform. Engine. This table is based on Raw Data from the game source. Combinations. Great. Good. Okay, −− = Bad, −−− = Terrible Audiences: Y = Young, E = Everyone, M = Mature Topic Genres Audiences Action Adventure RPG Simulation Strategy Casual Y E M Abstract + −−− + Airplane Aliens −− Alternate History Assassin Business City Colonization Comedy Construction Cooking Crime Cyberpunk Dance Detective* Disasters Dungeon Dystopian Evolution Expedition Extreme Sports Farming Fantasy Fashion Game Dev Government Hacking History Horror Hospital Hunting Law* Life Mad Science Martial Arts Medieval Military Movies Music* Mystery* Mythology Ninja Pirate Post Apocalyptic Prison Racing* Rhythm* Romance School Sci-Fi Space Sports* Spy Superheroes Surgery Technology Thief Time Travel Transport UFO Vampire Virtual Pet Vocabulary Werewolf Wild West Zombies Multi-Genre combinations The only way to get a "Great Combo" for multi-genre games is to use two genres that when used on their own with the chosen topic result in a "Great Combo. This means that topics like Surgery can not get "Great Combo" on multi-genre games. -source Topic/Audience combinations You will occasionally get messages about matches or mismatches of target audience and platform you have chosen. Your choice of audience primarily affects the number of sales your game will generate. The higher the sales modifier of the selected Topic is, the more sales you will get with that target audience. -source These combinations are covered in the table above. Platform/Genre combinations Each genre has its own popularity on each platform. Your choice of genre, relative to platform, slightly affects the review scores. The higher the sales modifier of the selected platform, the more sales you will get with that genre. When you develop a Custom Console, the genre and audience combinations are generated based on your list of previously released games; they aren't predetermined like the standard consoles. They are therefore different between one playthrough and another, and even potentially different between one custom console and another within the same playthrough. For genres, your two most frequently used genres will be. Great) your third most frequently used genre will be. Good) fourth and fifth will be. Okay) and sixth/least frequently used −− (Bad. For audiences, your most frequently used audience will be. Great) second most frequently used. Good) and least frequently used. Okay. System PC G64 TES Master V Gameling Vena Gear Vena Oasis Super TES Playsystem TES 64 DreamVast Playsystem 2 mBox Game Sphere GS PPS mBox 360 Nuu Playsystem 3 grPhone grPad mPad Wuu OYA mBox One Playsystem 4 mBox Next Playsystem 5 Custom Console. Platform/Audience combinations You will occasionally get messages about matches or mismatches of target audience and platform you have chosen. The higher the sales modifier of the selected platform is, the more sales you will get with that target audience. -source Development phase Design sliders allow the player to control the time allocation for the various aspects of the project. The higher a slider is set to with respect to others, the more allocated time it will receive during development, which can be previewed at the bottom bar of the game development screen. Important: Development has a large influence on your review score. This table is based on Raw Data from the game source. Ratio Stage 1 Stage 2 Stage 3 Engine Gameplay Story / Quests Dialogues Level Design AI World Design Graphics Sound Design 20% 80% 90% 40% 60% 50% Tech 10% This means that, for example, if you assign 50% development time of Stage 2 to Dialogues, 30% to Level Design and 20% to AI, then during 50% of the time spent on the phase, 90% of bubbles generated by your employees will be design bubbles and 10% tech bubbles, then during 30% of the time spent, 40% of the bubbles will be design and 60% will be tech, and during last 20% of the time spent, 20% of the bubbles will be design and 80% will be tech. Game quality and correct Tech/Design balance (exact value you must aim for is based on the chosen genre) is very important during rating calculation. Single Genre focus When reading the tables below, remember, it is the bottom composite bar consisting of three parts (located under the sliders) that is important, not how much percentage you assign to each slider individually. All those 40% s and 20% s refer to the relative size of the field's part on the bottom bar... very important (1. 0. quite important. 0. 9. You should try to get 40% or higher focus from at least two of these sliders for best results, and not get 20% or lower from any of them... not very important. 0. 8. These sliders can be set to anything. −− = not important. 0. 7) −−− = not at all important. 0. 6. You should not get 40% or higher focus from any of these sliders. Genre T/D 1. 8 ~ 0. 4 - 0. 6 1. 4 0. 5 Multi-Genre Focus For multi-genre combinations, the values are weighted with the first chosen genre being twice as important as the second one. Refer to the Review Algorithm for more information on how the following values were calculated. The point of multi-genres is to eliminate a genre's requirements, giving you more flexibility with what features to cram in. For example, Strategy/Adventure and Strategy/RPG has only 3. fields and everything else is not bound by rules, while if you'd be making Strategy or RPG, you'd have 6. fields and 1. field to worry about, therefore, multi-genre gives you more creative freedom when you combine genres properly. The downside to using a multi-genre with less than 2 desired fields in a stage is that your game quality will not be increased as much as a multi-ged fields. -source Genre 1 / Genre 2 Action / Adventure 1. 33 Action / RPG 1. 40 Action / Simulation 1. 73 Action / Strategy 1. 67 Action / Casual 1. 37 Adventure / Action 0. 87 Adventure / RPG 0. 47 Adventure / Simulation 0. 80 Adventure / Strategy 0. 73 Adventure / Casual 0. 43 RPG / Action 1. 00 RPG / Adventure 0. 53 RPG / Simulation 0. 93 RPG / Strategy RPG / Casual 0. 57 Simulation / Action Simulation / Adventure 1. 20 Simulation / RPG 1. 27 Simulation / Strategy 1. 53 Simulation / Casual 1. 23 Strategy / Action Strategy / Adventure 1. 07 Strategy / RPG 1. 13 Strategy / Simulation 1. 47 Strategy / Casual 1. 10 Casual / Action Casual / Adventure Casual / RPG Casual / Simulation Casual / Strategy Employee allocation Starting with medium sized games and up, you can assign certain employees to certain fields. You must assign an employee to each of the nine fields, and only one can be assigned to each field. Based on the size of the game, employee will get "used up" in the project at different rate. For medium projects, the rate is 1, for large it is 5/3 and for AAA it is 2. This means that for each percent of time allocated to a certain field, employee assigned to it will receive that many usage percent. Therefore, medium game will require a total of 3 people to complete, large will require 5 and AAA will require 6, without overloading your employees. The total amount of employee's effort used is displayed as a progress bar under employee's name on the slider allocation screen. If you do not let any employee get a serious overload, you will be awarded with a 30% experience bonus for Good Management (this does not affect review scores. Overloading an employee results in less points towards Design and Technology. No matter who is assigned to what field, every employee keeps contributing design and tech points to the project. However, it seems that depending on who you assign, overall points contributed are slightly varied. Assigning a person that fits better to the field will make you end up with more design/tech points overall. You can refer to the table in the beginning of the article to find out who is best fit for what field. Case study: Late in the game (year 40) while developing a medium game assigning employees correctly (every employee has enough design and tech points to fully cover the requirements of the field) gave net result of 2536 total points (average between 2 tries) and assigning employees incorrectly (every employee has not enough points to cover at least one requirement - for example, a 300/800 employee assigned to a 810/90 field) gave net result of 2404 total points (average between 2 tries. This is only a 5% increase but maybe if the difference in stats was more drastic (like, assigning a 720/180 employee to a 180/720 field) there would be a bigger difference in net result. Since you only compete against your own high score, having a balanced all-around team (every member with very close design and tech stats) would be much more viable because it would be easier to make consistent games. A downside would be that you would have to wait a little bit longer before you can open your R&D lab. Development phase for dummies If you are absolutely clueless about what to do after reading the previous paragraph and want a simpler solution, just set the sliders themselves to the percentage values provided in the table below: Read this before using the table below! Sliders are not the main way of getting good scores, it is a mix between many factors. Some of them include previous reviews, your staff, what year it is, the genre to the platform and the main one is your tech/design ratio. I'm not saying this table is worthless (it kinda is) but if you follow this table and your tech/design score is way off, then you will get horrible reviews every now and then, because your game quality will be unstable - sometimes you will hit the nail on the head with this table, sometimes you'll be far from top quality, and instability is what leads to bad reviews. Please check out some other pages and read up on the game before using this table or just have fun and make games how you would want to play them. The table way above with + and - is a much better reference if you know what you are doing. Say you are Tech 300, Design 300, Speed 300, and Research 300 Your 2nd employee is Tech 500, Design 100, Speed 150, and Research 200 3rd Employee is Tech 400, Design 200, Speed 200, and Research 100 Your tech/design ratio will be off. Your tech would be way too high for most genres. Rpg, would be getting bad quality (due to you getting wrong tech/design balance) while Simulation and Strategy would be getting good quality (due to getting correct balance. If your staff would have an excess of design over tech, it would be vice versa. Therefore, if you'd to follow the table below, you would have good quality games of some genre, but bad quality of other, meaning you would keep getting very bad reviews every now and then for your inconsistency in game score. This table is based on Raw Data. 100 80 0 50 40 While this will work for you at the beginning of the game, when you have one employee and a few features, later in the game, when you have multiple employees and multiple features, this table will no longer provide you with the highest possible game quality but more of a rough guide. Specialization Training To specialize in a specific slider you will need to be level 7 and meet required levels of design and technology. This can also serve as a guide for which employees to use for each slider (the Design/Tech requirements for specialization are proportional to the Design/Tech components of each Dev focus. Great games need employees focused on either design or technology, as well as employees with a good balance of both. Save your well balanced employees for Stage #3. Specialization costs 200 research points and 5M credits per person. Slider Specialization Requirements: Slider 180 720 Story/Quests 810 90 360 540 450 More visually explicit version: Additional Versions Downloadable PDF version: PDF Version 1. 2 Game Dev Tycoon - Game Development Chart - Template: Spreadsheet - Spreadsheet version, includes a Combination Grid for tracking combinations across all Topics and Genre.
Login Store Community Support Change language View desktop website Game Dev Tycoon 4, 254 ratings ULTIMATE GUIDE FOR GAME DEV TYCOON This guide covers every single aspect of Game Dev Tycoon; the Achievements, Unlocks, Combinations and Tips. Introduction This guide will cover all of the parts of Game Dev Tycoon (Game Combinations, Unlocks and Achievements. The first time I played the game I kept going bankrupt in the basement stage, mainly because I didn't know what aspects were important with what genres. If you want to get all of the achievements I recommend you reading the part about achievements first. Things you should NOT do 1. Creating two or more games in a row which have the same genre/topic. 2. Developing a sequel/expansion within a year. 3. Developing large games with 2D Graphics V3 or lower or 3D Graphics V2. 4. Developing a AAA game without having 3D V6. 5. Developing a AAA game without having all of your employees specialized. Best Game Combinations A good game has to have a good combination of Genre, Topic, Audience and Gaming System. Try to find combinations which have a. average. The ~ means that it doesn't really matter. In the charts I've added in the images you can see which combinations work. Topics/Genres Charts. System/Genre Chart Genre/Stages Charts (Single Genre) Genre/Stages Charts (Multi-Genre) Unlocks You will start out in your Garage. To unlock the next office you need 1M. In that office you get an upgrade and for that you need to be in Year 11 Month 6 Week 2 with 2 employees and 5M. To get the next office you have to be in Y13 M9 W2, have 4 employees and have 16M. To unlock the R&D Lab you need to have a Design Specialist. To unlock the Hardware Lab you have to (after you unlock the R&D lab) get a Technology Specialist. Research Unlocks; Target Audience - Y3 M1 W1 Casual Games - Y3 M11 - W1 Marketing - Y4 M5 W2 Sequels - Y8 M6 Multi Genre - Y12 M8 Expansion Pack - Research MMO and have an MMO in sale R&D Lab Unlocks; Hardware - After opening Internet Opportunities - After opening MMO - After Internet Opportunities Codename: Grid - After Internet Opportunities Own Convention - 1M fans or Y23 3D Graphics v6 - 3D Graphics V5 lvl. 4 3D Graphics v7 - 3D Graphics v6 lvl. 4 License Game Engines - After making 10 custom engines AAA Games - Get a large game with a score of 10 Custom Hardware - Have a Tech Specialist Marketing Campaign - Develop a AAA game Tips When you can accept an interview, always do. Have balanced Tech and Design employees, 2 Full Design, 2 Full Tech and 2 Balanced and balance your own character. Always decline the 'investment' because it's scam. Patch your games. Always give your fans the source code for your old game engine. Train all of your employees but don't forget yourself. Always develop a console (If 200M. If you have about 300M just keep creating the same game engines to boost Research Points. Specialize all of your employees. Create a company named Activision, get the achievement, make a new game and Create Greenheart and then make your own. Achievements You will get all the achievements which I don't explain by just playing the game. Diversity - Have male and female staff Famous - Hire someone 'famous' happens by chance) Perfect Game - Get a clean score of 10 (try this with Medium/Large games because the bigger the games get the harder it is) Versatile - Release a successful game in all main genres Writer's Block - Create a game and wait 1 minute before typing in a name Eat Cake - When you'll be asked to add barrels to a game add them in an action game Turn it up to 11 - Get a reviewer to give a 11/10 (Don't try it with AAA) Treasure Hunter - Create a game named "Pong" in Garage Bluehair reporting for space duty - Create a game named "Wing Commander" in 2nd building before upgrading it Welcome to Mars - Create a game named "Doom" in 2nd building before upgrading it Welcome to your Hospital - Create a game named "Theme Hospital" in 2nd building after upgrading it Best ride to work ever - Create a game named "Half-Life" in 2nd building after upgrading it The sky is not the limit - Create a game named "Star Citizen" after unlocking R&D lab Welcome Chief - Create a game named "Halo" after unlocking R&D lab Painting with nature - Create a game named "Okami" after unlocking R&D lab (Has to be on a Playsystem) Inception - Create a Game Dev/Simulation game named "Game Dev Tycoon" Admirer - Call your company "Greenheart Games" Fan - Call your company "Activision" or another known gaming company) Unobtainium - Get 100M sales on a single game (Possibly the hardest, you can't use expansion packs) Tips for Unobtainium; SAVE BEFORE YOU DO THIS. Get a lot of money (1000M or something) and develop a good AAA game, give it the best marketing and develop it around the G3 (M6) Bring out a really good game (Average 9-10) and keep it on the market even if it's not making profit. Keep going to G3's and making your own game conventions to bring attention to it and do contract work to make extra money and just keep that up till you have it. Helpful? I hope this guide was helpful for you guys, if it was please rate, comment and maybe favorite. If you don't understand something just add me and I'll explain in personally. Thanks for reading.
About this mod Requirements Permissions and credits CheatMod By Kristof1104 This is a mod for Game Dev Tycoon, it enables users to use cheats through an in-game menu. Using this mod is a safer method then changing the save game directly with an editor. version 0. 1. 1 Features. Add Money - Add ResearchPoints - Add Fans - Add DreamTeam (Fills in all open team spots with pro-level Game-designers) version 0. 2 New Features. Goto last level of Game Dev tycoon (Hardware and RnD lab included) version 0. 3 New Features. Add AAA research version 0. 4 New Features. Move in Time function, you can now goto any year in the game version 0. 5 Bug-fix. Fixed bug in version 0. 4 (when adding money an debug alert was displayed) version 0. 6 New Features. Money can now be added By 1M, 10M, 20M. Staff members don't need Vacation. 7 BugFix. Works with latest Game Dev Tycoon Version version 0. 8 New Features. Hype can now be added by 100 points. Always perfect games mode added. 9 New Features. Added A No Bugs Mode (No bugs during game creation. Add All Topics (Research All Topics) version 0. 2. 0 BugFixes. Fixed a problem with the No Bugs Mode New Features. Added Fast Research Mode (Research is almost instant) version 0. 1 - Female staff members added tot 1337 dreamTeam. 2 - Fixed bug in Fast Reseach Mode, Training staff now works again. Added Feature to give yourself Pro developing skills. Added Feature to create Random strong trends. Random 11 out of 10 scores now possible in "Always perfect games mode. Add hype by 10, 50 and 100 - Add Fans by 1M, 10M and 100M version 0. 3 - Fixed bug in Add DreamTeam, sometimes in level 4 it wouldn't add the last 2 staff members) version 0. 3. 0 - Added Feature, Users can now add Tech levels ( For example Graphics V3 lvl 15. Added Feature to allow users to add Design & Tech points to a game during game development version 1. 0. 0 - Added Feature To Add Sequel games - Added Feature To allow users to add Design & Tech points by 10 or 100 - Added Feature To allow players to easily add ResearchPoints by a + button. Added Boost L2 for DreamTeam - Added Feature To add a B-Team: stats are at 700 instead of 1000. version 1. 1 - Added Feature To Add 1B Money version 1. 2 - Added Feature To Show/Unlock All hints version 1. 3 - Bugfix Show/Unlock All hints version 1. 4 - Unlock Casual games & Sequels when starting new games version 1. 5 - Added simple way to set money and fans for mod testing. How to add CheatMod to your Game Dev Tycoon: First of all you need to have the beta version of Game Dev Tycoon on steam. To do so: Go to your Steam library -Right-click on Game Dev Tycoon -Select properties -Go to the 'BETA's' tab -Select 'Beta - beta' from the list Next download the latest version of Cheatmod normally on Github. Now you have to go to you steamapps folder (STEAM INSTALL PATH) steamapps/common/Game Dev Tycoon/mods Paste the Cheatmod folder in the mods folder Now startup the game and open the main menu. In the main menu open up the mods screen. Select Cheatmod and reboot Game Dev Tycoon. Now when you press the left mouse button a new option called "cheatmode. is added. That's it: For questions or feedback send me(Kristof1104) a message at.