In development
Silicon Magnate
Technology-company management tycoon
Start in your basement in 1975 and build a tech empire: design chips, create software, place workstations, hire staff, survive bad launches, and outcompete rival companies.
Store page
Not open yet. There is nothing to wishlist for Silicon Magnate today, and we are not announcing a date.
Premise
A basement, and not much else
You start in a basement in 1975 with limited money, space, equipment and credibility, and grow into a major hardware and software company. The setting is a fictionalised technology world: no real companies, brands or products.
The starting year is content-driven, so a run can open in a later decade instead. Research then treats the earlier eras as history the company already has behind it.
You are not just making products. You are building and running a company: the floor space it occupies, the people on the payroll, the research it can afford, and the stock sitting in a corner that nobody has tested.
Core loop
Nine steps, then again
Build the workspace
Build or improve the space you have.
Place equipment
Furniture, benches, QA stations, storage, server racks.
Hire and assign
Bring people in and put them on the right work.
Research
Unlock the technology the next product actually needs.
Design a product
Pick the family, the targets and the market.
Manufacture it
Find out how good it really turned out.
Sell it
To clients placing orders, or against an accepted contract.
Read the results
The rating, and the reason for it in a sentence.
Fix, support, or move on
Patch it, support it, or start the next one.
Step nine feeds step one. The building is usually what stops you first.
The decisions that define a run
Every one of these is a fork
None of them have a correct answer. They have consequences, and the consequences compound.
- Chips or software first?
- Which product can realistically ship from a basement?
- Build fast and simple, or slow and good?
- Compete on price, performance, reliability, features, compatibility, or support?
- Invest in research, equipment, staff, marketing, QA, or support?
- Rush to market, or delay for quality?
- How many units to make?
- How many to sacrifice to testing before you find out what you actually built?
- Specialise, or expand?
- Patch the current product, or move to the next generation?
- Where do desks, benches, QA stations, support desks, storage and server racks go?
- Is the building itself now the limit?
Hardware
The chain starts with an integrated circuit
Integrated circuits are the intended first hardware product: simpler than CPUs and GPUs, good for small teams and low-risk projects. They are also the bottleneck for everything that comes after.
Built and playable
Integrated Circuits, through successive packaging types from the earliest to modern, and Memory, through successive generations. Each specific product is unlocked by researching the technology behind it, and arrives with its own feature scope, target quality and price.
- Performance
- Reliability
- Heat
- Cost
Designed, in development
A supply chain, not a factory floor
A design becomes physical stock. Stock is counted and stored, tested in batches, and shipped against orders and contracts. Fabrication choices trade cost against defect risk: cheap, standard, premium, or production you own outright.
This is deliberately a supply chain rather than a factory floor. The interesting failures are a warehouse full of the wrong chip and a batch nobody tested: not a bottleneck on a conveyor belt.
An untested batch that shipped is the main way a hardware company earns its own support crisis.
Software · Designed, in development
Three ways out of the basement
Productivity and business software
The easiest path from a basement. Start with a narrow tool and grow it.
- Why it works early
- Small scope, few people, no fabrication.
Developer tools and utilities
Tooling for other people's work, and for your own hardware.
- Side effect
- Strengthens your hardware through drivers, diagnostics and compatibility.
Operating systems
A major milestone, and the one most likely to go badly.
- Requires
- Proper staff, QA and support. Risky and slow without them.
How software is judged
- Features
- User Experience
- Stability
- Compatibility
- Support Load
More features attract more buyers, and can hurt stability. That trade is the whole design conversation.
Facility and property
You can only build on what you own
Buying property is the only way to gain floor space and floors. There is one starting office plus three purchasable expansion plots, each with its own price, floors and basements.
Floors arrive walled, and a new floor is unusable until stairs or an elevator reach it. Finished stock competes with desks for floor area, so a company that manufactures heavily ends up competing with itself for space.
| Expansion | One starting office, three purchasable plots |
|---|---|
| Each plot has | Its own price, floors and basements |
| New floors | Arrive walled; unusable until stairs or an elevator reach them |
| Competing for space | Desks, benches, QA stations, support desks, storage, server racks, and finished stock |
| Later facilities | Labs, server rooms, QA areas, support departments, enterprise sales offices, campuses, industrial sites |
Staff
Capability comes from skills, not job titles
You are the founder, not a hired role, and you can work anything. That is what makes a one-person company possible at the start.
- Hardware Engineer
- Hardware
- Electronic Assembler
- Hardware
- Hardware QA Engineer
- Hardware
- Logistics Coordinator
- Hardware
- Software Architect
- Software
- Software Developer
- Software
- Software QA Engineer
- Software
- Marketer
- Company
- Cleaner
- Company
Any employee can be cleared for a second role. The label is not the capability; individual skills are.
Research
The industry took decades. You have a basement.
A technology tree of dated families, where the cost of each step reflects how long the industry actually took to get there. The size of your company decides whether you beat that timeline or fall behind it.
The eras it draws on: semiconductor improvement, personal computing, business computing, productivity software, developer tooling, operating systems, graphics acceleration, enterprise computing, networked software, digital distribution and recurring software revenue.
Outcomes
You never see the formula
Simple arcade-style scoring underneath. Every product is rated Poor, Average, Good or Excellent, and you always understand the reason in a sentence or two.
- This chip is cheap and reliable, but not very powerful.
- This CPU is fast, but runs too hot.
- IC Quality improved. Future CPUs and GPUs can safely reach higher performance.
- This software is easy to use, but lacks features.
Those are real output lines from the game. The rating tells you where you landed; the sentence tells you why, and what to do differently on the next one.
Support and failure · In development
Everything you launch comes back
Hardware brings back
Defects, returns, heat problems, supply issues and reliability complaints.
Software brings back
Bugs, crashes, compatibility problems and patch issues.
Every launched product creates support work. Support capacity is therefore a production decision you make before launch, not after.
Status
What is built, and what is designed
Silicon Magnate is in active development. Here is the honest split, and we are not announcing a date.
Built foundation
Playable now, in the internal build.
- Hardware loop
- Integrated Circuits across successive packaging types, and Memory across successive generations.
- Office and employees
- Workspace construction, equipment placement, hiring and assignment.
Designed, in progress
Specified and being built, not yet playable.
- Hardware depth
- CPUs, GPUs and Computers, plus the manufacturing supply chain.
- Software depth
- Productivity and business software, developer tools and utilities, operating systems.
- Support
- Post-launch support and failure handling.
Our games
The other two
-
Illustrated combat RPG
Kage-Metsuke
Kage-Metsuke
An illustrated supernatural Sengoku RPG focused on combat, equipment collection, yokai hunting, and authored quests. In development.
-
State of Affairs
Turn-based political strategy. Pass laws, sway public opinion, manage institutions, and hold a country together under pressure. In development, Steam page live.