How it works
The whole game is one quarter, repeated until it ends.
There is no hidden scoring trick and no secret correct path. What follows is the loop, the numbers the simulation keeps, the conditions that open later content, and exactly what the three difficulties change.
Step by step
The quarterly loop
Eight steps, in this order, every quarter. The first one happens whether you like it or not.
The quarter opens
Delayed consequences due this turn resolve. Market and industry conditions are rolled. Financials are recomputed from the opening snapshot.
The state is presented
Quarter, stage, cash, revenue, runway, and the health of the company — before you are asked for anything.
One decision is offered
A weighted selector picks a single eligible scenario from the library, or a systemic market event. Never both in the same quarter.
You commit
You confirm, the options lock, and the server validates that the playthrough is yours and that this is genuinely the open decision.
Effects apply
Immediate effects apply atomically, with a snapshot taken before and after, so the quarter can be read back exactly as it happened.
A consequence is scheduled
A delayed event is queued for a turn inside that scenario’s resolution window. You are not told which turn.
The quarter closes
The financial statement is computed, the timeline is appended, stage eligibility is re-evaluated, and ending conditions are checked.
The next quarter opens
And the consequences you scheduled start arriving.
Progression
Twelve stages, and what opens each one
A stage unlocks when every one of its conditions holds. Turn count alone never unlocks anything, and once a stage is open its content keeps recurring, weighted toward where the company is now.
- FoundationUnlocked from the first quarter.
- Market ValidationCompany age one quarter.
- Product & OfferTwo Market Validation decisions resolved, and market knowledge 35.
- Business ModelTen customers or any revenue, and product quality 35.
- Go-to-MarketProduct quality 45 and twenty-five customers.
- OperationsEighty customers, or four people.
- Team & CultureFive people.
- Finance & FundingAge four quarters, and either $150k annual revenue or financing readiness 55.
- Growth & ScaleAnnual revenue $1.2M, four hundred customers, product quality 55, eight people, and three Go-to-Market or Business Model decisions resolved.
- Risk & CrisisRisk exposure 45, or nine months of runway or less, or a systemic event has fired.
- Turnaround & ExitAge eight quarters, with either six months of runway or less, $5M annual revenue, or investor confidence 70.
- Strategy & LeadershipAge six quarters, six people, and six decisions resolved.
What is measured
Eleven metrics, each 0 to 100
Alongside the concrete numbers — cash in integer cents, customers, employees, ownership in basis points — the simulation keeps eleven normalised metrics. Choices move them; they in turn move churn, margin, event odds and financing.
- Product quality
- Fit and reliability. Lifts acquisition and suppresses churn.
- Demand
- How many people want it. The main input to customer acquisition.
- Brand trust
- Stakeholder confidence. What carries you through a bad quarter.
- Team morale
- Execution capacity. Low morale raises the odds of a delayed failure.
- Operations
- Delivery reliability. Strong operations lift gross margin and absorb complexity.
- Focus
- Organisational clarity. Complexity is what takes it away.
- Market knowledge
- What you have actually verified about the market, as opposed to assumed.
- Compliance
- Legal and regulatory standing. Suppresses regulatory surprises.
- Risk exposure
- Legal, operational and concentration exposure.
- Execution speed
- How quickly a decision becomes shipped work.
- Investor confidence
- What the people who funded you believe. Feeds financing readiness.
Note Risk exposure is the exception. On every other metric a higher number is better. On risk exposure a higher number is worse, so the game shows it with its own wording — low, moderate, elevated, high — never as a score to raise.
Why the same quarter resolves the same way
Every random draw is seeded from the playthrough, the kind of draw, and the turn number. Reloading the page does not reroll a delayed outcome, and replaying a quarter produces the same market, the same scenario and the same roll. That is deliberate: a quarter that cannot be reproduced cannot be explained to the player it happened to.
Difficulty
Three settings, and exactly what each changes
Difficulty is chosen once, during incorporation. It does not change the content of a decision or hide a correct answer — it changes starting cash, how violently the market moves, how often consequences land badly, and how much warning you get.
| What it changes | Guided | Founder | Ruthless |
|---|---|---|---|
| Starting cash | +35% | Baseline | −20% |
| Market volatility | 0.6× | Baseline (1.0×) | 1.5× |
| Adverse delayed outcomes | −5 points | Unchanged | +8 points |
| Systemic events | 0.8× | Baseline (1.0×) | 1.3× |
| Insolvency grace | 2 quarters | 1 quarter | None |
| Rescue financing | 2 offers | 1 offer | None |
| Consequence cues | Trade-offs described in words before you commit | Minimal — the prompt and nothing more | None |
| Scenario mix | Easy 1.5×, medium 1.4×, hard 0.5× | Easy 1.0×, medium 1.0×, hard 1.0× | Easy 0.6×, medium 0.7×, hard 1.6× |
| Legacy score | ×0.80 | ×1.00 | ×1.25 |
Scenario weights change which cases you are more likely to be offered, not what the cases say. Ruthless does not add content; it leans the selector toward the hard end of the library and removes the safety net.
Limits
What the game does not claim
This matters more than the feature list. A simulation built on real cases has to be clear about where the research ends.
- That an option the real company did not take would have changed what happened to it. The alternatives are game design; the history is cited separately.
- That the numbers attached to a choice are measured effects. They are balancing points, tuned for play.
- That the probability on a delayed outcome was derived from research. It is a design parameter, editable, and visible to the people who maintain the content.
- That a case is a complete corporate history. Each one identifies a pivotal choice documented by its source. Business outcomes are multi-causal.
- That the simulation predicts a real market, values a real company, or constitutes financial, legal or business advice.
- That an acquisition is the good ending. The legacy score weighs proceeds against longevity, jobs, customers, reputation, resilience and innovation, and a durable private company can outscore a sale.