Venue Simulator is a management game in the old, detailed sense. Every system below is running at the same time, and each one feeds the others: a cheap cable becomes a short circuit, which closes a bar, which grows a queue, which costs you a star, which raises the interest on your loan.
Power grid
Nothing runs without electricity. Place generators, lay cable cell by cell and keep every network under its limit. Cables that touch merge into one grid; surface cable is cheap but wears out, underground cable is safe but slow to dig.
| Portable generator | 10 kW · 20 L tank |
| Container generator | 60 kW · 150 L tank |
| Fuel use | 0.3 L per kWh |
| Stage draw, level 1 → 3 | 5 → 15 → 40 kW |
| Overload | breaker trips, stalls go dark |
Affects Incidents & radio Satisfaction & reputation Staff
Crowd
Every visitor is simulated on their own. They get off the bus, buy a ticket, find a spot, and as the evening goes on they get thirsty, hungry and need the toilet. They pick the best stall, join the queue and give up when their patience runs out.
| Needs | drink · food · toilet |
| Walking | real speed, flow-field pathing |
| Feedback | visitors think out loud |
| Crowd engine | tested at 100,000 people |
Affects Satisfaction & reputation Money & the bank
Staff
Hire a crew and command them like units in a strategy game: drag to select, right-click to send, save control groups, paint the zone each person patrols. A bar with no bartender is a closed bar.
| Bartender | $60 per event |
| Cleaner | $50 |
| Security | $80 |
| Technician | $100 |
| Medic | $120 |
Affects Incidents & radio Money & the bank
Incidents & radio
The show is where the game happens. Problems come in over the radio while the music plays, and each one has a specific fix. Leave it and it gets worse; the crowd remembers.
| Fight | send security |
| Someone fainted | send a medic |
| Trash, dirty toilets | send a cleaner |
| Bar ran dry | emergency order, 1 hour, expensive |
| Short circuit, breakdown | send a technician |
Affects Staff Power grid Satisfaction & reputation
Booking & demand
Pick a date and an act, then set the ticket, beer and food prices. How many people show up depends on the act's fan base, how sensitive they are to your prices, the season and your reputation, all capped by what your stage can hold.
| Demand | fans × price × season × reputation |
| Cap | stage capacity 50 / 200 / 500 |
| Artist fee | paid up front |
| During the show | change prices live |
Affects Money & the bank Satisfaction & reputation
Money & the bank
Every dollar is on the ledger. Buildings cost upkeep every night, artists want paying before they play, wages come out after the show. Drop below zero and construction freezes until you climb out. The village bank lends against your land and buildings, and its rate depends on your reputation.
| Daily upkeep | 0.3% of building value |
| Demolish | 50% refund |
| Loan interest | 14% at 1★ → 4% at 5★ |
| Terms | 1, 2 or 5 years, weekly payments |
| Limit | 3 open loans, 2% early-repayment fee |
Affects Satisfaction & reputation Buildings & upgrades
Satisfaction & reputation
Queues, prices, noise from the generator, trash on the ground and unhandled incidents all move satisfaction. Every show ends with a report card, and the report card moves your reputation, one star per 200 points.
| Stars | 1 to 5 |
| 2★ unlocks | local talent, level 3 buildings, big generator |
| Each star | more demand, cheaper loans |
Affects Booking & demand Money & the bank
Buildings & upgrades
Nine build categories, from stages and bars to infrastructure and decoration. Most buildings have three levels. Upgrading a stage makes it grow backwards and sideways while its front edge stays put, so plan your layout before you need the space.
| Stage | pallets → trailer → main stage |
| Bar stock | 50 → 150 → 300 |
| Bar service | 1 → 2 → 2 fast counters |
| Placement | no building on surface cable |
Affects Power grid Money & the bank