Venue Simulator

A deep festival management sim · in development

Start with an empty field and $5,000.

Build a festival from an empty field. Then keep it running when everything goes wrong.

Steam page soon Read the devlog
A night-time festival seen from above: thousands of visitors around three stages, rows of lit food stalls and toilets.
8
interlocking systems
5
staff roles you command directly
11
kinds of live incident
100k
visitors the crowd engine handles

Latest from the devlog

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Real people, dark nights and muddy grass A day and a half of changes in my festival management game, from 3D visitors who dance to grass that turns to dirt under their feet. Hello, Venue Simulator Why I'm making Venue Simulator, my first game, a music festival management sim where you build the site and run the show live.

Build it

Lay down a stage, bars, food stands and toilets. Run cables from generators, keep the power under the limit and leave room for the queues you know are coming.

Book it

Plan the night: pick a local act, set ticket prices and open the gates. Hard rock, heavy metal and electronic crowds all want different things.

Survive it

A fight by the stage. Someone faints at the front. The bar runs out of beer and the generator shorts out. Your radio does not stop, and every call is yours to answer.

From the current build

A small concert in progress: the crowd in front of a pallet stage, radio panel open with a fight and a fainting to deal with.
Opening night on a pallet stage. Two calls on the radio already.
The event report window listing ticket and bar income, staff wages and incidents.
Every show ends with a report card. This one lost $109.
A trailer stage, upgraded bar and food stand at night under warm lights.
Upgrade the pallets to a trailer stage as your reputation grows.

Early development screenshots. Some labels are still in Turkish; the game ships in English and Turkish.

One night at the venue

Building happens on a fast clock, one second for six minutes. When the gates open the clock drops to one second for six seconds, and everything you planned gets tested at walking speed.

  1. Days before

    Plan

    Book an act, pay the fee up front, set ticket, beer and food prices. The planner shows a demand estimate; your stage size caps it.

  2. 18:00

    Gates open

    Buses drop visitors at the village stop. The ticket booth queue is the first thing they judge you on.

  3. 19:30

    The rush

    Needs climb with the clock. Bars and food stands queue up, stock runs down, generators burn fuel and the power draw creeps toward the limit.

  4. 20:24

    Radio

    A fight near the stage and someone fainted at the front, at the same time. You have one security guard and one medic. Trash is piling up behind the bar.

  5. 22:00

    Last song

    The crowd heads back to the bus. Staff wages come out of the till.

  6. After

    Report card

    Income line by line, costs, average satisfaction, what people were thinking, every incident and whether you handled it. Then the reputation change.

Under the hood

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 generator10 kW · 20 L tank
Container generator60 kW · 150 L tank
Fuel use0.3 L per kWh
Stage draw, level 1 → 35 → 15 → 40 kW
Overloadbreaker trips, stalls go dark

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.

Needsdrink · food · toilet
Walkingreal speed, flow-field pathing
Feedbackvisitors think out loud
Crowd enginetested at 100,000 people

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

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.

Fightsend security
Someone faintedsend a medic
Trash, dirty toiletssend a cleaner
Bar ran dryemergency order, 1 hour, expensive
Short circuit, breakdownsend a technician

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.

Demandfans × price × season × reputation
Capstage capacity 50 / 200 / 500
Artist feepaid up front
During the showchange prices live

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 upkeep0.3% of building value
Demolish50% refund
Loan interest14% at 1★ → 4% at 5★
Terms1, 2 or 5 years, weekly payments
Limit3 open loans, 2% early-repayment fee

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.

Stars1 to 5
2★ unlockslocal talent, level 3 buildings, big generator
Each starmore demand, cheaper loans

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.

Stagepallets → trailer → main stage
Bar stock50 → 150 → 300
Bar service1 → 2 → 2 fast counters
Placementno building on surface cable

In development

  • Water: tanks, pipes and toilets that need them.
  • City connections for power and water, with backup generators for when the grid fails.
  • More stalls for different crowds: street food, cocktails, mulled wine, coffee, merch, sponsor tents.
  • Visitor preferences by genre, season and time of day. Alcohol sells, and it also starts fights.

Coming to Steam

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