Game Dev Tycoon: Make Money & Find Combos
This guide shows you how to build a profitable game studio in Game Dev Tycoon and how to discover the game type/topic combinations that score big with critics and players. You’ll learn the core money loop, when to expand, and a reliable method for testing combos without bankrupting your studio.
What You’ll Need
- A copy of Game Dev Tycoon (PC, Mac, or mobile)
- Basic familiarity with the game’s menus (Dev, Research, Staff, Office)
- Patience for a few in-game years of trial and error
Step-by-Step
Phase 1: Early Game (Years 1–3)
- Start with a simple genre/topic. In your first project, pick a genre like Action or RPG and a topic like Fantasy or Sci-Fi. These are safe, low-research combos that sell decently.
- Set a small team and low budget. Hire only 2–3 developers. Allocate 50–60% to Design and the rest to Tech (or vice versa, depending on genre). Keep marketing at 0–10% for the first game.
- Release on one platform. Choose the platform with the largest user base at that time (usually PC or Mobile). Do not split across platforms yet.
- Reinvest all profits. After each release, upgrade your office (add a couch, a whiteboard, a better desk) and hire one more developer. Priority: office space → training → new hires.
- Research new topics and genres. Use the Research tab to unlock Zombie, Pirate, Racing, etc. Always have a research project running, even if it’s small.
Phase 2: Mid Game (Years 4–8)
- Start a second project. Once you have 5+ staff, split into two teams. One team works on a sequel (see Tips), the other on a new IP.
- Use the “Combo Testing� method. Before a full release, create a small prototype (2–3 months) with a new genre/topic. If the review score is above 8.0, turn it into a full game; if below, shelve it and try another combo.
- Match the combo to the platform. Some combos work better on console vs. mobile. Check the platform’s user demographics in the “Platform Info� screen.
- Balance your budget. For a mid-size game, allocate: 40% Design, 30% Tech, 20% Marketing, 10% Research. Adjust based on the genre (e.g., RPG needs more design, Simulation needs more tech).
- Release on multiple platforms. Once your game scores above 9.0, release on 2–3 platforms simultaneously. The extra sales outweigh the porting cost.
Phase 3: Late Game (Years 9+)
- Create a franchise. When a game hits 9.5+ and sells over 1 million copies, make a sequel within 2–3 years. Sequels sell better if you keep the same core genre/topic but add one new feature.
- Invest in a second office. Once you have 10+ staff, open a second office in a different region. This doubles your output and lets you cover more platforms.
- Use all three development slots. By now you should have three teams: one for sequels, one for new IP, one for mobile/small games. Keep the cash flow steady.
- Max out research. Unlock every genre and topic. The more you know, the better your chances of finding the “perfect� combos that dominate the charts.
Common Mistakes
- Over-hiring too early. More staff means higher salaries. If you can’t cover costs for 2–3 months, you’ll go bankrupt.
- Ignoring the platform’s user base. A great RPG on a platform that only has casual gamers will flop.
- Releasing too many games in a year. Quality over quantity. A single 9.0 game earns more than three 7.0 games.
- Forgetting to update your game. After release, you can spend a month on a patch to fix bugs. This boosts your score by 0.5–1.0 and increases sales.
- Not saving before a big release. Always save before launching a new game. If it bombs, reload and adjust.
Tips
- Use the “Random� button for inspiration. When choosing a genre/topic, hit random a few times to see combos you wouldn’t normally pick. Some of the best sellers are unexpected.
- Sequels are cash cows. A sequel to a hit game can sell 2–3 times more than the original, even with a slightly lower score.
- Train your staff. Send your lead designer to a training course to boost their skill. A +1 in design can raise your game score by 0.2–0.5.
- Keep an eye on trends. The “Trends� tab shows what genres are hot. If Action is trending, release an action game within the next 6 months.
- Don’t neglect the mobile market. Mobile games are cheaper to make and can fund your console projects.
Troubleshooting
- Game scores below 7.0. Check your genre/topic match. If you’re making a Racing game with a Fantasy topic, that’s a poor combo. Also, increase the design slider and reduce tech if your design skill is low.
- Running out of money mid-project. Pause development and release a quick mobile game (2–3 months) to get cash. Or take a loan (if available in your version).
- Staff morale is low. Buy better furniture, give them a raise, or reduce their workload. Low morale directly lowers game quality.
- Game sells well but you don’t make profit. You’re likely spending too much on marketing. Lower marketing to 10–15% and see if sales hold.
- Can’t find a good combo. Use the “Research� tab to unlock more topics, then test each new topic with your best-selling genre. Keep a spreadsheet if you’re serious.
Frequently Asked Questions
What are the best genre/topic combos?
There is no single “best� combo; it changes with the game’s version and trends. However, some consistently strong ones include: Action + Sci-Fi, RPG + Fantasy, Simulation + Business, and Adventure + Zombie. Test them yourself.
How do I unlock new genres and topics?
Go to the Research tab and select a project. You’ll unlock new options as you gain research points from developing games. Prioritize topics over genres early on, as topics are cheaper.
Should I always make sequels?
No. Sequels are great for cash, but you need new IP to grow your audience. Alternate: one sequel, one new IP.
How much should I spend on marketing?
For a new IP, 10–20% of your budget is enough. For a sequel to a hit game, 20–30% can push it to record sales. More than 30% is usually wasted.
Why did my game bomb even with a good score?
Possible reasons: wrong platform, bad release timing (e.g., during a major holiday when big titles dominate), or the trend shifted. Check the trends tab and platform info before releasing.
Can I mod the game to see combos?
Yes, but that removes the fun. If you just want to experiment, use the in-game “Random� button and save-scumming (save before release, reload if it fails).
Related
Method: the standard formula for this calculation, rounded as each result states. See how the calculators work or report an error.