
Handset HQ
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Description
A pixel-art smartphone company management simulation game created by a solo developer. The developer thinks it turned out pretty well—at least, it's a fun game to play! Start from a small company and grow step-by-step through management, hiring, and building until you become number one in the world
Platforms
Windows
Developer
DU WENCHAO
Publisher
DU WENCHAO
About
About This Game
A pixel-art business sim about running a phone company. Start in a garage. Design handsets, set prices, schedule production, ship. Meanwhile you handle the money, the staff and the factory. The market moves from feature phones to smartphones, then to AI phones.
Building a phone
Greenlight this month, pick a launch week next month. Ship early and it sells longer; ship late and your yield is better. You set the tier, the headline feature, the chipset and the look, then split your budget across R&D, price, marketing and production. Every launch gets a report card, graded separately on units sold and on reception.
Three eras
Feature phones, smartphones, AI phones. The world turns over on schedule, and falling behind gets you left out. A supply-chain shock hits once in the feature-phone era, a price war once in the smartphone era. Neither can be dodged, and both give you two months' warning. Trends shift too, so the feature people want changes, and rivals come for your share.
Running the company
Hire, expand the floor, upgrade four specialist rooms, take contract work, sign a celebrity, build your headquarters. Let your cash fall past the line and you go under. The bank will come around offering a loan, but you pay it back.
Thirty-three industry legends drop by. Meet one five times and you can bring them on as an advisor: a monthly fee, and their edge stays with the company for good. Or pick their brain once instead, free, and it only carries the next phone. Your four old classmates from day one never leave. When you'd rather not micromanage, hand the quarter to them.
How it ends
Six endings, from bankruptcy to number one worldwide. Last the full forty years and you're ranked on share, reputation and scale. A second run carries over a tenth of your last balance plus the whole trophy room, and unlocks two endings of its own. Finish that run and the third opens endless mode, which has no finish line.
Art and sound
The interface, effects and cutscenes are drawn in code. Characters and environments use licensed pixel-art assets. Music and sound effects are synthesized while the game runs. Simplified Chinese, Japanese and English, switchable any time in game.