Design a game. Pick its genre, its topic, who it's for. Then go do your actual work - every keystroke you type writes another line of it. A tiny developer builds, ships, and gets reviewed for your ideas, in a little window in the corner of your screen.
Pocket Studio Desktop Companion 上線人數與 Steam 圖表
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媒體
7 張圖片
遊戲資訊
關於此遊戲
遊戲
發行日期2026年10月5 天後發行
開發人員Indovers Studio發行商Indovers Studio類型獨立模擬休閒
—成就—DLC5040570App ID
相容性與功能
Windows未列出控制器支援
遊戲模式Single-player
Steam 功能Family SharingSteam Achievements
系統需求
最低配備建議配備作業系統OS: Windows 10 (64‑bit)Windows 11 (64‑bit)處理器Intel Core i3‑2100 / AMD equivalentIntel Core i5 / Ryzen 5顯示卡DirectX 11–capable GPU; integrated graphics fineAny dedicated GPU or modern integrated graphics記憶體2 GB RAM4 GB RAM儲存空間500 MB available space相同
關於此遊戲
關於 Pocket Studio Desktop Companion
A tiny game developer has set up shop in the corner of your screen. They have ideas, ambition, an office chair, and no way to write a single line of code on their own.
That part is your job. Every key you press - in your editor, your inbox, a document you're already behind on - becomes a line of code in their current project. You do your work. They ship games.
Every game is one you designed
Before they start, you decide what they're making: a name, a genre, a topic, and the audience it's for. Cyberpunk Racing for Teens. Farming Horror. Ninja Cooking Sim, for Kids.
Nothing tells you whether it's a good idea. Some combinations click, some quietly fall apart, and a few disasters turn into cult hits. You find out at launch - with a review score, a payout, and a box on the shelf.
Bugs happen
Projects don't stay the size you agreed to. Bugs surface while they work, each one pushing the finish line a little further out, and there's exactly one way to deal with them: keep typing. Just like at your job.
The studio grows
Money from shipped games goes back into the studio, five ways:
- Coding Speed - squeeze more lines out of every keystroke.
- Game Quality - score better, sell more.
- Scope Handling - from a weekend prototype up to the MMO they keep talking about.
- Clean Code - fewer bugs in the first place.
- Debugging - and cheaper ones when they show up anyway.
Earnings also buy new rooms to work in, so the studio slowly stops looking like a first job.
Read the post-mortem
Every shipped game keeps its own breakdown: how well the genre suited the topic, whether you aimed at the right audience, how tired the idea had gotten, what the bugs actually cost, and what all of that did to the money. The rules are never explained up front - you learn them one release at a time.
玩家數更新於 — · 商店資料更新於 9月23日 上午02:50 UTC · 來源:SteamWebAPI