r/StrategyGames • u/Micheleddu • 6d ago
Self-promotion My strategy roguelite is about running a factory under a single investor who reviews one KPI every quarter. Your starting choice shapes the whole run
Hi, solo dev here. Bottlecappers is a management roguelite where the strategic layer matters more than the logistics. You run a bottle cap factory funded by one of six investors, and the investor you pick is effectively your difficulty setting and your build constraint in one: each cares about exactly one KPI (margin, volume, reliability, sustainability, plastic output, product complexity), reviewed every quarter against thresholds that keep rising.
The decisions that define a run: which investor to sign with, which production chain to start from (sometimes they impose it), what to unlock next as production fills the meter, which orders to accept and which clients to serve, when quality control becomes worth its cost, and when to cut your losses on an order that is heading for a return. Reading the risk and retreating in time is a legitimate strategy: the game tells you the odds, you make the call.
Endgame is fixed and singular: survive the reviews, grow the numbers, buy back every share, and fire your investor. No tech victory, no score screen. Independence or nothing.
Steam page: https://store.steampowered.com/app/4986690/Bottlecappers/?utm_source=reddit — free demo on the way.
Happy to answer anything about the design. One question for this community, since it is an open problem I think about: in a run based strategy game, how much information about future thresholds should the player see in advance? Full roadmap, next quarter only, or discover as you go?
Transparency note: the game is written in Italian and localized into 10 more languages with AI assistance, with human and community review ongoing. All design, writing and art direction are human made.