The loop the developer actually describes
You start in a garage in 2007. The job is to build the biggest phone company in the world. One cycle is enough for the first session: design a device, pick the parts, set the price, hand it to your team, launch with a marketing campaign, read the critics, and watch sales come in live.
The company saves automatically. Finish the launch before you leave, because a half-spent balance can already be stored. Public servers hold 8 players.
Do it in this order
- Stay in the garage. Headquarters, regions, and rival chasing are later goals, not the first purchase.
- Design one phone. The published controls are screen size, cameras, corners, buttons, colour, finish, and logo. There is no published list of part prices, so do not max every control before you have seen a review.
- Set a price and hand the phone to your team. If you can see a unit cost in your session, put your own numbers into the launch margin estimate. The defaults there are samples, not official prices.
- Launch with a marketing campaign. Then read the critic reviews and watch the live sales.
- Spend the next cash on whatever the review exposed: a design change, a new price, or one hire. Office decoration and a new region wait until that phone is selling.
What finished looks like
You have one launched product, a review, and sales you can see. That is the base for hiring, the office, and year-by-year research.
Gaps
Starting cash, part costs, and the exact menu names are not on the public listing. This page does not invent them.
