What changes when you own a business
Owning something that earns without you is the most satisfying step in a life sim, and the one most likely to end the game.
· 3 min read · Brainbaby Labs · Updated

A life sim starts by selling your time
Every career in the city is the same trade in different clothing: you are present, you do the work, you are paid. That is the floor of the game and it is deliberately unglamorous, because the interesting part is what the money then lets you do.
The trouble with a floor made of wages is that it scales with attendance and nothing else. Twice the money means twice the hours, and there is no version of that curve where the player feels like they are getting anywhere. Progression in a life sim has to come from changing the kind of income you have, not the amount.
So you buy something that earns without you
In Craze City you can own a business, and its till earns while you are out. That sentence is the single biggest change in a player's relationship to the game, because for the first time money arrives that is not paid for with presence.
It is also, and this is the part worth being careful about, one very small step away from an idle game. The genre where you check in twice a day to collect a number and then close the app is built out of exactly this mechanic. The difference between a life sim with a business in it and a tapper with scenery is entirely a question of how the payout is tuned.
The rule: a floor, never a ceiling
Passive income has to be worth having and never worth optimising for. Concretely, the till should not out-earn a good hour of actually playing, and it should never be the best use of the player's next decision.
What it buys is not money, it is nerve. A steady trickle underneath you is what makes the rest of the city's risks takeable.
- You can afford a bad night
- Going down inside the wall with a full wallet stops being ruinous when rent is already covered by something else.
- You can borrow with a straight face
- A loan against property is a different proposition when there is income servicing it that does not depend on you logging in.
- You can stop grinding
- The point of the floor is that the player chooses their next activity because it is interesting, not because they need the money.
Which means the business itself has to be a decision
If the till just ticks, the business is a bank account with a shopfront, and the game already has a bank for money to sit in. To be worth owning, the thing has to ask the player questions periodically, and the honest position is that exactly which questions is still open.
The candidates are the obvious ones: where you site it, what it stocks, whether you take the money out or put it back in, and whether you expand or hold. Any of those turn ownership into something you think about. None of them are settled, and describing them as though they are shipped would be inventing a game.
What is settled is the shape of the answer. Whatever the business asks, it has to be answerable in a minute or two and never require you to be there at a particular hour, because a business you have to babysit is a job with extra steps and the game already has nine of those.
The trap we are trying not to fall into
The commercial reason idle income exists is that it produces a reason to open the app that has nothing to do with wanting to play. That is a retention metric, and it is a bad one, because a player who opens an app to collect is not enjoying anything.
It also cannot be sold here. The usual next move is to offer a way to speed the till up, and nothing in the game carries a price tag, so the only lever available is making the underlying loop good enough that people want to be in the city.
Craze City is an online open-world life sim for mobile and it has not launched. The waitlist is how you hear when it does.