You are a corporate raider. Your job is not to build. Your job is to acquire undervalued targets, restructure, extract value, and sell the carcass.
Identify undervalued targets. Make hostile or friendly approaches. Acquire. Fire the layers of management. Merge divisions. Sell off the parts that don’t fit. Collect the proceeds. Find the next target.
You are unambiguously the villain of every company you touch. The game doesn’t apologise for this. Neither do you.
The Premise
Gordon Gekko as a mobile game.
The core loop: Identify → Acquire (hostile or friendly) → Restructure (what stays, what goes) → Sell → Repeat
The “merge mechanic” here is literal M&A — combining companies with actual strategic weight. Which company you merge with which, what you cut, what you keep. The merge has stakes. This isn’t “combine two things to make a bigger thing.” It’s corporate strategy with consequences.
Why It’s Interesting
- Merge mechanics done right. R&D flagged merge mechanics as a growing mobile space. Most merge games have no real stakes. This uses the literal mechanism of M&A as a game mechanic with genuine strategic depth.
- Anti-hero energy is commercially proven. Plague Inc., Papers Please, Tropico — players have demonstrated clear appetite for being the villain when the game commits to the bit. MegaMerger commits.
- Strategy revenue segment. Strategy games generate 21.4% of mobile revenue from 4% of downloads. High-LTV, low-volume — the premium audience. A corporate raider game skews toward financially literate players willing to spend.
- Tonally distinct from everything else in the pipeline. The Unicorn Race is aspirational. The Algorithm is satirical. Vesting is relatable. MegaMerger is dark comedy — unambiguously, unapologetically.
Current Status
Spark. Strong outside-the-cube angle. Clear R&D justification. The core loop needs mechanical definition — what makes a “merger” fun to execute, repeatedly, on mobile?
Not a near-term priority. The Unicorn Race ships first. The Algorithm or Fund likely follow. MegaMerger is flagged for development in the studio’s second year.