DRINK BEER TYCOON
BUILD 9/14 PRICE $2.99 STATUS Q4 2026

A Texelz game · Steam, planned for Q4 2026

DRINK BEER TYCOON

SHE TOOK THE KIDS.
YOU TOOK THE JOB.

A pixel-art idle sim about a man who gets paid to drink, in a house that changes every single time you buy something.

See it running Voice casting call
Drink Beer Tycoon, day 58: a furnished house with a couch, television, neon sign, certificates and a beer fridge.

Day 58. The couch, the plaques, the neon, the good fridge and the television were bought one at a time.

What it is

You drink for money.
The money buys the room.

You take a job nobody should take. Twelve beers on the board, each one worth more and hitting harder than the last. The rent is real. So is the hangover.

Underneath the counter there are four numbers pulling against each other — money, energy, buzz and respect — and every choice you make feeds one at the cost of another. Drink faster, earn more, remember less. It's an idle game with a bad decision at the center of it.

Nothing is a number

Buy an upgrade and it appears. The rug, the lamp, the second fridge, the certificate on the wall. You can read your whole save by looking at the room.

The phone rings

Texts from people who are worried about you. Calls you shouldn't take. A landline that goes off at 2am. Your kids have their own numbers and they use them.

Time stops to listen

The clock doesn't move while you're reading a memory or a note. Nothing in this game punishes you for paying attention.

Every upgrade is a prop

Drag it. This is one save.

Left is day two: a folding table, a dead TV and forty-six dollars. Right is day fifty-eight. Nothing in that room is decoration you unlock — it is the shop list, standing up.

Day 58: the house, fully furnished. Day 2: the same save, an almost empty room.
DAY 2 · $46DAY 58 · $1.3M

Same camera, same character. 41 props, three houses and a shop with 79 things in it.

Day 9: the same first room with a bed, curtains and a lamp.

Day nine, same room. A bed, curtains, a lamp. It starts small.

The second house.

House two. You moved once, and it shows.

The upgrade shop.

The shop on day one. What you haven't found yet stays ??? and stays that way.

The food delivery menu.

Brewber Eats. Food is a mechanic, and so is the guy who brings it.

New · the block

And then you can leave.

There's a door on the far right of every house. Through it is Mulberry Street, and the clock keeps running the whole time you're out there.

BrewCorp HQ has a marble lobby, a three-tier fountain nobody drinks from, and elevators marked STAFF ONLY. The receptionist gives you one complimentary six-pack a day — and about one time in five it's a case of something you haven't unlocked yet.

The gas station has the rack by the counter: eight permanent perks bought with chips, and chips only come out of rehab. One keeps a slice of your money through it. One keeps your entire job tree. They survive every reset, which is the whole point of them.

Your neighbour never answers the door. Six different ways of not answering, one a day.

Mulberry Street: the player's house on the left, BrewCorp HQ on the right.

Mulberry Street. Your house on the left, work on the right.

The BrewCorp lobby: fountain, reception desk, elevators.

The lobby. The fountain cost ninety thousand dollars.

Inside the gas station: coolers, snack aisle, the recovery rack.

Fuel-N-Go. The rack is the one by the counter.

The recovery rack: eight permanent perks bought with chips.

Chips are rare. There are eight things to spend them on.

Drop a can out here and it stays dropped

Every empty remembers which screen you left it on. Drink on the bench, chuck the cans, walk into a shop — and when you come back out it's one in four that somebody's standing next to them.

Pick up that can.The officer · costs you 8% of your wallet

He only turns up leaving a building that isn't your house. Your own floor is your own business.

A police officer standing next to cans the player left on the pavement.

He waits until you do it, and you get nothing for that can.

The street at night in the rain.

Rain, snow, wind and fog, rolled fresh each morning. Purely for looks.

Weather that does nothing

It changes every morning and it has no mechanical effect whatsoever. It's there because a street that's the same every day isn't a street, it's a menu.

Hollis Ferry, population whatever

There is a television.
It has channels.

Turn it on and leave it on. Three networks, 35 episodes and 14 commercials, all written out, all playing on their own timeline whether or not you're looking at the screen.

You never have to watch it. Nothing you need is in there. It is the thing on in the background of a life, and it runs about twenty-three minutes deep so far.

A television channel playing.

HOLD MY BEER

CH 9 · WILD SUBURBS · 10 EPISODES

The television playing across the room.

From across the room, where you'll usually hear it.

The main menu.

The menu room is your save, furnished. Three slots, and none of them get deleted by me.

The part that isn't funny

It's about a guy whose family left.

The job is the joke. The rest of it isn't. Between shifts there are memories you can sit down and read, texts you can answer badly, and a slow accounting of what the money actually cost. You can play this as a pure numbers-go-up game and never open any of it. Most people won't.

A memory being read.

A memory. The clock is stopped while you read it.

A text message from a child.

Your daughter texts. You can leave her on read.

The phone inbox.

The phone keeps everything anyone said to you.

A blackout.

And some nights just end.

How it stops

Five endings. Four of them mean it.

Four endings genuinely finish your save — credits, a card, a slot marked FINISHED. The fifth changes everything after it instead. And after any of them the game offers to put you back at the moment before you decided, so you can go and see the other one.

No, they're not listed here. You get to find them.

???
A door you can close for good.
ends the game
???
Something you can't buy back.
ends the game
???
An offer that sounds generous.
ends the game
???
The top floor. All of it.
ends the game
???
They come back. Or they don't.
changes the rest
An ending cutscene playing in the player's own house, with the kids in it.

Endings play out in your house, with whoever you managed to keep in it.

After an ending: keep playing, or go back to the moment before.

And then this. Take it, or go back to the moment before and take the other one.

Honest status

What's built, and what isn't.

This is a solo project and it's not finished. Here it is as the game's own upgrade screen — bought, buying, and the ones I'm not telling you about yet.

THE BUILD9 owned · 2 in progress · 3 ???
THE SHIFTTwelve beers on the board, 79 upgrades, and four meters — money, energy, buzz, respect — that argue with each other all day.
in the build
THE HOUSEThree houses, 41 props. Every upgrade you buy physically appears in the room. Buy the rug, the rug is there.
in the build
HOLLIS FERRY TVA working television. Three channels, 35 episodes, 14 commercials, 23 minutes of script. It plays whether you watch or not.
in the build
THE PHONETexts, missed calls, voicemail, a landline that rings at the worst time. Your kids have their own numbers.
in the build
MEMORIES & NOTESThe clock does not move while you're reading. That was on purpose.
in the build
FIVE ENDINGSFour of them genuinely end the game. All five let you rewind to the moment before you decided.
in the build
SOUNDEvery effect replaced with licensed studio recordings. Original music, written for the room you're in.
in the build
SAVES, STATS, GALLERYThree slots, a pause menu, a run history and an endings gallery that remembers across saves.
in the build
THE STREETYou can leave. BrewCorp's lobby, a neighbour who never answers, and a gas station selling permanent perks for chips you only earn in rehab.
in the build
CASTING THE TVThe scripts are finished and the roles are written. Now they need voices — see below.
in progress
STEAM PAGECapsule art, trailer, the store page itself. Wishlist link goes here when it's live.
next up
???The thing in the garage.
locked
???Season two of the television.
locked
???What's on the top floor at BrewCorp.
locked

Last updated September 2026. Planned launch is Q4 2026 — that's the target I'm building to, not a promise, and I'll move it here before I move it quietly. Not on Steam yet: there is no store page to link and I'd rather say so than fake one.

Casting call · open now

The television needs voices.

33 speaking parts across three shows and fourteen commercials. Every part is fully written — you get the whole script, not a paragraph of vibes.

Parts run from one line to forty. Some are gendered, eight are written open. Record at home, on whatever you have, dry and unprocessed — I do the phone filter, the wind and the helicopter on my end. There's no deadline. I'd rather have the right voice than a fast one.

Read the packets, pick what you like, and send the takes to legitwizard12 on Discord. That's me, and it's the only place auditions go.

The cast pool
10% of everything the game actually pays me — after Steam's cut, regional pricing, tax and refunds — goes to the cast, for as long as it sells.
How it splits
By lines that ship. Every recorded line in the game is one point; your share is your points over everyone's. Bigger parts earn more because they say more.
What it's worth
About $1.75 net per copy at $2.99. I'm not going to pretend this is a payday — take the part because the scripts are fun and treat the share as a lottery ticket.
Paperwork
A one-page letter signed by both of us: what I can use the recordings for, what the share is, your clips are yours for your reel, credited as agreed.

Send auditions here

legitwizard12

Discord. That's the only place submissions go — message me the part you want and your takes as files, and I'll come back to you. No form, no deadline, no agent.

Both packets carry the eight open parts, so read whichever you like — or both. Every part lists the character, the voice I'm hearing, the trap to avoid, an audition line, and the full script behind it.