
CD Market is a music industry management sim where you build a record label on your own terms, from vinyl to digital. Stay small, or grow into something bigger. Discover artists, shape careers, and survive decades of changing formats, trends, rivals, and crises.
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About
CD Market is a music label management game about taking a small record label through decades of music history.
You sign artists, shape their careers, release records, send them on tour, chase charts, and try to keep the whole thing from collapsing when the industry changes around you.
Some weeks are simple: a single sells well, a tour date goes smoothly, a new artist looks promising. Other weeks, a band is falling apart, a legal case lands on your desk, piracy eats into sales, a rival label makes an offer to your biggest act, and your next album still is not ready.
That is the job. Build the label anyway.

Starting in the 1950s means dealing with a world built around physical formats, regional distribution, and record stores. Start later and the business has already changed. CDs rise, piracy appears, digital platforms arrive, and the comfortable old ways of selling music become harder to rely on.
You can keep playing beyond 2020 and see how long your label can survive.
Scout new artists through your A&R department, negotiate contracts, pay advances, set royalties, renew deals, and decide who deserves a long-term place on your roster.
Artists are not just sales machines. They have creative energy, stress, boredom, happiness, chemistry, traits, and problems of their own. A talented band can still burn out, fall apart, lose a key member, or become difficult to manage at the worst possible time.

A release starts before the release screen.
Set the creative direction for a project, choose the style and theme, book demo sessions, hire writers and producers, record songs, and decide what should become a single, album, EP, promo single, compilation, greatest hits release, or special edition.
You can release music in different regions and formats, including Vinyl, Cassette, CD, and Digital. Each era changes what makes sense, what sells, and what risks you are taking.
A great song can still disappear if nobody hears it.
Run marketing campaigns, schedule PR events, send music to radio, create videos for TV, build hype before an album, and grow artist recognition across different regions. You may also get offers for commercial placements, collaborations, award-show performances, or other opportunities that can help a release take off.

After an album, send the artist out into the world.
Choose venues, set ticket prices, plan dates, build setlists, add supporting artists, manage travel and amenities, rehearse, and watch each show affect reputation, stress, ticket sales, and future demand.
You can also create merch sets, work with suppliers, order stock, set prices, and turn fan excitement into another part of your label’s income.
As your label grows, festivals become part of its identity. Get your artists onto festival lineups, or create your own festival, book the venue, set the schedule, invite label and global artists, manage budgets, and try to turn a risky event into a name fans remember.
The music business does not stay still.
Global charts move every week. New styles appear. Rival labels grow. Artists retire, get poached, or become famous enough to demand better terms. Awards can raise your profile. Legal cases can drain your cash. Piracy can destroy sales if you ignore it for too long.
Build departments, hire better employees, bring in executives, run anti-piracy campaigns, settle or fight lawsuits, and make the kind of decisions that decide whether your label becomes a legend or a warning story.

If your label becomes successful enough, the business expands beyond signing artists and releasing albums.
You can build your own studio, move into better offices, hire executives, open distribution centers, run your own record stores, buy radio stations, make distribution deals with rival labels, and even acquire other labels.
As the company grows, you can start delegating some of the chaos. Marketing executives can run ongoing PR work for your artists. HR executives can recruit and manage department staffing. Tour executives give you better forecasts before you risk money on the road. Distribution executives help with retail infrastructure, store costs, and rival-label deals.
You can also hire release executives to help manage an artist’s album cycle. They can plan demos, schedule recordings, prepare singles, build release drafts, and wait for your final approval before anything goes out.
By then, your label is not just surviving the industry anymore. It is part of what shapes it.
If you want less pressure, or just want to experiment, Sandbox mode lets you bend the game around your own ideas.
Edit your label’s cash, recognition, genre popularity, release settings, ticket price limits, manufacturing costs, employee setup, and more. You can also create and edit artists, adjust members, change traits, boost happiness, fix chemistry, or set up the exact roster you want to play with.
Use it to test strategies, build a dream label, skip the early struggle, recreate a specific music scene, or just make the numbers do something ridiculous and see what happens.

Start in any year from 1950 to 2020 and continue endlessly
Manage a record label through vinyl, cassette, CD, piracy, and digital eras
Scout artists, solo members, and future stars through A&R
Negotiate contracts, advances, royalties, renewals, and EP deals
Manage artist happiness, chemistry, stress, boredom, burnout, addiction, and band drama
Create demos, record songs, choose writers and producers, and build full album projects
Release singles, albums, EPs, compilations, greatest hits, promo singles, and special editions
Choose formats, regions, prices, publishers, marketing budgets, and distribution options
Track sales, profit, certifications, piracy impact, chart positions, and regional recognition
Run PR events, marketing campaigns, radio promotion, TV exposure, and commercial deals
Plan tours with venues, ticket prices, setlists, support acts, travel, amenities, and show ratings
Create merch sets, manage suppliers, order stock, and sell to fans
Compete for awards and perform at major ceremonies
Create your own festivals and invite label or global artists
Handle legal cases, settlements, court outcomes, and anti-piracy campaigns
Compete with rival labels, counter their offers, sign global artists, or acquire subsidiaries
Build distribution centers, open record stores, and make deals with other labels
Buy radio stations and strengthen your control over promotion
Use Sandbox mode to edit your label, artists, money, recognition, and more
Create or import custom music templates with different genres, styles, regions, stores, publishers, and radio stations
Unlock achievements across sales, tours, awards, formats, legal cases, stores, and digital music
It is about watching a label history grow one choice at a time. The first scouted artist. The risky single that worked. The expensive tour that did not. The band that almost broke up. The album that kept the company alive. The rival that took your star. The comeback you had to build from whatever was left.
Genres
Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Engagement
Reviews
Themes across 128 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
I've been playing this game on Android for a year or so, and for PC on a (bought) pre-release version for the last few months. This is the best music tycoon I've played. Period. Incredibly in-depth in all its mechanics, it lets you fulfill the dream of reaching no.1 in all regions with your weird genre group, all while handling egos, drug addictions, lawsuits and so many more things that give a lot of flavour to the world. Also, the dev is one of the most responsives I've interacted with, super attentive with their audience and quick in making fixes and delivering cool features. If you like tycoon games, don't doubt it. Buy this. Don't let yourself be fooled by this starting as a mobile game. It was always way bigger than that, and the PC version 100% reaches those heights the dev aimed for.
Gem of a game. Would be great if the artists could tour despite having not a recent album made.
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Price dynamics, follower growth, revenue and sales trajectories with interactive tooltips
This and every other Pro feature is free until October 20, 2026. A free account is all it takes.
Languages: English, French, German, Spanish - Spain, Portuguese - Brazil, Simplified Chinese
Hours played at review time, across 128 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
There's not many complete record label/music industry sims. There's a few out there, but they all fail on something. I have been playing these sorts of games for about 40 years now going as far back as the Commodore 64 and the game "Rockstar Ate My Hamster". CD Market nails it. It has more depth than previous music industry sims, but it is presented simply and logically. The gameplay can be customised to how you prefer, which is a nice touch. There is a tactical/puzzle kind of element to it all, but you can easily play this casually as a long-game style and roleplay out every element if you wish. Highly recommended if you like Tycoon/Sim games, this really is as complete a music industry sim as you can find, with the focus on fun rather than being a spreadsheet simulator.
Super fun and addicting music sim game. You can play this game out of the box and get a great experience but the best part is the Workshop support and the extensive editing tools. I have a hiphop, rap and R&B mod on the workshop so I am in there competing against an imaginary Dr. Dre and meanwhile someone else has turned their entire game into a history of country music simulator. You can make an entire fictional history with this game, it's a prefect mix of tycoon and sim for me! The game seems complete at launch but I also know that the developer is going to not only squash any bugs but also keep adding features and requests on to the game. I can only see really great things going forward with this one but it's already a fairly complete music sandbox now on launch day. Dev says no AI used and also I don't think you are going to need much past a potato to run this.
As a long-time fan of music industry simulation / band management games, I was super excited for CD Market. This game is everything I hoped for and then some. I started with rich easy mode to get the hang of the gameplay. I am having so much fun that I haven't even tried hard mode yet, but I will. One of the best aspects of this game is that it's turn-based, not a running clock. This allows you to prepare, plan, and roleplay your record label to your heart's content each turn. You can take as much or as little time as you need. I find that very relaxing. The dev is highly responsive and has made routine updates and patches to the game. This game is the real deal. The community is also very helpful and kind. This is one of the best gaming communities I've had the privilege of being in. I highly recommend you join the official CD Market Discord server, as it adds so much to the experience and lets you share what's happening in your universe with the rest of us. After all, I can't be the only one reigniting the label stories. Lastly (for now), I recently signed a UK folk rock band to my label for a fairly good sum of money. They have a lot of potential and solid skills. However, they ended up fighting with each other before I could even get them into the studio for their first demo session. The fight was so severe that they have had a serious falling-out and are incapable of working on music right now. So, they collected their advance money from me and flipped me (and each other) the big old bird. This is fantastic. This is exactly the kind of real-life drama I want in my music universe. I am not sure what will become of this band, but I am totally immersed in it. Strangely enough, I named this band Bitterroot before any of their drama happened. I highly recommend this game. It will have you clicking one more turn... one more turn... one more turn.. until you realize it's 5 a.m. and you have to be at work at 8. I love it. I will be playing this game for a long, long time!
The full version improves on the demo significantly with engaging, well-developed features. "I'll just play for 15 minutes before bed," I thought--now it's almost midnight and I can't stop touring.
A surprising amount of nuance and complexity in this game. You can overextend yourself at almost any phase if you expand in the wrong way. Really loving it!
Great game as someone who has bought iOS day 1 this upgrade is fantastic, as this feels the best version and so excited to see what additions will be added in future well done Janva!
I've put 40 hours into the game so far and love it. Bit of a steep learning curve, but once you figure it out, it's pretty simple to get on the right trajectory and ride your label to world domination. I want to buy out my competitors, and get every achievo, I'm at 15/25 so far. Dear Developer, I really love what you've done with this title. Thank you.
I LOVE this game. Even after only a couple of weeks release, it's got deep, deep customisation and massive replayability. It covers more than just music making, you can create Festivals, TV shows, and strategise long-term marketing/distribution dominance etc. The devs are incredibly responsive and are making suggested tweaks all the time. It really is a lot of fun. If this kind of Game Dev/Tycoon genre appeals to you, then check it out, and live out your Media Mogul fantasies...!
Active players
Estimated daily and monthly active players (DAU/MAU) modeled from peak concurrency.
Players by region
Where this game's players are, estimated from review languages.
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