
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.
Modeled estimate, not a reported figure. How we estimate →
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 put everything I had into Nu Metal and it all went downhill from there (accurate sim).
If you like management/tycoon games, then this game is for you. One of the best games in the genre I played for a long, long time. The UI may feel a bit unusual at the beginning, but everything works and makes sense, so you get comfortable really quick. There is a lot complexity in the game and, fortunately, for most things you have the choice between handling everything yourself or using automation (hire executives for specific tasks). So you can manually micro manage your favorite bands, while leaving the cash cows and newly hired artists to your executives. The developer is active in the forums, real quick in fixing bugs and implementing improvements, and also receptive to suggestions and ideas.
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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
Quite rough around the edges so far, but the best description I have so far is that it is a Gearcity for the music manegements. The potential is huge and this is promising to be a major game through more polish.
Nice little Simgame.
I have been looking for a game like this for years. It can be Difficult to start up your label but very rewarding if it works out. It is a balancing act to figure out where and how to spend your money on your band(s). Nice touch that you can buy radiostations to play your music and setup recordstores haven't done it yet but working towards it. Thumbs Up. A game that surely will cost me some hours of sleep.
Super jeu, très addictif. Développeur réactif et motivé!
SUPER
Después de varias campañas y muchas horas de juego, mi sensación general es muy positiva. CD Market consigue algo que muy pocos juegos del género logran: hacerte sentir que realmente estás construyendo una discográfica. No se trata únicamente de publicar canciones; hay que gestionar artistas, producir música, negociar contratos, planificar campañas de marketing, asumir riesgos económicos y adaptarse a los imprevistos que van surgiendo durante los años. Lo que más me ha gustado es que la mayoría de sistemas no funcionan de forma aislada. Todo parece formar parte de una misma simulación y las decisiones que tomas suelen tener consecuencias a medio y largo plazo. Esa sensación de estar levantando una empresa desde cero es, para mí, el mayor acierto del juego. Precisamente por eso creo que el principal margen de mejora no está en añadir más contenido, sino en ayudar al jugador a interpretar mejor el resultado de sus decisiones. A lo largo de la partida me he encontrado muchas veces haciéndome la misma pregunta: ¿he tomado una buena decisión? No porque el juego no muestre información. Al contrario, CD Market ofrece muchísimos datos, estadísticas y desgloses económicos. El problema es que muchas veces cuesta relacionar esos datos con las decisiones que has tomado previamente. Por ejemplo, puedo invertir más dinero en marketing y comprobar que el lanzamiento ha vendido más copias, pero no sé hasta qué punto ese incremento ha sido consecuencia de esa inversión. Del mismo modo, una entrevista puede obtener una valoración baja, una emisora puede rechazar un sencillo o una canción puede rendir peor de lo esperado sin que resulte fácil identificar qué factores han influido realmente en ese resultado. La economía refleja muy bien la dificultad de sacar adelante una discográfica. Me gusta que el juego obligue a convivir con la deuda y que el éxito no llegue después de dos lanzamientos. Sin embargo, en algunos momentos es difícil distinguir si las pérdidas forman parte de una estrategia de crecimiento o si son consecuencia de decisiones poco acertadas. Esa incertidumbre no proviene de la dificultad del sistema, sino de la dificultad para interpretar cómo está respondiendo la simulación a nuestras acciones. Algo parecido ocurre con el fichaje de artistas. Existen numerosas estadísticas que ayudan a evaluarlos, pero durante las primeras partidas cuesta saber qué significan realmente esos valores. ¿Un artista con un 40 % de carisma tiene potencial? ¿Es un buen compositor? ¿Estoy asumiendo un riesgo razonable? Con el tiempo acabas aprendiendo, pero gran parte de ese aprendizaje se basa en la experiencia y no en el propio feedback que ofrece el juego. Donde sí creo que CD Market brilla especialmente es en la producción musical. La creación de demos, la elección de productores, los estudios de grabación, los samples o las colaboraciones consiguen que desarrollar un álbum resulte interesante de principio a fin. Es uno de esos sistemas donde siempre tienes la sensación de estar tomando decisiones con peso y donde la incertidumbre añade emoción en lugar de frustración. También quiero destacar los eventos dinámicos. Entrevistas, acuerdos comerciales, problemas personales de los artistas, relaciones con profesionales de la industria o actuaciones hacen que el mundo parezca vivo y que cada partida genere historias propias. Son mecánicas que aportan mucha personalidad al juego y ayudan a que el sello se sienta como algo más que una simple hoja de cálculo.
Played this on Android and PC before it was released to steam. The best music label simulation/tycoon game I have found. Can be a bit grindy at times when you have multiple bands on your label and once you figure out how the game works I find that there is a bit of a lack of challenge but I'm playing this game mostly to roleplay imaginary bands so it's not a dealbreaker. Random song name generation could use some work too but that's fairly minor in the grand scheme of things. Well worth the money if you've ever craved a music label simulation/tycoon game.
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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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