
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'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.
Difficult to get your label off the ground, but it's very rewarding once you're able to finally see your weekly income stay in the positives consistently.
Media

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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
Waited for this game on PC since mobile release. I can say this is the most concise music label sim ever, amazing QOL features and with more to come. The workshop creators are already adding even more to the with every update that releases. This game has come along way and I can say with full confidence it is worth more than the dev has listed it for even without considering it was solo devloped!
请问没有云存档功能吗,换了个电脑没有记录了,很难受,steam账户相关数据里也没有找到这个游戏的存档
最棒的唱片模拟游戏,发售前demo都能玩四十小时的程度,可玩性很高,上传自己的专辑封面然后看着它大卖,有时候一个艺人一次发布就能拯救整个厂牌的命运,游戏发布前在Discord上面开发者看到我是中文id,专门私聊询问我中文翻译是否准确恰当,即使在游戏发售后也在随时接收各种反馈,我相信这个游戏会越来越完整,永远像当下一样完美
Desde que eu viciei em tycoon/management game de idols há uns anos atrás, meu sonho era encontrar um outro parecido mais voltado para a indústria musical, focado na criação de álbuns e na experiência de possuir uma gravadora e eu finalmente consegui com CD Market. Descobri o jogo faltando uma semana pro lançamento do PC e fiquei jogando por horas atrás de horas no celular, chegando até a sonhar com o jogo quando não estava jogando. O jogo parece complicado quando você começa, mas ao longo do tempo você vai pegando o jeito e se você gosta desse tipo de jogo, vai se divertir e poder colocar a criatividade em jogo não muito tempo depois. É mais text-based então não segue uma historinha como outros tycoons populares, o que não me incomodou, já que eu acabo jogando no modo Sandbox. É um jogo bem livre com uma progressão bem legal e divertida, recomendo bastante. O criador parece atualizar bastante o jogo, então recomendo ainda mais por conta disso.
Not very often does a game completely hook me in this day and age. I played the demo in a single sitting from start to finish, and this full release expands on that foundation with incredible depth. It delivers the true essence of a business simulator it cuts out the repetitive busywork while keeping the strategic core intact. A lot of people come into this expecting a casual tycoon game and immediately fall into financial traps. In reality, this is a legitimate teaching tool for Return on Investment (RoI) and Risk vs. Reward. Managing Debt & Cash Flow: Early on, when funds are tight, the game teaches you to become comfortable with debt. Managing your credit limit forces you to dissect your income and expenses. After a few runs, you naturally learn where to optimize every dollar to make your money work for you. Crossing that threshold where your initial investments finally pay off is a rush that modern games with their instant gratification, rarely deliver anymore. Risk Management & Roster Dynamics: Every artist is an investment. The more you put in, the higher your potential return, but random events force critical decisions. Dealing with issues like addiction inflates your expenses, but cutting corners risks catastrophic fallout. Pushing through those dark periods to reap the long-term rewards feels genuinely earned. This game respects your intelligence and doesn't hold your hand. High recommendation for anyone who loves deep, mechanics-driven simulations. TL;DR: Excellent business sim. It skips easy instant gratification in favor of high-stakes financial strategy and meaningful long-term rewards.
Refunded very relucently because this is a great game it just didn't feel like I was Jake Riviera or Col Tom Parker more like just some faceless ceo. UI is solid, graphics are ok and I hope the game sells. Only thing I found annoying was contract negotiations with bands which seemed fiddly but probably just me and lack of music industry knowledge
作为足球经理深度爱好者,玩了很多类似游戏,觉得这款游戏是个很有意思的模拟经营游戏,可以预见又是一款时间杀手,估计宣传不到位,没有火,强烈推荐喜欢玩模拟经营类游戏的玩家
I stumbled across this game last week, played the demo, and thought it was really good. If you're into simulation games and the music industry, I'd definitely recommend checking it out.
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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