
Own the studio. Run the studio. Make the movies. Play Hollywood Mogul 4 and run your own Hollywood movie studio in a complex, immersive, business strategy simulation that is TEXT-BASED with NO GRAPHICS and MINIMAL SOUND.
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Hollywood Mogul 4 is a deep, complex TEXT-BASED strategy game. This business simulation puts you in charge of your own Hollywood movie studio. It is an immersive tycoon game about creating, producing, casting, and releasing movies and series around the world.
TEXT-BASED strategy business management simulation
NO GRAPHICS
MINIMAL SOUND
If you are new to the Hollywood Mogul games, please don't make a $300 million sci-fi epic the moment the game's installed. Hollywood Mogul 4 is a fairly complex business management simulation.
Make a few smaller movies first at Difficulty Level 1. Give yourself some time to understand the attribute rating nuances for Visual Effects and Story Scope, genre, and character development, pace, plot twists, sub-plots, and Set Design. Not to mention how those things will relate to the Director's ratings in Perfectionist and Script As Written, On-Budget, and Effects, as well as if it's better to cast the lead role with a talent that has a high Sex Appeal rating but a low Humility rating because their Screen Presence is a little lacking.
Also, the necessary Advertising Budget will bankrupt your studio.
So please don't make a $300 million sci-fi epic right off the bat.
o Choose from more than 100 genres.
o Include Additional Villains like weather, or fire, or insect infestations.
o Set advertising budgets.
o Make movies released in theaters around the world, or straight to a streaming service.
o Make Series up to 24 episodes with 30, 60, 90, or 120 minute running times.
o Choose projects from more than 10,000 source material records, or use your own ideas.
o Hire a Talent to act, and also as Director and/or Writer.
o Audition actors from more than 8,000 talent records.
o Follow talent with Stats that increase and decrease.
o Hire your favorite talent now, before a box office smash increases their salary.
o Identify Potential Conflicts between the director you hire and the talent you cast in Perfection rating and Script As Written rating. And deal with the Production Problem cost overruns if they don't get along. Because who knows, it might be lightning in a bottle.
o Look for that elusive green dollar sign ($) that tells you the $10 million dollar movie star loves your project so much they're willing to work for just $350,000. Plus a heap of points on the back end.
o Win Awards for movies and series
o Set character role attributes and add or delete roles.
o Set production budgets, add Stunts, and Visual Effects or Creature Effects, and shoot in one city or a dozen cities around the world.
o Sign contracts with manufacturers for project merchandise.
o Set your project in a Universe with other projects.
o Create Franchises.
o Create Cross-over projects from Franchises or Universes and mix and match roles and talent from every project you've already released.
o Create Traditional sequels, Spin Off sequels, and IP sequels.
o Using HM4 Talent or HM4 Source you can now merge databases. You no longer have to create a 10,000 record database all by yourself.
Play Hollywood Mogul 4 and run your own Hollywood movie studio.
Genres
Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English
Engagement
Hours played at review time, across 40 reviews with recorded playtime.
Reviews
Themes across 40 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
positive critical· bar length = how often the theme comes up
Reviews
Tried very hard to like this game. As a huge fan of HM3 i am just so disappointed. Very bare bones and theres A LOT of features that made the last game great that are just not in this one (bungalos, talent agent deals, etc). It may e better in the future but it does feel super rushed. I also hate the 30 year cap because unless your on easy difficulty youre not really getting anything going until year 7 or 8 and if you are on the max difficulty at least year 10 so you have 20 years to have fun which is not a lot compared to the previous game. I don thtink its a cash grab because the develpoer is very active on discord but it just isnt fun sadly. i may not refund because im a fan of the series but i cant recommend in good faith.
worse than previous versions. no update for months now.
As someone who has played every iteration of [i]Hollywood Mogul[/i] since the mid-1990s, I approached [i]Hollywood Mogul 4[/i] with both reverence and high expectations. The series has, for decades, occupied a specific and cherished niche within simulation gaming - a niche no other title has matched in depth or accuracy. This latest version isn’t a reinvention, and thankfully so. Instead, it’s a thoughtful, feature-rich, and community-aware continuation of what has always made [i]Hollywood Mogul[/i] exceptional. While I’ve only logged a few hours so far (including one long session with my brother on his account, echoing our childhood memories of the series), I’ve experienced enough to offer an informed, professional assessment of what this game does right, where it needs refinement, and how it fits within the genre. This review will evolve alongside the game. [h2]PROS[/h2] [h3]A Faithful and Expanded Continuation[/h3] If you’re a series veteran, this is exactly what you’ve hoped for. The core simulation engine retains its trademark logic: balancing commercial viability with creative freedom. It captures the high-stakes volatility of studio management, from pipeline building to betting it all on a single breakout hit. It doesn’t simplify or pander. Instead, it trusts the player’s intelligence and experience. [h3]Best-in-Class Simulation Mechanics[/h3] Even after three decades, [i]Hollywood Mogul[/i] remains the most authentic and detailed simulation of the film industry. From development and casting to marketing and award campaigning, [i]HM4[/i] is deeply interconnected. The early game demands patience, but the satisfaction of building a viable slate, and watching it pay off, is unparalleled. [h3]Casting Call: A Revelation[/h3] Casting Call modernizes the audition process brilliantly. It replaces repetitive, tedious click-throughs with a discovery-based system that prioritizes merit over reputation. You’ll find unknowns who blossom into stars, reshaping your casting strategy in meaningful ways. [h3]Expanded Distribution Models[/h3] Streaming and limited series are welcome additions that complement rather than compromise traditional studio gameplay. They’re well-implemented and balanced, with no pressure to pursue them if you prefer a classic theatrical model. [h3]Awards Season Overhaul[/h3] One of the series’ weakest elements in prior versions now feels richly developed. Customizable campaigns, new categories, and seasonal pacing (including mid-year awards for series) give award-focused players real strategic opportunities. It adds prestige mechanics worthy of the effort they require. [h3]Improved Customization and Community Support[/h3] [i]HM4[/i] smartly trims superficial traits from earlier games, focusing on meaningful, impactful customization. The developer's Discord is already bustling with database builders, which are essential for replayability and long-term community engagement. [h3]Transparent and Engaged Developer[/h3] Carey has been guiding this series for thirty years with consistency and clarity. He’s hands-on, candid, and responsive: fixing bugs rapidly and weighing suggestions honestly. His one-man-band effort remains a model of dedication and integrity in indie game development. [h2]CONS[/h2] [h3]UI Remains the Series’ Achilles’ Heel[/h3] The UI is still dated, with clunky layouts and inefficient screen navigation. The “Current Projects” view is especially difficult to manage when scaling your output. A modern UI redesign could greatly improve accessibility for new players while maintaining functionality for veterans. [h3]Legacy Features Missing or Under Construction[/h3] Some beloved features are absent, including: [b]Test Screenings and Runtime Adjustments[/b] - useful for final tuning before release. [b]Bungalows[/b] - a helpful way to automate and scale content output. Developer comments suggest some of this may return, but their absence is felt. [h3]30-Year Cap[/h3] A fixed game length limits the open-ended sandbox feel of earlier titles. While likely a technical constraint, it imposes an artificial end on what could otherwise be a long-form simulation. [h3]Screenplay Trait Penalties May Be Overweighted[/h3] Certain screenplay traits, like “plot twists,” seem to overly sway critical response; sometimes unfairly tanking solid projects. These could use rebalancing to encourage creative experimentation without disproportionate penalties. [h3]Critical Review System Needs Refinement[/h3] While a welcome addition, the critic system often feels harsh, disconnected from box office performance or award success, and influenced too strongly by trait-based quirks. A more context-sensitive algorithm would enhance realism. [h3]Awards Genre Bias Doesn’t Always Feel Grounded[/h3] In one playthrough, back-to-back low-budget horror films won Best Picture. While genre upsets are fun, they currently feel too frequent. A tighter calibration would help preserve realism without eliminating surprise wins. [h2]CURRENT VERDICT[/h2] [i]Hollywood Mogul 4[/i] is a triumph of depth over presentation. It’s unapologetically complex, rich in systems, and refreshingly uncompromised. It challenges players to think like studio heads: crafting slates, cultivating talent, and balancing prestige against profitability. There are no gimmicks or flashy animations, just pure, responsive simulation. It won’t appeal to everyone. But for players who appreciate simulation as a tool for storytelling, experimentation, and mastery, there is no better option. The best moments happen in your imagination: deciding which directors to trust, which actors to elevate, or whether to build an empire on schlock or ambition. If you’re after polish or casual pacing, look elsewhere. But if you’ve ever dreamed of running a studio, really running it, then [i]Hollywood Mogul 4[/i] is without peer. I’ll be playing it for the rest of the year...and likely long after that.
Can get addictive if you love movies but the software is too volatile and not user friendly at all. I appreciate the effort put in by the developer, but it does not justify the price tag. Maybe in a year or two it will achieve it's potential.
In its current state, it's a no from me. It's bare bones. I really like the premise and the idea of a Championship Manager style movie simulator, but its pretty bland and empty. Most people joke that Football Manager is a spreadsheet simulator, well... this game is kind of that. There's no chemistry, or elements of personality to the names on the sheet. it's all about slotting the right numbers into the correct column. I'll come back to check it out again in a few years, but currently... not worth the asking price.
The negative reviews saying this game is shallow are unfortunately right, but the game presents an illusion of depth that can be quite impressive still. It just needs more bells and whistles to really feel immersive, there isn't much to do now except think of ideas for movies and what their stats might look like. This is a simulation for people who like spending all their time editing config files and databases--there's no actual difference between production roles like stunt coordinators or cinematographers other than their names, same with rival studios, so coming up with distinctive names demands the most effort. Players have made databases for real life talent, but the dev is afraid of getting sued so there's no steam workshop support and you'll have to download these under the table somewhere. Despite this all, I think it's worthwhile for the right kind of player. You have to have a really specific brand of autism to find this experience enjoyable, but I can imagine it being incredibly rewarding for anyone who can match that criteria.
Literally my favourite movie simulator of all time - it's realistic whilst also allowing you to be as creative as you want. Quite literally anything can me made in this game. I've only spent a few hours on it so far, because I'm currently making a realistic talent database before I properly get into the game. But if you've ever fancied making your own movies or TV shows (yes you can make them as well) then definitely give this game a try!!!
I would love to be positive in my review but as an avid and I mean forum using, played every day, obsessed kind of avid HM3 player who ended up working in the film industry because of the game, I would say this one feels like a step back which is crazy given how long it's been.. The concepts and desires are there but a clear lack of user testing and ui/ux focus as well as no guidance or understanding of systems leaves you with little confidence that any choice you make holds any impact.
The granddaddy of movie industry simulators is back and better than ever! Now, this is NOT The Movies. Do not buy it thinking you will get to build a movie studio, experience flashy graphics and micromanage your artists' lives. This is a text-based simulation all the way through and the UI is minimalist on purpose. What you WILL get, however, is a simulation with unparalleled depth and literally unlimited possibilities. If you can think of a concept for a movie or a TV show, you can produce it in this game and the simulation will respond accordingly, giving you box office results that are determined by a complex algorithm rather than some gamey meta. You will not find any guides providing you with some predetermined formula for making successful movies and shows. Instead, it all depends on your choices (and a bit of luck, as in the real world, which is NOT to say that outcomes are entirely RNG based, far from it, just that you need to plan for the long term in case you get unlucky and your blockbuster flops). People played its predecessors in Hollywood Mogul 3 and 2 for many years before HM4 finally came out. This is because the game really is that deep and the permutations really are endless, and HM4 not only refines that addictive gameplay loop even further but also adds brand new features such as the ability to produce the aforementioned TV shows and royalties from streaming services. On the other hand, features that were superfluous or unclear in previous titles have been removed, so now you can rest assured that every choice really does matter. On top of that, the developer is still working on the game in order to further enhance the experience, which is already feature-complete and almost entirely bug free. If you enjoyed previous HM games, this is the definitive title in the franchise! On the other hand, if you have never played HM before but are looking for an in-depth simulation and don't mind a minimalist UI that focuses on creative freedom and substance over style and flash, this is the game for you!
It's the deepest Hollywood movie studio management game ever made. As a fan of the saga, this game meets my expectations. After playing for such a long time, I do miss a few things (the developer is very active fixing bugs and adding new suggestions), but there's a lot of new content like series, cinematic universes and franchise , different types of sequels, expanded awards, and updates reflecting industry changes. It's somewhat simpler than its predecessor, aimed at new players, but I'm sure it will become even more complete and deep over time. The community is very active so when all the data bases are up with the new creation tool it will be amazing. I can't recommend it enough. It's the kind of game that offers a totally immersive experience by creating your own cinematic world. If you like management games, give it a try.
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Trends
Concurrent players on Steam, sampled daily since tracking started.
Momentum
Pace estimated from the game's recent review growth (our daily snapshots) at its own sales-per-review ratio — a momentum signal, not booked sales.
Audience
Estimated from the language of this game's reviews — a proxy for where players are, not official Steam demographics.
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