
Manage, defend, exploit! As the boss, use cards to build, assign staff, and force overtime for profit in this sim/tower defense/card blend. Experience overtime culture from the boss view.
Modeled estimate, not a reported figure. How we estimate →
About
This is a game that combines business simulation, tower defense, and card games.
You assume the role of a ruthless entrepreneur running a gaming company. The game runs on a 20-year cycle. During the preparation phase at the beginning of each year, you must pay rent, salaries, and taxes. If a player runs out of funds due to errors, they can apply for a bank loan. They cannot apply for another loan until the loan is repaid.
During the preparation phase, you can use construction cards to expand the site and build facilities. They can also use hiring cards to hire employees based on project needs. Facilities are divided into R&D, food, and server rooms. You must allocate talent to each department to keep the company running.You can assign skill cards to their bosses and management employees. Cards are divided into construction cards, hiring cards, trap cards, and skill cards.
During the year-long work phase, you can click skill cards on the boss and management staff to attack employees who are exhausted and trying to escape, forcing them to return to their workstations and continue working overtime. Using skill cards consumes action points. Each action point is restored every second.
You can develop multiple projects. Initially, when manpower and funding are insufficient, outsourced projects can be developed to accumulate funds. Once the required conditions are met, in-house projects can be developed. Unlike outsourced projects, in-house projects generate sustained revenue for a certain period of time after completion and have the opportunity to be nominated for awards such as Game of the Year.
When a player wins their first game award, they will be embroiled in a plagiarism lawsuit. This unlocks the plagiarism feature, allowing management staff to infiltrate other companies and steal data. The price is that each instance of plagiarism will result in a lawsuit.
News events occur in the game every year, divided into four sections: Social Welfare, Financial Consulting, Industry News, and Company Development. These events pose challenges to the company's development while also providing new development goals.
Rewards earned from completing tasks can unlock new company systems, easing the pressure of coping with these challenges.
The game has multiple endings, including bankruptcy, acquisition, and a perfect ending.
Genres
Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English, Simplified Chinese, Traditional Chinese
Engagement
Reviews
Overwork Empire is a business management simulation developed and published by YanBei that approaches corporate success from a far more cynical perspective than most games in the genre. Instead of portraying company growth as a rewarding entrepreneurial dream, it builds its identity around satire, workplace pressure, and the uncomfortable realities of profit-driven systems. By blending management simulation, card mechanics, and defensive strategy elements, the game creates an experience that feels unusual from the very beginning. Players take control of a game development company and guide it through years of expansion, financial planning, and operational survival. Every decision influences the future of the business. Building departments, controlling expenses, hiring workers, and maintaining growth all become critical responsibilities. The game follows a long-term structure where preparation periods and production phases alternate, requiring players to think ahead instead of reacting only to immediate problems. Salaries, taxes, building costs, and company maintenance ensure that success demands careful planning rather than simple expansion. The management mechanics rely heavily on a card-driven system that shapes nearly every aspect of company operations. Construction cards allow players to create and improve facilities, recruitment cards bring new employees into the workforce, and management abilities influence productivity. The company itself is divided into multiple operational branches, including development teams, food support systems, and technical infrastructure, forcing players to think strategically about where resources should be allocated. Balancing departments becomes increasingly important as the organization grows larger and more demanding. One of Overwork Empire's most distinctive ideas is how it handles worker exhaustion. Rather than treating employees as passive statistics, the game transforms burnout into an active gameplay problem. Overworked staff may attempt to escape the endless pressure of overtime, creating situations where management systems must intervene to keep productivity running. The concept is intentionally exaggerated for satire, turning corporate labor issues into gameplay mechanics that resemble defensive strategy systems. It creates a strange blend of humor and discomfort that separates the game from more conventional tycoon experiences. The satirical tone becomes one of the game's strongest features. Modern workplace culture often celebrates efficiency, expansion, and relentless productivity, and Overwork Empire exaggerates those ideas until they become absurd. The result feels less like a traditional business simulator and more like a dark parody of corporate ambition. Players are encouraged to chase profits and growth while constantly confronting the consequences of pushing systems too hard. This gives the game a unique personality that lingers even after sessions end. Progression also contributes meaningfully to the experience. Early stages emphasize contract work and external projects as players establish financial stability. Over time, opportunities emerge to build internal projects capable of generating stronger long-term success. Expanding beyond outsourced work creates a satisfying sense of advancement, giving players larger goals than simply surviving another business cycle. Awards and company recognition further reinforce progression while encouraging smarter long-term planning. The visual design favors clarity over spectacle. Facilities, systems, and operational elements remain easy to read, which benefits a game centered heavily on resource management and efficiency. The presentation may not compete visually with larger-budget simulation titles, but it supports the gameplay effectively. The interface places emphasis on strategic information rather than visual excess, helping players focus on decision-making rather than presentation alone. Overwork Empire also succeeds because of how confidently it commits to its unusual concept. Many management games pursue familiarity by following proven formulas, but YanBei embraces a more experimental direction. Combining business simulation systems with cards and defensive mechanics could easily have resulted in something unfocused, yet the structure largely supports the game's satirical goals. Every mechanic reinforces the larger theme of workplace pressure and corporate obsession. The experience will not appeal to everyone. Players looking for a calm business-building simulator may find its darker humor and stressful mechanics less appealing. The satire can feel intentionally uncomfortable, and the management systems demand attention rather than passive play. However, players who enjoy unconventional strategy titles and simulation games that experiment with genre expectations may discover something refreshingly different. Overwork Empire succeeds by transforming corporate growth into something more complicated than simple financial success. It presents management as both opportunity and criticism, blending strategic gameplay with commentary on work culture in ways few business simulators attempt. Its combination of planning systems, card mechanics, progression structure, and satirical storytelling creates an experience that stands apart within the indie management genre. While not every idea lands equally well, its originality and willingness to challenge familiar formulas make it memorable. Rating: 7/10
Media

Related
Related
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.
Hours played at review time, across 29 reviews with recorded playtime.
[h1]《加班帝国》| 评分:70/100 [/h1] 这是一款融合了多种玩法的模拟经营游戏,你将经营一个开门即是贷款500w追梦老板,当然中间有员工察觉到不对会擅自逃离岗位,拿只能对不起了,作为黑心老板直接棒球棒伺候,打回岗位必须加班!!! 游戏玩法上算是比较丰富,模拟经营、塔防、卡牌战斗三种元素结为一体,布置场景安逸减少离岗时间,升职员工成为狗腿打回老同事,战斗时又是随机卡牌战斗,可以说三者结合的相当不错,一点不突兀,新颖程度不错。 [quote] [b]欢迎关注 [url=https://store.steampowered.com/curator/43660430]涩涩评测小社[/url] | [url=https://store.steampowered.com/curator/44943987]不太正经小社[/url] | [url=https://store.steampowered.com/curator/45169156]随心所欲[/url][/b] 不仅仅是涩涩哦,不正经玩游戏,正经评测每一游戏( • ̀ω•́ )✧ 欢迎加入成为我们的伙伴 [/quote]
上班被公司压榨,那么下班了压榨赛博小人!能做出加班帝国的简直是一个天才!这款游戏融合了模拟精英和卡牌塔防的元素!通过扮演一名黑心资本家来经营公司,让我们的公司不再被破产或者收购,开发多个项目来赚钱。通过建设相关设施和招募员工等,让公司壮大起来。通过设计道路和布置陷阱让员工不要下班,可以给老板和管理层搭配不同种类的技能卡来帮助抵抗那些想要逃跑的员工。把握好员工数量和项目要求的同时,平衡于经营和防守。
上看去是一款模拟游戏制作公司的游戏,实际上是一款塔防游戏,每搞清楚的人会吃大亏,这也是教学里完全没说的事情。 游戏玩法轻运营重策略,玩家需要合理安排房间的出口,陷阱的位置,阻拦人员的位置。老板和管理的战斗力和阻拦能力最好匹配。 本作的创意还是有的,以阻拦员工离职为前提逼迫员工完成工作,看上去是一家黑心企业是吧,其实员工个个刁民,不毒打一顿就不会好好干活,真是倒反天罡了,我第一次站在老板的角度看问题。
[h1]李老板手下的光头强都比我的员工幸福![/h1] 顾名思义,这是一个通过不断压榨员工来实现老板的(我)伟业(建造一个大公司)的游戏。《加班帝国》集模拟经营、塔防和卡牌元素于一身,而玩家则扮演熟读《厚黑学》(我猜的,毕竟确实太黑心了)的黑心老板,势必要压榨员工身上的每一寸价值,你需要在门口站岗,布置陷阱,打倒每一个试图逃离的员工,有必要时,你可以提拔自己信任的员工成为管理层。他们将与你并肩作战。此外,你还可以为自己或是员工装备卡牌,卡牌将会在塔防中发挥奇妙的作用。 [h2]游玩体验[/h2] 游戏内容还是非常多的,有新闻事件的影响(你可以以此为参考,为公司制定发展目标),你的陷阱还能和卡牌发生“奇妙的化学反应”(怎么阴怎么来呗),项目做的好了还可以拿奖,如果抄袭甚至还会被起诉,另外本作还有三个不同的结局。 非常有意思的一个点是制作组选取了一个社会现实并且将其以娱乐化的形式做成了游戏,让玩家在游玩的时候也在思考:其实权利还是自己争取来的,就像游戏中不堪重负逃跑的npc一样。 然后讲一些建议吧:先把贷款拉满,然后无非就是做三样事,先招募员工,再拼命压榨员工,然后员工中间就会出现一个刺头,这时候你再给他升职,让他当你的走狗,果然这个社会也是利益至上hhh。自研项目相当于你的本职工作,外包则相当于外快,怎么选具体要看你自己。 最爽的就是瓜分利益的时候,看到一年的辛苦没有白费,还是挺有成就感的。 [h2]结语[/h2] 总体而言,本作算是一部独有新意的塔防小游戏,值得模拟经营爱好者入手游玩。好了,不多说了,笔者本人也要去给老板干活了。。。 [quote]关注鉴赏组:[url=https://store.steampowered.com/curator/45134494]浮生评测[/url] ←"浮生若梦,一鉴倾心,邀您共赏人间烟火" 加入Steam组:[url=https://steamcommunity.com/groups/LLFLLFF]浮生评测[/url]←“一起追寻'浮生若梦'般的游戏体验” 开始“浮生若梦”鉴赏组的奇幻之旅![/quote]
加班帝国是一款结合了模拟经营以及卡牌作战的游戏,我们将扮演一名老板,需要使用手中的资金招募员工,让他们为我们赚钱,同时需要防止这些意志不坚定的员工提前跑路。 每过一段时间我们都可以选择一个项目并指定特定的人员为我们工作。不过我们刚开始的时候只有一个项目,其余的项目需要我们不断地进行解锁,才可以选择。不过大部分情况下都只需要花费金钱就可以难度算不上太高。唯一的难点在于本作的钱不是太方便赚取。因为还需要给各个项目搭建房间设置陷阱等等,各种内容导致我们花钱的地方很多,所以游戏的节奏也比较慢一点。 卡牌玩法有点类似塔防,有许多种类,我们可以将卡牌代表的陷阱放置到合适的位置以此来防止员工的懈怠。不过这些陷阱的功能都很直接,大部分情况下也只有一种用途,想要实现更多效果的话我们需要将这些陷阱进行联动。 总的来说,本作的玩法还是很有意思的,感兴趣的话可以试试。 [quote]漫话漫谈,期待关注:[url=https://store.steampowered.com/curator/44551694/]写生漫话家[/url] ←节约宝贵时间,阅读省流测评~ 欢迎加入漫话家的大家庭:[url=https://steamcommunity.com/groups/14030826]写生漫话家[/url]←共同探讨游戏中的精彩片段,向玩家展现第九艺术的魅力~
开局贷款500K,4年还款599K,高利贷都没你神...... 员工人均负债结婚,怪不得叫加班工厂,玩法竟然是殴打攻击员工,使其不离开公司.... 好神的游戏,这个题材+塔防就很神。 偏偏还和开罗游戏一样每年有top评选,很难评。
[h1]简介[/h1] 《加班帝国》是一款集塔防,卡牌、资源管理玩法的游戏,战斗方面的玩法主要是塔防,防的是自己的员工,想尽办法折磨自己的员工,防止他们翘班逃跑,卡牌可以用来辅助作战,打不过员工了就给员工画画饼啥的,稳住一下。同时也有一个公司的经营和规划的玩法,公司越大、赚的钱就越多,但就说明员工也就会变多,这个时候在项目开始,就有各种员工开始整活,管理的压力也就上来了。 [h1]经营玩法[/h1] 除却一些抽象的设定外,其实游戏的公司经营做的其实还可以,首先就是贷款,贷款后负债了就要按期还款,然后是规划公司的项目办公室,办公室的大小决定了格子间的多少,格子间的多少决定了人数的多少,每个人都有擅长的能力,不同的能力有不同的颜色做区别,玩的多了可以通过这个快速辨别。公司拉起来了就能接项目了,项目是否能接能完成就看项目办公室的人数综合能力是否能达标。其他的像是各种办公室的配套设施、厨房饮水机啥的是辅助塔防的,下面会提到。 [h1]塔防玩法[/h1] 塔防是主要的战斗方式,只要完成了塔防项目才能平稳的开展,直至项目结束拿到钱。其实本作的塔防路径就是在公司规划的情况,而像公司的老板、领导,都是在路径中守着,看见有员工跑出来就敲到他们回去努力干活。员工多的话就靠那几个领导是守不住的,于是就有了各种办公设施用来防守,比如拖慢员工的行动速度啥的,如果还是受不住,那就只能上卡牌了。 [h1]卡牌玩法[/h1] 卡牌在塔防中有着使用技能的功能,而且老板和中高层领导使用的卡牌是不一样的,这点需要注意。领导们揍员工都是索敌自己打,有的时候老板在面前敲员工有漏网之鱼,就要看其他的中层领导们的配合把员工揍回办公位置上。 [h1]感受到压榨的快乐[/h1] 把员工压榨到极限,项目完成平安落地了,接下来就是分配胜利果实的时候了,按年为单位,有一个结算的面板。然后该给员工发工资的发工资,该还钱的还钱,然后选择项目作为新的一年的工作目标。一般来说就是找给的钱更多,但需要更多能力才能接的那种项目,想要吃下这种肥的流油的项目,就要扩大公司,招更多的人,但项目开始的时候,压力也会更大,但这一切都是自己选的,受着吧。 [h1]总结[/h1] 总的来说,《加班帝国》这款游戏融合了好几种游戏的玩法,玩起来真的挺有意思的。用这种略带抽象的方式展示一个公司也算是脑洞大开,看着老板、领导用着各种技能把一个个想要逃离的员工打回办公位,玩的玩的,不知道为什么就笑不出来了,原来是自己照镜子出了神,收收味又回去上班。 [quote] [b][u]❀自由撰写真实的游戏评测❀[/u][/b] [b]❀欢迎关注→❀[url=https://store.steampowered.com/curator/44119519]自由评测[/url]❀←鉴赏家❀ ❀欢迎加入→❀[url=https://steamcommunity.com/groups/Liberty_Curator]自由评测[/url]❀←鉴赏组❀[/b] [/quote]
[h1] 加班帝国——什么午休,我要全年无休 [/h1] [hr]UwU[/hr] [quote]关注&加入[url=https://store.steampowered.com/curator/45335586/]哈密瓜的游戏乐园[/url],咱玩家最懂玩家的心思![/quote] [h2] 游戏简评 [/h2] [table] [tr] [td]游戏名称[/td] [td]加班帝国[/td] [/tr] [tr] [td]游戏类型[/td] [td]经营模拟 卡牌 塔防 建造[/td] [/tr] [tr] [td]适合人群[/td] [td]12+[/td] [/tr] [tr] [td]画风美术[/td] [td]2.5D 卡通[/td] [/tr] [tr] [/tr] [tr] [td]游戏评分[/td] [td]8.8/10[/td] [/tr] [tr] [td]是否推荐[/td] [td]是,打折时可以入手[/td] [/tr] [/table] [u] 适当游戏,有益健康。禁止沉迷游戏,从你我做起! [/u] [hr]UwU[/hr] [h2] 游戏详评 [/h2] 你有没有幻想过,有一天坐在老板椅上,看着一群准备下班的“赛博打工人”,微微一笑,按下“强制加班”? 《加班帝国》正是把这种略显阴暗的念头,做成了一款极具黑色幽默的游戏。 它将经营模拟、即时塔防与卡牌构筑缝合在一起,让玩家从一穷二白的创业者,成长为压榨效率拉满的“加班帝国”掌舵人。与其说是在玩游戏,不如说是在一面哈哈镜前,重新审视熟得不能再熟的职场逻辑。 游戏开局相当现实:没钱、没资源、没退路。新手教程几乎是“手把手”把你送进银行,把贷款拉满——这是唯一的起家方式,也直接奠定了游戏高风险、高杠杆的基调。每年固定的房租、工资与税金像三座大山,资金链时刻绷紧,一个决策失误就可能原地破产。 公司的运营通过卡牌完成: 建造卡扩建办公区、研发部、食堂和服务器;雇佣卡则不断补充“人力资源”。你需要像真正的老板一样,根据项目需求调配员工,让这台利润机器持续运转。 但《加班帝国》最核心、也最“阴间”的部分,在于夜幕降临后的玩法切换——游戏会从经营模拟,瞬间变成一场即时塔防。 下班时间到,员工集体化身“叛军”,试图逃离公司;而你要做的,是指挥管理层、布置陷阱,把他们牢牢按回工位。 这套系统充满了讽刺意味。你可以把最“刺头”的员工直接晋升为管理层,让他们反过来镇压同事,完美演绎什么叫“收下当狗”。 管理层与老板都能装备技能卡,构建不同流派:高爆发、肉盾、远程减益,以及至关重要的治疗单位——一个“奶妈”往往能决定防线的生死。 陷阱设计同样精妙:低价购入、耐久下降后原价卖出,堪称“老板自用九九新”。这让玩家可以毫无心理负担地把陷阱当消耗品使用,后期面对成群结队的“逃兵”时尤为关键。 真正的策略深度,体现在多线平衡上。项目与现金流之间如何取舍;高级员工更强、却也更难镇压;公司扩张越快,防守压力就越大。食堂看似收益不高,却能有效拖慢敌人节奏,成为关键缓冲。 当然,游戏并非完美。当前版本仍存在管理层Bug、权限异常等问题,影响体验,也提醒玩家这座“帝国”仍在打磨中。 总体而言,《加班帝国》用荒诞的方式,完成了一场职场视角的反转。它让你在压榨效率、镇压“起义”的过程中,获得一种复杂又微妙的快感——既爽,又带着自嘲。 如果你喜欢经营与塔防的混搭,又不介意当一次“反派老板”,这款游戏,值得一试。 [hr]UwU[/hr] [quote] 我们致力于做[u] 最全面 [/u]的游戏测评,了解[u] 最真实 [/u]的玩家心情,用[u] 最细致 [/u]的测评,给游戏[u] 最详细 [/u]的评价。 [url=https://store.steampowered.com/curator/45335586/] 关注点一点,开心快乐到永远!!! 每日送精品小游戏,大家要及时领取!!! [/url] [table] [tr] [th][url=https://store.steampowered.com/curator/45335586/] 哈密瓜的游戏乐园测评组,欢迎大家加入![/url][/th] [/tr] [/table] [/quote] [hr][/hr]
Selling now
See how fast this game is selling right now — estimated copies and revenue per day from recent review growth.
Players by region
Where this game's players are, estimated from review languages.
Related
| Game | Estimated lifetime revenue | Reviews | Review score | Price |
|---|---|---|---|---|
| — | 0 | — | — | |
| $0 | 5 | 80% | Free | |
| $55.5K | 180 | 98% | $7.99 | |
| $4.3K | 20 | 85% | $7.99 | |
| $3.6K | 34 | 79% | $3.99 | |
| $1.4K | 7 | 57% | $6.99 |
Related
| Game | Estimated lifetime revenue | Reviews | Review score | Price |
|---|---|---|---|---|
| $8.3K | 53 | 91% | $5.99 | |
| $8.3K | 78 | 64% | $4.99 | |
| $8.3K | 52 | 58% | $4.99 | |
| $8.3K | 86 | 88% | $3.49 | |
| $8.3K | 241 | 95% | $1.99 | |
| $8.3K | 53 | 68% | $6.99 |