Big Ambitions
Hovgaard Games · Simulation, Strategy, Indie
Overview
Big Ambitions is a revolutionary role-playing business sim. Go from nothing to the biggest entrepreneur in New York by opening small businesses or slowly building huge corporations any way you like.
THE GAMEQ VERDICT6,486 reviews analyzed
What players are actually saying
1. Summary
Big Ambitions is a business sim that puts you on the street as a person. You rent a flat, work a supermarket shift, drive deliveries, then open a gift shop, hire staff, set up warehouses and an HQ, and eventually build factories and fight rival tycoons for New York. Many reviewers like that mix of a life sim and a tycoon game, and they like the climb: 13% of the longer reviews call it addictive or say they got hooked. Reviewers also credit the developer with years of steady early-access updates, and they describe a tutorial voiced by Uncle Fred that walks you through each system and a mod scene that took off around the 1.0 release.
Some of the hands-on chores that make the opening vivid (hauling furniture, eating, sleeping, keeping your mood up, parking) become tedium for some players, and the management side never fully lets go: managers still need hand-set orders, lists lack filters, and employees keep sending demands. Players deep into a save also complain that once the money flows there is little left to do except sleep through days to fund the next purchase. The life-sim needs and the driving divide players, with some calling them the game's charm and others calling them padding. Reviews written after the 1.0 release are somewhat cooler than the early-access ones.
2. What keeps coming up
What players praise
A business sim where you live the life tooHigh
19% of the longer reviews compare the game to The Sims or GTA or call it a life sim. Players like that the money has somewhere to go: cars, a Hamptons house, a yacht, and a character who started out sleeping on a park bench. "Having the life sim in the mix gives you more purpose for all the money you're making from businesses," one player wrote. Another enjoyed watching the goal shift: "My favorite thing about the game is how the primary goal moves from "make money" to "have enough time to spend it" just like real life." Jones in the Fast Lane, Stick RPG, Capitalism II and early GTA also come up as comparisons. The same mix is behind several of the complaints below, about needs, driving and chores, and the praise and the criticism often sit in the same review.
The rags-to-riches climb is hard to put downHigh
"This game does not respect my sleep schedule and honestly that's a compliment." 13% of the longer reviews call the game addictive or say they got hooked, and what hooks them is the step-by-step growth: doing everything yourself in the first shop, hiring and training staff, then handing chores to an HQ, warehouses and factories until the business runs without you. "Eventually, you buy the greatest in-game item ever: A chair. You sit in the chair and delegate your managers from your cell-phone." Several reviews describe the early struggle (car repairs, parking fines, a loan you can't cover) as the funniest and most satisfying part.
A developer who kept updating and listeningHigh
About 10% of the longer reviews praise the developer's updates, fixes and responsiveness, often from people who bought in early access and stayed through 1.0. "in a world where early access games stop getting updates a month after launch (scam) this one kept going respect," one wrote, and at the start of early access players were already saying "This is how an EA release should be done." A few reviewers say they changed a negative review to positive after a patch fixed their problem or the developer reached out. The dissent comes from long-time players who disliked the direction of specific updates (see the item on early-access changes below).
Designing shops, homes and brandsMedium
Players enjoy laying out and decorating their stores, offices and homes, uploading their own logos and billboard images, and sharing blueprints. "you can customize your house, and your businesses, they even allow custom logos if you wanna do that," one wrote. They want more furniture, walls and floor options, and interior walls instead of dividers. Some find placing every item by hand slow and prefer the installation firms, which others call overpriced.
Uncle Fred's tutorial and the help menuMedium
Reviewers describe a story mode where Uncle Fred phones in each new step, and they praise it for introducing systems one at a time without forcing them on you: "It has one of the best tutorials I've ever played in my 25 years of gaming." The in-game help (F1) gets singled out as unusually thorough. A smaller group, mostly people who quit early, says the opening explains too little about where to go ("The tutorial says, that you should get a job, but not where or how."), and a few hit tutorial steps that would not complete.
Plenty of business types to tryMedium
Reviews list gyms, coffee shops, supermarkets, law firms, nightclubs, cinemas, theaters and factories, and players like that different businesses play differently and suit different starts. A few recommend a gym as a first business because it needs little stock. Players also ask for more types: hotels, car dealerships, a stock market, and renting out property for real income.
Good value for the priceMedium
Players often say the game is worth its price, pointing to how long it kept them busy, and a few would have paid more. A minority suggests waiting for a sale because the loop repeats ("Try to grab it below 20$ and if the game doesnt hook you within two hours go ahead and refund").
Mods and the Steam WorkshopMedium
Mod talk jumped with 1.0: 16% of the longer reviews written after the full release mention mods, against 3% before it. Reviewers point to a third-person camera mod, route-planning mods, extra businesses and a multiplayer mod ("Already good but the mods are going CRAZY for this game."). One critic sees the reliance on mods as the developer leaving fixes to the community.
The radioLow
The in-game radio and soundtrack get affectionate mentions ("the Radio Music is absolutely Brilliant"), and the "invisible dog" song turns up as a joke in several reviews. Some players say the same few tracks repeat ("it is annoying listening same 3 songs all the time"), the custom MP3 radio is basic, and streamers note the music is copyrighted.
A light lesson in running a businessLow
A small group says the game taught them real business basics, from margins and staffing to supply chains. One reviewer who runs a business in real life calls it close to the real thing, and an MBA graduate suggests it could be used in college courses.
Where players are split
Hunger, energy and happinessHigh
About 6% of the longer reviews bring up hunger, energy, happiness or mood. Some like these needs as the glue between the life sim and the business ("I also liked having to manage my own basic needs and seeing that it impacts some employees."). Others call them busywork that slows the game, especially happiness, which employees track through the "happy boss" demand. "You're essentially playing as a character who is suffering from moderate to severe depression," one player wrote after an update made mood harder to maintain. Another put the complaint this way: "the lifesim side of the game is too shallow to justify how much of a nuisance it is." Several reviewers point out that custom mode can switch off hunger, energy, happiness and car damage, and one said that after restarting this way "the entire experience opened up."
Driving, parking and car damageHigh
About 16% of the longer reviews talk about driving, parking, car repairs or traffic. Some of it is affectionate joking ("My parallel parking skills after playing this games are off the charts"), and some players love the old-GTA feel of running errands across the city. Others find it the worst part of the game: "Driving feels terribly clunky and unnatural," with a locked camera, AI drivers cutting in, repair bills that wipe out early earnings and what reviewers say are $125 parking fines. For them it stops being a business sim at all ("This seems to be a glorified delivery driver simulator."). Players who stay mention the scooter, taxis, the subway and the personal driver as relief, and ask for a GPS route line.
How deep the business simulation goesMedium
Players who come from shop simulators or The Sims sometimes call it the deepest business game they have played. Players who come from Capitalism-style or factory games find it wide but thin: few products per store, limited reports, no stocks or franchising, and supply and demand that is easy to read. "If you love games like Transport Tycoon, Factorio, Dwarf Fortress or X4 Foundations and you expect this game to be a complex business sandbox, you will probably be disappointed." One review lands in between: "Complex in a few areas, simple in most. Still manages to be a compelling business sim."
Performance and stabilityMedium
About 5% of the longer reviews say the game runs smoothly or without bugs, on modest PCs, laptops and Steam Deck ("it runs perfectly. Like, ACTUALLY perfectly."). About as many report crashes, a freeze on the shader-compiling screen at startup, stutter while driving after the 1.0 update, and heavy slowdown on large late-game saves: "I couldn't even defeat the midtown rival because the game basically doesn't run." Mac and Linux players report mixed results, and a few early-access players lost saves to updates.
RivalsMedium
For players deep into a save, the rival tycoons are the main late-game goal, and some enjoy grinding a named rival out of a district. Others find them passive or one-note ("rivals dont really do anything besides lowering prices"), and a few long-haul players describe rivals they could not beat because of how buildings are owned. Requests include sabotage, buyouts and partnerships.
Difficulty and challengeLow
Some players find the opening brutal (bankruptcy on a first run, medical bills, car repairs), while others say the game is easy once two businesses turn a profit: "Even on Hard mode, the only Hard part is the beginning of the game." A few want tighter loans and slower snowballing, and a few others complain about loan limits and export caps.
What frustrates players
Micromanagement that never fully goes awayHigh
"It's fun but it's also incredibly tedious." 15% of the longer reviews use words like tedious, chore, grind or micromanagement, often in reviews that still recommend the game. The early game is a lot of trips between wholesalers and furniture stores, and the late game is hiring, negotiating wages and assigning schedules for dozens of new staff per business. Hiring managers doesn't remove the work: "i dont get the point of being able to hire a logistics and purchasing manager when i still have to manually do it myself?" Players say they track weekly orders on paper or in Excel and divide them by hand for daily deliveries, set prices daily, and redo logistics routes that reset when changed.
The late game runs out of things to doHigh
About 5% of the longer reviews say the game runs out of things to do or turns repetitive once the money is flowing, and reviews written after 1.0 raise it a little more often. After factories and an HQ, they say, there is no new system and no end goal beyond buying property and beating rivals, so players sleep through days to fund the next purchase. "Started with nothing, now I own every piece of property in town and there is nothing else to do." Others called it "a sleeping simulator" or noted that time only passes while you sleep, so the clock stops in menus. Replay variety is thin too: "a new game is the same map layout, same rivals in every district, same building sizes." Several of these reviewers still recommend the game, saying the fun before this point was worth the price.
Menus and lists that don't scaleMedium
Players running many businesses describe lists with no search or sorting, filters that don't stay applied, spreadsheets that show four rows at a time, and information spread across submenus. "Once you get more then 20 busniesses it is very hard to search for anything," one wrote, and others want bulk actions for firing or reassigning staff, a better financial overview and history beyond seven days. A few early players also found white menu screens hard on the eyes and asked for a dark mode.
Employee demands and schedulingMedium
Employees asking for gold health insurance, a happier boss or furniture that doesn't fit become a constant stream at scale: "every 2 days I have to cycle through different furnitures just so half my employees won't resign because I'm doing a depression." Players also report scheduling faults: autofill leaving days unstaffed, part-timers working far more than scheduled ("I set part time workers to 15 hours a week. Somehow they do 60"), and a factory auto-assigner that "makes crazy decisions that would jeopardize employee health."
Camera and controlsLow
Some players who quit early name the camera: it follows the character, can't be tilted or zoomed freely, and can't be turned while driving ("Game completely locks your camera angle, and only lets you rotate around the Z axis"). Others mention awkward walking, key rebinding that won't swap keys, and no controller support, which Steam Deck and cloud players miss.
Generative AI art at the 1.0 launchLow
10 of the 103 negative reviews written after 1.0 objected to AI-generated images on billboards, business logos and cinema screens, and some said these weren't disclosed when they bought the game. A few reviewers later wrote that a patch removed the assets and switched to positive, while one noted "it seems some ai assets remain."
Early-access changes some veterans dislikedLow
A small group of long-time players says updates made the game slower and more restrictive: imports restricted, some products locked behind factories, warehouses needed earlier. "Many items that used to be importable are now locked behind factories, forcing players into a specific gameplay loop," one wrote, and another said the developers kept "nerfing every single enjoyable early/mid game mechanism." Other veterans say the same updates (simplified factories, new businesses) improved the game.
No co-opLow
Players keep asking for multiplayer ("If this was coop, this would be revolutionary."), and a few were upset when, they say, co-op left the roadmap. Reviewers mention a Workshop multiplayer mod that covers part of this.
3. The player conversation
The conversation is warm and often funny. A large share of reviews are short endorsements, jokes about parallel parking, medical bills and the IRS, or role-play about crushing a rival. Negative reviews are a small minority, and the longer ones often praise the idea or the game before explaining why it didn't hold them.
Who raises what follows how far people got. Players who left in the first hour or two write most often about driving, eating and stocking the fridge, and walking between shops, with the camera and the menus coming up less; some say they expected a more traditional tycoon game. Players deep into a save write about the late game: managers that still need instructions, employee demands, UI at scale, sleeping through days and rivals. The hunger and happiness debate runs through both groups.
Reviews from the start of early access in March 2023 were enthusiastic about how complete the game already felt, and weekly sentiment stayed mostly between the mid-80s and mid-90s through early access. Review volume jumped at the 1.0 release, and the first three weeks after it, the busiest since the opening weeks of early access, ran at 83% to 85% positive per week. Those weeks brought in newcomers put off by the hands-on start, the generative AI objections, some 1.0 performance reports, and players who expected more late-game content from a full release ("Good game, just doesnt deserve the 1.0 title"). From the fourth week after launch the weekly share was back around 90%, and the reviews leaned again toward praise for patches and mods.
4. What the developers could do
- Give the late game goals and something to do besides sleeping. Long-time players say that once businesses run themselves there is no new system, no clear endgame and no way to pass time except the bed, so they ask for time that keeps moving in menus, late-game challenges and more varied new-game setups.
- Make managers actually automate. Players say logistics and purchasing managers still need hand-calculated orders and pricing managers need daily clicks, so hiring them doesn't end the micromanagement.
- Rebuild the management lists for large empires. Players running dozens of businesses ask for search, sorting, persistent filters, bulk actions on staff, larger spreadsheet views and a longer financial history.
- Fix scheduling and tone down employee demands at scale. Players report autofill gaps, overtime beyond set hours and the factory auto-assigner as bugs, and the steady stream of insurance and furniture demands wears on players running many businesses.
- Ease the early driving and errand load. A GPS route line, a freer camera (including while driving), gentler car damage and earlier delivery or fast-travel options would address the driving and errands that early quitters bring up most.
- Rebalance and better signpost the happiness system. Players who keep playing find mood upkeep a chore, and the custom-mode toggles that switch it off are easy to miss: one player only found them after restarting.
- Fix late-game slowdowns and startup freezes. Reviewers report heavy lag on large saves, freezes on the shader-compiling screen and stutter after the 1.0 update.
- Give rivals more to do and finish replacing AI-generated assets. Players want rivals who compete beyond price cuts, and the AI-generated art drew a cluster of negative reviews after 1.0, with one later reviewer saying some assets remain.






