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Steam News31 March 20263mo ago

Devlog #4: Money & Economy System – Build and Grow Your Academy Budget

Hey everyone! We're continuing our devlogs and I'm happy to say we've just crossed **330 wishlists** – thank you for all the support!

Full notes

Full Mansion University update

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Repeated intro

Hey everyone!

What changed

0 fixes1 addition5 changes0 removals
  • Balance
  • Gameplay
  • Events
changed*The Money & Economy System**
changed*How the economy works:**
addedYou pay an upfront recruitment fee when hiring a new trainer.
changedBig bonus: When a student successfully graduates and gets a good job assignment, you receive a substantial **placement bonus** for acting as an intermediary.
changedIs the placement bonus after graduation rewarding enough?
changedWould you like more ways to earn money (side events, sponsorships, special contracts)?

Mansion University changes

changed*The Money & Economy System**
changed*How the economy works:**
addedYou pay an upfront recruitment fee when hiring a new trainer.
changedBig bonus: When a student successfully graduates and gets a good job assignment, you receive a substantial **placement bonus** for acting as an intermediary.
changedIs the placement bonus after graduation rewarding enough?

We're continuing our devlogs and I'm happy to say we've just crossed **330 wishlists** – thank you for all the support! 🔥

Today in Devlog #4 I'm showing you one of the most important management layers in Mansion University:

**The Money & Economy System**

At the beginning of the game your academy has a very limited budget and low prestige. Every decision involving money matters.

**How the economy works:**

  • You start with a small budget that must cover:

  • Initial hiring costs for trainers

  • Weekly operating expenses (bills, maintenance, etc.)

  • **Hiring trainers**:

  • You pay an upfront recruitment fee when hiring a new trainer.

  • After that, they receive a weekly salary at the end of each week.

  • There is no hard limit on how many trainers you can hire, but sometimes it's smart to fire underperforming ones and replace them with better (and more expensive) staff.

  • **Income sources*Steam post image*:

  • Main income comes from **student tuition fees**.

  • The maximum number of students you can accept depends on your academy's **prestige**.

  • Higher prestige = higher tuition fees per student.

  • Big bonus: When a student successfully graduates and gets a good job assignment, you receive a substantial **placement bonus** for acting as an intermediary.

This creates an interesting strategic loop:

Do you spend more now to hire better trainers and raise prestige faster?

Or do you play it safe with cheaper staff and grow more slowly?

The system is still in early prototype and I'm currently balancing costs, salaries, tuition values and prestige multipliers.

**I need your feedback:**

  • Should the starting budget feel tighter or more forgiving?

  • Is the placement bonus after graduation rewarding enough?

  • Would you like more ways to earn money (side events, sponsorships, special contracts)?

Let me know what you think in the comments!

If you haven't yet → [Wishlist on Steam!]

Every wishlist helps this solo project grow. 🚀

#indiedev #nsfw #managementsim #gamedev #lewdgames

See you in the next devlog!

  • red_moon_studio

Source

Steam News / 31 March 2026

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