Backlot: Hollywood Studio Tycoon
The description, trailers and screenshots supplied by the Steam store.
Description
You own the lot. Now make something worth showing.
It is Monday, January 6, 1930. You have an empty soundstage, a million dollars in credit, and not a single foot of film in the can. Sound is the new law, the nation is in the grip of the Great Depression, and every rival mogul on the Strip is chasing the exact same audience.
Backlot is a deep, historically grounded simulation of the motion picture industry from the dawn of the Golden Age to the streaming era. Not an arcade tycoon with a Hollywood skin—a rigorous model of how the business actually worked, evolving decade by decade as economics, technology, and culture shifted beneath it.
Every picture starts on the page
There is no making a film without a script. Commission one from your writers — brief the genre and the subject, or leave it to them and find out what you get — or buy something off the shelf. Then cast it, hand it to a director, argue about the effects budget, and set a schedule you will probably regret. Rush it and it shows on screen. Take your time and it costs you by the week.
Contracts are a system, not a menu
Sign artists to the studio and they are yours: loan them to a rival for eight weeks and bank the fee without asking them, pick up an option at a higher figure, or tear a contract up under a morals clause written by lawyers who assumed it would be used. Publicity will propose a new name, a new birthplace. They have already had the letterhead printed.
The town remembers
The Mayor's office, the Chief of police and the Mob all keep score of what your studio does, and they pull against each other. Pay the local arrangement and the Chief hears about it. Call the law instead and the Mob does not forget. Build a relationship far enough and it will get you out of trouble exactly once — and then you are back to owing them.
Book the date, then live with it
Choose your week, choose how many cinemas, and watch a rival rush their picture forward to open against you. Films earn out over a real theatrical run, week by week, against the strongest thing currently in cinemas. Pull it early and you pay to break the booking.
Nothing stays still
Historical innovations arrive on their real timelines, transforming production and monetization:
1935: Three-strip full-color photographic processing
1948: Broadcast television enters living rooms nationwide
1953: Anamorphic widescreen formats to rival home sets
1975: Multi-channel optical surround sound
1980: Home video cassettes and rental markets
1993: Photorealistic computer-generated imagery (CGI)
2007: Subscription-based streaming rights and catalog licensing
2009: Digital stereoscopic 3D
A picture that cost $400,000 in 1930 costs $15 million by 2020, and the money in the game moves with it.
A film is never finished earning
The theatrical run is the beginning. Sell to television, to home video, to a streaming platform. Build a franchise and watch the audience tire of it one installment at a time. Licence novelizations, comics and tie-in games. Make series for television when television comes for you.
And somebody is always at the door
Hand written events, from the chief of police who would like his son in your picture to the projectionist in Toledo who has run it four hundred and six times and still comes up for the ending. Every one of them is a decision with a cost on both sides.