Welcome to the Chaos of Game Consulting

Play as Lina, a stressed-out freelance consultant called in to save the weirdest game studios imaginable. From micro-budget VR survival roguelikes to dating sims for fish, your job is to spin vague strategy, slap on buzzwords, and keep things barely functional.

Diagnose disasters. Survive meetings. Avoid burnout. Somehow ship a product.

Consulting Lina is a satire-packed mobile sim that pokes fun at agile trends, genre mashups, and everything wrong with the business of making games.


Google Play
Game Concept

What Is ConsultingLina?

This is not your average management sim. ConsultingLina blends absurd client briefs with consulting jargon and office drama to create a uniquely chaotic experience. Each “project” is randomly generated — no two startups are the same.

Your mission is to guide doomed teams toward a "shipable" product by making vague recommendations, dodging meetings, and collecting consultant fees. The longer they stay afloat, the more bonuses you earn. Just don’t let your burnout meter max out.

Agile or die Game Concept Suffering of the Year
Game Features

Survive the Industry. One Sprint at a Time.

Procedural client generation: 1,000+ combinations of genre nonsense
Jargon-driven advice system: give vague feedback, earn real pay
Office drama events: interns deleting builds, CEOs chasing NFTs
Burnout meter: juggle self-care and contract deadlines
Satirical news feed: fake industry headlines, mergers, scandals
Upgradeable buzzword decks and passive-aggressive email templates
Ship rating system: from “Functional Alpha” to "Playable Enough"
Example Clients
Example Clients

Some of Lina’s Clients
(Real... Unfortunately)

WarHerd VR
A cow-milking rhythm FPS with roguelike elements
QuietCrush
A minimalist horror dating sim with no dialogue
TapTapLord
A blockchain idle RPG with live crypto auctions
Zenga Farm 2
A battle royale reboot of a mobile corn simulator
ShredVangelist
A skating rhythm roguelite about apocalyptic evangelists

Each project comes with its own dysfunctional team, broken pipeline, and wildly unrealistic expectations.

The Consulting Toolbox

Use Every Trick in the Book
(and a Few You Invented)

You’ll have access to a growing set of "consulting tools" — slide decks, fake progress reports, vague agile rituals, and more.

Recommend feature pivots without understanding the product. Create new documentation formats that confuse everyone. Pitch a monetization system no one can afford to build.

It’s all about confidence and buzzwords — not results. Every win is just survival.

The Consulting Toolbox
Burnout & Balance

Work-Life Balance Is a Game Mechanic

Energy: 30%
Lina is tired. Very tired. Between 3 AM builds and 17-hour meetings, burnout is always one bad sprint away.
Burnout Risk: HIGH
Manage your energy by skipping non-essential feedback, outsourcing work, or taking a mental health day (at financial cost).
Decision: Mental Health Day
Ignore burnout too long, and Lina snaps — resulting in client ghosting, incorrect reports, or viral meltdowns.
Crisis Level: MELTDOWN
Success in ConsultingLina means knowing when to speak up… and when to send a vague emoji in Slack and go dark for 48 hours.
Screenshots & Visuals

Screenshots from the Frontlines of Consulting

Take a look at some completely unedited, 100% authentic screenshots from ConsultingLina.

No AI. No Photoshop. Just raw, chaotic gameplay.

Witness the agony of client presentations.
Feel the existential dread of another "quick sync".
Experience gameplay so real, you’ll feel like you’re actually overworked.
The World of Satire
The World of Satire

Built for the Industry. By the Industry.

ConsultingLina was designed by a team of developers, ex-consultants, and recovering product managers who’ve seen too much.

Every feature is based on real-world industry horror stories (heavily redacted).

The result is a lovingly crafted roast of how games get made — or don't.

If you’ve ever been stuck in a stand-up that lasted an hour, you already know this game.

Dev Blog & Updates

Lina’s Journal

Follow the devlog for behind-the-scenes updates, upcoming patches, fake patch notes, and interviews with fake employees.

We post new "consulting logs" every week including:

Dev retrospectives from failed pitches
Satirical case studies
Roadmap updates we’ll ignore later
FAQ

Frequently Asked Questions

What exactly is ConsultingLina?
ConsultingLina is a satire-based mobile simulation game where you play as Lina, an overworked freelance consultant navigating the absurdities of game development. The goal is to guide procedurally generated, deeply dysfunctional game studios through chaotic development cycles and keep them barely afloat. It blends humor, management mechanics, and narrative events into one unpredictable ride. Rather than managing resources with precision, your tools are vague advice, buzzwords, and sheer survival instinct. The game parodies real industry trends, decision-making dysfunction, and management speak. It’s about thriving in confusion — or at least billing for it.
Is this game meant for actual consultants or game developers?
While it will absolutely hit harder for those familiar with agile meetings, game production pipelines, or the horror of live service pitches, ConsultingLina is for anyone who enjoys satire and simulation-style games. The humor is layered, with surface-level chaos for casual players and deeper jokes for industry veterans. If you’ve ever rolled your eyes at a pivot meeting or seen a slide deck filled with synergy and vision alignment, you’ll feel at home here. But even if not, it’s still a chaotic ride through absurd startup drama. No consulting experience required — just a tolerance for fictional nonsense.
How does the gameplay work?
You’ll receive randomized client briefs, each representing a fictional studio with impossible goals and mismatched genres. As Lina, you manage your time, energy, and consulting tools to try and keep things moving forward. Players must provide advice using decks of jargon cards, choose when to intervene, and deal with dynamic office events like passive-aggressive PMs or rogue interns. There’s no “win” condition in the traditional sense — survival is the win. If the client ships something semi-playable and you don’t burn out, you’ve done your job.
Are the client studios based on real companies?
Officially? No. Unofficially? Let’s just say we’ve “borrowed from reality” heavily. Every scenario is an exaggerated mashup of real-world trends, stories, and studio archetypes we’ve encountered (or heard whispered at GDC). You might recognize elements from mobile game fads, indie chaos, and even AAA-scale dysfunction. But everything is fictional and lovingly parodied — the game is a mirror, not a memo.
What does the Burnout Meter actually do?
The Burnout Meter reflects Lina’s energy and mental state. It rises with overtime, client demands, chaotic pivots, and dealing with endless feedback loops. When it gets too high, Lina starts misfiring — she might skip deadlines, send confusing reports, or ghost meetings entirely. To manage it, you’ll need to rest, push back diplomatically, or secretly offload work. Burnout isn’t just flavor text — it’s a central mechanic that can unravel entire projects if left unchecked.
Is the game randomized every time you play?
Yes, each session generates unique clients, feature demands, and studio dramas using a large set of procedural elements. You might get a dating sim with monetized fishing mechanics one day and a serious political roguelike with horse physics the next. The events, buzzword decks, office crises, and even Lina’s internal monologues change every round. This randomness makes every consulting attempt different — and usually worse in a different way.
Will you add more content after launch?
Yes. We plan to expand the number of client types, internal tools, and satirical content based on feedback from players and our own backlog of ridiculous game industry stories. Possible additions include seasonal disasters, office pets, automated Slackbots, and DLCs like “ConsultingLina: Corporate Retreats.” We’re also considering features like player-submitted fake studios and alternate consulting personas. Updates will be frequent — assuming Lina doesn’t collapse first.
Is this game single-player only?
At launch, yes — ConsultingLina is a solo experience. However, we’re exploring potential multiplayer-style additions where players can “compare” their consulting runs, trade buzzword cards, or even sabotage each other’s clients in an asynchronous chaos mode. There’s also a plan for a “ghost replay” mode where you can watch other Linas fail heroically. But the core experience is designed to mimic the loneliness of being the only sane person in a burning studio.
Does the game mock the industry or celebrate it?
Both. The game lovingly mocks everything from broken pipelines and vague game pitches to toxic sprints and marketing fluff. But it also celebrates the resilience, creativity, and strange hope that keep game development going despite everything. Lina’s job is impossible, but she keeps showing up — and that’s the real soul of the satire. Behind the jokes is a deep appreciation for everyone who's ever tried to ship something real.
Can players influence the narrative?
Yes. While the game is heavily systemic, your consulting choices shape how the team reacts, what features make it into the game, and what chaos erupts later. If you promise an NFT roadmap too early or recommend multiplayer in a solo horror title, you’ll deal with the fallout. Each run becomes a story — not just of the client studio, but of Lina’s personal battle with absurdity.
Contact

Talk to the Team

Have feedback, bug reports, or startup horror stories you want to share?