Project

LegacyMGMT

A life and dynasty simulator about the thing most games skip. What happens to everything you built after you die.

What it is

LegacyMGMT is a realism-first life and dynasty simulator. You finish school, build a career, invest, buy real estate, fall in love, raise children, and then hand all of it to an heir. The run doesn't end when your character does. It continues in whoever you left it to, with whatever you actually managed to leave them.

Free on the App Store for iPhone, iPad, Mac, and Vision Pro. Published through Royal Coast Media LLC, the same company behind The Olive Branch Review.

The part most life sims skip

Most life simulators treat death as a fail state or a reset button. The interesting part is what it triggers. Wills, trusts, an estate that either holds together or gets carved up, a family reputation that arrives at your heir before they've done anything to earn it. That's a real body of law, it's a good simulation problem, and I hadn't seen a game take it seriously.

So the estate planning in LegacyMGMT is the point rather than an epilogue. A will that says what you meant produces a different next generation than one that doesn't. The reputation you built in your town governance carries over. Your heir inherits the position you left them in, not a fresh save.

The systems underneath

The world moves whether or not you do. Inflation runs. Policy shifts. Salaries, equities, and real estate behave differently across a run, so a strategy that worked for your grandfather is not guaranteed to work for you. Relationships and lifestyle choices have consequences that persist rather than resetting at the next screen.

Version 1.8.0 added a business layer: lease a storefront, form an LLC, raise capital. It also gave characters individual temperaments, which changes how the same conversation goes depending on who you're having it with.

The whole thing is a 3.2 MB download. There is no asset bloat because there are almost no assets. It is simulation and text, which is the correct shape for a game that's really about compounding decisions.

What I'm taking from it

Shipping to the App Store is a different discipline than shipping a web platform. Review, versioning, and the fact that you cannot quietly patch a bad build at 2am all impose a kind of care that browser deploys let you skip.

The design lesson is the one I keep relearning: the systems that make a simulation feel true are the boring ones. Not the dramatic events. The slow ones that accumulate, the way inflation and reputation and a badly worded will accumulate in an actual life.