FAANG Simulator

Gameplay & Winning Strategies

  • Many found it easy to “win” by cycling between “grind” and “touch grass” or by focusing almost exclusively on side projects → YC → launch → acquisition.
  • Several players reported multimillion-dollar exits in their mid‑20s/30s with very high burnout, viewing this as fun but highly unrealistic.
  • Some noted that ignoring promotions and just grinding + resting is oddly optimal, which they see as mismatched with real-world incentives.
  • Others mention dying young from burnout or random events, which some found darkly funny, others too close to home.

Realism, Burnout & FAANG Critique

  • Many say the game feels “too real,” mirroring their own careers, burnout, layoffs, on‑call misery, and severance experiences.
  • The game is seen as capturing the nihilism of shipping meaningless features and “creating shareholder value” while feeling empty.
  • Some argue that FAANG work is more like a royal court job than real value creation; bootstrapped startups are framed as more “real.”

Compensation, FIRE & Cost of Living

  • Multiple comments say the FIRE target ($1.7M) is both high and still not enough in places like California, especially with families or health issues.
  • Others argue you can live decently on ~$85k–$100k in many non‑coastal or smaller US cities, while pushback notes rising costs, dependents, and layoffs at that level.
  • Discussion of savings rates, early retirement calculators, and lifestyle creep; some say FIRE used to be more frugal/anti‑consumerist than depicted.

Side Projects, AI & Entrepreneurship

  • Players note the game heavily rewards side projects and quick acquisitions; commenters say such outcomes are extremely rare.
  • Debate on whether AI makes solo multi‑million exits more plausible: some say yes, others say code was never the bottleneck—sales, PMF, and distribution are.
  • Several describe real struggles bootstrapping to even $85k, with few users and emotional toll.

Immigration, Inequality & Non‑US Perspective

  • Calls for a “non‑US mode” with harsher penalties for unemployment and more grinding due to visa pressure.
  • Some emphasize that earning $100k at 25 is extreme global privilege; non‑US readers ask if the bleak picture is accurate.

UX, Bugs & Feature Ideas

  • Complaints about hard‑to‑read fonts/CRT effect and layout issues on small screens.
  • Reports of graphical glitches, severance bugs, and confusing “run it back” behavior.
  • Suggestions: more character archetypes (poverty, ADHD, low skill, etc.), monthly turns instead of quarterly, dating/life bars, variable starting conditions, and a forward simulator from one’s current real-life stats.