Gas Station Tycoon
The building side is straightforward but satisfying enough. You can buy new facilities (even ones not yet unlocked) and upgrade everything, with higher levels giving better profits and benefits. It’s the kind of system where you’ll often feel productive even when you’re just nudging numbers upward—great for a relaxed playstyle, less great if you want meaningful strategic branching.
The weird wildcard—and honestly, the most charming bit—is the alien nonsense. UFOs occasionally pass over your station, and you can target them for extra money; later, there’s even an “alien invasion” threat you need to defend against. It’s silly, it’s abrupt, and it gives the game a little personality beyond the usual “upgrade the thing so the thing makes more money.”
Why isn’t it higher than “upper-average”? Because once you’ve seen the loop, you’ve basically seen the game. The upgrades are the main engine, and the day-to-day doesn’t evolve into a much deeper management sim. It’s best as a casual, snackable tycoon—something you dip into for that steady progression feel—rather than a long-term obsession.


