COMPANY MANAGEMENT / BEGINNER’S GUIDE

Venture Office beginner’s guide: from desks to your first sale

A busy office is not automatically a profitable company. Venture Office asks you to connect a working team to a product people will buy, while keeping enough cash to pay for the next stage. This guide follows that first product from an empty desk to a sale.

Venture Office gameplay showing employees and a furnished office
Venture Office · Actual gameplay

1. Make the office work before growing the team

Choose a scenario and pause while you inspect your starting office. Check your cash, staff and furniture before buying anything. Different scenarios begin with different resources, so the first task is to understand the company you already have.

Employees need a department and a desk to work effectively. Buy workstations before hiring more people, and check that each desk is assigned and reachable. Leave routes through the office clear. A beautifully furnished room does little for a team that cannot get to its work.

2. Give the first product a clear budget

Open Products, choose an available industry, set a development budget and select a team. Skills, morale, energy and the available workstations affect development. Read the forecast, then let a few simulated days pass and watch progress.

Do not put all your starting cash into development. A finished design still needs production money, and salaries and other expenses continue while the project is being built. Keep a reserve for both stages.

3. Turn the finished design into stock

When development finishes, choose a production quantity. Production spends cash immediately; sales arrive over time. Start with a quantity you can afford instead of assuming every unit will sell at once.

Price, quality, reputation, demand and competing products all influence sales. Watch the results before ordering another batch. If stock is barely moving, review the price and market rather than paying for a larger warehouse of the same product.

4. Watch the people behind the numbers

Low morale, fatigue, unmet needs and poor access to facilities can slow actual work. Inspect employees and the workplace before spending heavily on advertising. Training can improve skills; salary decisions, bonuses and working conditions affect the team.

Advertising has a daily cost. Start a campaign when there is a product to sell and enough inventory to meet the demand. Compare the resulting sales with the ongoing expense, and stop a campaign that your business cannot sustain.

5. Expand after the whole cycle works

Use the accounts and company goals to decide your next move. One complete cycle of development, production and sales tells you more than a large office with no sales history. Reinvest in the bottleneck you can actually see: a missing skill, limited production cash, or a product that needs a better offer.

Progress saves in this browser. Use Settings → Export save before changing devices or clearing browser data. Import that file on the new device to continue the same company.

BEFORE YOU EXPAND

Check the foundations.

  • Every working employee has a reachable desk and a department.
  • Development leaves enough cash for production and operating costs.
  • Your first production batch is funded and priced.
  • You have reviewed actual sales before expanding.

Your next move is in the game.

Put the guide to work in Venture Office.

Play now
EXPLORE ANOTHER BUSINESSBuild a hotel guests return to