indiegame.fan
Handset HQ header art

Handset HQ

Remember your first phone? Rent a garage in 2006, start a phone company, and replay twenty years of the industry, from keypads to AI, through knockoff floods, price wars and chip shortages. Every launch is a dice roll, every strategy can win, and the game never lectures you. One run, twenty years.

Steam Page
Developer
Publisher
Release
Coming Soon
Steam Reviews
No reviews yet

Does this feel indie?

Vote based on whether this game feels indie to you. You can change your vote at any time. Results earn an IGF score after 10 accepted votes.
No votes yet
Vote on More Games
Game contextLatest: IGF Team
ContextThe evidence factors used to assess whether this game belongs on IndieGame.Fan.Status
Notes
Latest Contributor: IGF TeamEdit notes
Search Google: Who developed Handset HQ?Developer scaleThe operating scale of the game's developer.
Search Google: Who published Handset HQ?Publisher scaleThe operating scale of the game's publisher.
Search Google: Is Handset HQ self-published or published by DU WENCHAO?Publisher statusHow the game's publishing relationship is classified.
Search Google: How is Handset HQ and DU WENCHAO funded?FundingThe known source of funding behind the game.
Search Google: Who controls the creative direction and IP for Handset HQ and DU WENCHAO?Creative controlWho appears to retain creative control of the game.
Search Google: What is the release status of Handset HQ?Release statusWhether and how the game has been released.

Media

8 items

About the Game

Remember your first phone?

The flip one? The brick that could crack walnuts? The touchscreen you saved three months of allowance for?

This time, you're on the other side of the counter. It's 2006. You and your college friends pool your savings, rent a garage, and hang up a sign: we make phones now. The keypad-phone giant looks unstoppable. Nobody knows the touchscreen is coming.

Key Features

- Twenty years, three eras — from 2006 keypad phones through the touchscreen revolution to the AI-silicon age. Industry events arrive on the real historical timeline.

- Design every phone — set R&D budget, price, selling point (performance, camera, battery, design), parts tiers, and chip sourcing. Each launch is a roll of the dice where benchmarks, yield rates, and market mood collide.

- Build or buy — design your own chips, OS, and AI models (huge upfront cost, long-term edge) or buy off-the-shelf (cheap now, vulnerable later). The AI memory crunch in the late game hits buyers hardest; self-researchers can ride it out.

- Multiple viable strategies — budget volume plays, spec-stacked flagships, marketing blitzes, and niche premium all work. The game never lectures you on the "correct" path.

- Sign industry legends — a black-turtleneck perfectionist, a supply-chain magician, a "far, far ahead" hype man, and more. Hire them (salary will sting) or let them leave and become your fiercest rivals.

- Five founding partners — pick one to build the company with. Each has a personal wish; fulfill it for a story payoff (a wedding, or two beers on a rooftop).

- Auto-pilot mode — hand the routine to your partner; they'll only call you back for the big calls.

- Titles & reputation — the community nicknames you based on how you play: "Price Butcher," "PPT Maker," "Kidney Flagship," and more — both bragging rights and warning labels.

- Trade barriers & boom cycles — late-game tariff walls hit dominant single-segment players; market boom waves reward whoever catches the zeitgeist.

- Pure pixel-art, code-drawn UI, and procedurally-synthesized music — zero external asset dependencies, one cohesive handcrafted look.