Capy Mart
Run a grocery store as a capybara. Grow the products, stock the shelves, work the register, and read a real income statement every night.
Move with WASD or the arrow keys, or drag anywhere on the game. Press Esc to pause. Progress saves on this device.
What students practice
Capy Mart looks like the store games students already play, but every system in it is built on a business idea. The nightly report is a real income statement: revenue, cost of goods sold, gross profit, operating expenses, and net profit, with a note whenever cash and profit don't match.
Built-in decisions
From day 2, a business decision pops up each day: a bulk deal from a supplier, a creator who wants to be paid for a post, a bank loan with interest, a competitor opening nearby, a staff raise request, a shady supplier offer. Each choice has a real consequence and ends with the concept behind it.
Room to grow
After the first six products, students can open an east wing: a $2,000 capital expenditure with its own rent, a second register, and six more products. Three of them come from machines that turn crops into higher-priced goods, so students decide whether to sell strawberries as they are or blend them into smoothies. The report tracks how many days the expansion takes to pay for itself.
Exam questions in the game
Professor Hoot, an owl, walks in with a question from the site's practice question bank. A correct answer earns a cash tip, and every answer shows the explanation.