A turn-based business simulation for high school and college classes. Students run it in any browser, on laptops or Chromebooks, with no accounts. Each round they set price, production, marketing, R&D, and capacity — then the market decides. Each student team competes within its assigned market. AI rival companies fill its remaining seats, and each rival explains its move.
Apply for the classroom beta →
Approved for the beta? The Welcome Kit walks you through your first lesson, step by step.
Anyone can play the single-player demo: one student against four AI companies with distinct strategies, about five minutes end to end. The rival explanations in the demo are written by rules from real game data.
The classroom version adds what a class needs: beta join-code multiplayer with separate markets for student teams, beta an AI coach each team can ask once a round, which asks questions and never plays for them, beta a teacher debrief generated after the final round, and beta live AI rivals with screened explanations.
To get classroom access: fill out the teacher application — we review it by hand and email your classroom entry link if it's a fit. Wide release comes in 2027; the beta is how you run it this semester.
You choose the group sizes. Each team uses one device and submits one shared plan. For 30 students, options include 6 teams of 5, 10 teams of 3, 15 teams of 2, or 30 individual teams. Add a separate teacher device.
At the start, the system assigns teams in joining order, in rotation across markets. Each market has five companies: up to four student teams, with AI companies filling the remaining seats. Scores are compared only within the same market.
| Student teams | Students per team | Markets |
|---|---|---|
| 6 | 5 | 2, each with 3 student teams and 2 AI companies |
| 10 | 3 | 3 |
| 15 | 2 | 4 |
| 30 | 1 | 8 |
These are grouping options, not load guarantees. A completed browser rehearsal covered six synthetic teams. The software's 40-team joining limit is not a performance guarantee for a class of that size.
Beta teachers get a console link by email after applying for the classroom beta. A class session works like this:
This video walks you through your first Informatist class. It uses a demo class with example data.
You will use three different things. Your private teacher link comes by email and opens your console. Keep it to yourself. Your Console PIN is six digits you choose when you create a class. It lets you recover the console. The join code is made for each class. It is all students need.
Open the private link from your email. The Access token fills in by itself. Keep this page off the projector while you set up.
For a first lesson, choose One class period, Gentle, and 4 rounds. Leave AI opponents, coach, and debrief switched on.
Type a six-digit Console PIN of your own. We use 135790 only as an example. Write it down. It is not in your email, and it is not part of your link.
Click Create class session. Put the join code on the board.
Each team opens informatist.net/class on one device. They type the join code and a made-up team name, then click Join the market.
Teams appear on your console as they join. Nobody can join after you start. When everyone is in, click Start the game.
By default, a round closes as soon as every team submits. For discussion time, untick Auto-close when every team has submitted.
Each team sets price, production, marketing, R&D, and new capacity. The forecast is an estimate, not a promise.
Teams click Submit plan. Until you close the round, they can change it and click Update my plan.
Submissions shows which teams are in. When ready, click Close round 1. Teams that did not submit get autopilot.
Teams read their results, including Forecast vs. what happened. Then they click Continue to round 2.
Rounds 2 and 3 work the same way. If a team loses its device, open Fix-its to re-issue that team's link.
After round 4, teams read that round's results first. Then they click See final results.
Each team sees the final standings for its own market.
Your console shows Class results. Compare scores only within the same market.
Below are recorded game facts, discussion questions, and talking points. This demo ran without AI, so it shows the auto-generated summary. With AI on, check AI notes against the recorded results.
If your laptop dies, open your private link on another device. Choose Already have a session? Recover the console. Enter the join code and your Console PIN, then click Recover console. Your console comes back, right where your class is.
Private link for you. Console PIN for recovery. Join code for students. The Teacher Guide has every step in writing.
After each non-final round, students read the results and click Continue to enter the next round. After the final round, they read the last round's results, then click See final results for final standings.


You pick the economy when you create a session. Both tiers run the same rules, the same five decisions and the same AI rivals — what changes is how hard a mistake hits. Students never see which tier they are on, and you can run the other one next game with the same join flow.
| Tier | What changes | Use it when |
|---|---|---|
| Gentle default |
Wider margin on every unit, a price floor near the cost line, and softer penalties for debt and unsold stock. A team can misprice a round and still be in the game. | A first game, a mixed-ability class, or any period where the point is to learn the five levers rather than to survive the market. |
| Standard | Thin margins and a floor far below cost — selling under cost is possible, and a price war genuinely destroys value for everyone who joins it. | A second game, an economics class ready for the hard version, or when the lesson is that competition can leave every firm worse off. |
Why this exists. We ran hundreds of simulated classes with deliberately weak players. On Standard, teams that underprice each other drag the whole market into losses — which is economically correct and pedagogically brutal for a first exposure: half the class watches its company bleed before anyone has understood why. Gentle keeps the same cause-and-effect (undercut the market and your margin still shrinks) without the collective wipe-out, so the debrief is about decisions rather than damage.
Teaching the price war. If price competition is your learning objective, run Standard — it is where the lesson bites hardest, and the auto-debrief will name who started the war and who followed. A good sequence is Gentle first to learn the controls, Standard second with the same class, then compare the two debriefs.
Choose Class format: Multi-day unit when you create the session and one game spans several lessons instead of one period. What changes:
Even with the single-player demo, a whole class can play the same game: every game has a seed number, shown on the final screen. Same seed, same world — so thirty students opening informatist.net/demo/?seed=29230512 face the identical market, and their results are directly comparable.
Have students screenshot or write down their final rank, total profit, and the "biggest gap" verdict from the end screen. Then work the questions below.
| In the game | Curriculum topic |
|---|---|
| Price vs. buyers lost | Price elasticity of demand; competition |
| Unit cost, margin, break-even | Unit economics; profit & loss |
| Production vs. inventory vs. lost sales | Supply decisions; carrying costs; opportunity cost |
| Marketing (this round) vs. R&D (compounding) | Short-run vs. long-run investment; differentiation |
| Capacity lag | Capital investment; planning under uncertainty |
| Forecast vs. actual | Expectations, forecasting error, strategic interaction |
| Score = profit + company health | Stakeholder metrics beyond the bottom line |
These map naturally onto standard personal finance, economics, marketing and entrepreneurship units, from high school courses (NGPF- and CEE-style outlines) to introductory college business classes. It's a simulation, not a textbook — it earns the vocabulary lesson by making students need the words.
Yes. Browser-only, no installation, small download, works on locked-down devices.
No. Nothing to sign up for. A game is one anonymous browser session.
No accounts, no tracking pixels, no analytics scripts, no ads. Game decisions go to our server to run the simulation and are tied to nothing but an anonymous session id. We keep a record of each class game (team names, decisions, results, AI and coach text) for one year to review and improve the game; email us with your join code to have yours deleted sooner. Student data is not for sale — there is none to sell. The application asks for your contact information and class details; it does not ask for student names, emails, rosters, or grades.
Nothing for teachers and students, and no paid tier is planned. Informatist is run by Glidelogic Corp., a Nevada corporation, and paid for by its founder. It is not a registered nonprofit. The free classroom program is the product, not a trial.
Yes. Your private teacher link creates as many class sessions as you need: one per section, or a new game for the same class. When a game finishes, click Start a new class on the results screen.
Send your IT department the one-page allowlist request — domains, ports, and the student-data posture, written for them.
Informatist was founded on November 11, 2006, as a browser-based economic simulation. It is run by Glidelogic Corp. The classroom edition is its third act.
Ready to run it with a whole class? Apply for the classroom beta — we review it by hand, and you get a say in what gets built first.