Thousands of swipe-based decisions
Draw a card, pick a door. Client pitches, PR crises, hot mics, deepfake scandals, toxic workplace leaks and the fourth round of minor tweaks. The deck is deep enough that two runs do not rhyme.
Sell out. Cash in. Survive advertising.
It’s Q1. The economy is weird. You are either the founder of a hungry creative boutique or the CEO of a holding company that just went public with two billion dollars and a mutiny brewing. Swipe your way through thousands of decisions and find out which kind of person you are when the payroll is due.
Free to play In-app purchases Ad breaks Rated 13+ iPhone & iPad Requires iOS/iPadOS 26.2+ Satirical, but not by much
01 — Why
Most management sims let you optimize a spreadsheet until the numbers go up. This one makes you decide whether to tell a client the truth.
You draw a card. A pharmaceutical company wants a campaign for a drug whose listed side effect is involuntary jazz scatting. A museum of JPEGs wants a fifty dollar entrance fee. Someone has left a hot mic running. Every option pays differently, and the ones that pay best are almost always the ones you would be embarrassed to explain at a dinner party.
Four numbers sit across the top of the screen at all times: Finances, Clout, Soul and Staff. You cannot raise all four. That is the entire game, and it is also, more or less, the entire industry.
Soul 0% = game over Run out of money and the creditors change the locks. Run out of soul and you suffer Creative Death, which is worse, because the company keeps going.
02 — Two paths
You pick a side at the title screen and the whole game changes underneath you — different cards, different failure states, different definition of winning.
Seed funding, a dozen hungry creatives, and a creative soul still intact. Pitch eccentric clients, make payroll, and survive the PR disasters. Win by banking fifty million with your soul and clout still at the top — or take the money, sell out to a network, and call that winning instead.
You just IPO’d with two billion in cash and overhead to match. Acquire rivals from a roster of more than a hundred, restructure the staff you inherited, and squeeze the efficiencies until Wall Street is happy. Win at a fifty billion dollar valuation, if the board does not turn on you first.
Four million dollars buys you flights, parties and entry fees at the Creativity Awards on the Croisette. You might come home with a Titanium Trophy. You might get disqualified for entering an app that does not exist. Both have happened.
Miss payroll. Suffer a boardroom coup. Fire so many people your headcount drops below a thousand and the game stops to tell you about The Human Toll. There are more ways to lose here than to win, and most of them have achievements attached.
03 — Screens
Seven screens from the game. Everything here is real text from real cards.
Two million in the bank, twelve staff, a hundred percent soul. Pitch clients, pitch Big Pharma, or spend the money on awards. The three buttons are the whole strategy.
Two billion in cash, ten thousand staff, and ruthless shareholders. The buttons change to Global Restructuring, Acquire Agency and Squeeze Efficiencies, which tells you everything about the job.
The NFT Museum wants a campaign. You can print the JPEGs out on paper, do an AR tour guide, or discuss the carbon footprint of minting. One of these pays.
Aura & Essence, whose office smells of sage. The Podcast Bros, three guys and a mic. Industrial Synergy, king of the forty-page brochure. Merge them, gut them for parts, or let them run wild and watch the stock price.
Flights, yachts and entry fees. The awards are the fastest way to turn cash into clout, and the fastest way to turn cash into nothing at all.
A Titanium Trophy for hacking culture with an NFT that cleans the ocean. The jury called it brave. Then you choose whether to fly home or throw a party, and the party is never the sensible option.
It’s Q1. The economy is weird. Two buttons, and about forty hours of consequences behind whichever one you press.
Scroll sideways →
04 — Features
The cards are the surface. Underneath there are four stats fighting each other, a hundred-odd acquirable agencies, an awards circuit you can rig, and a shop that sells you advantages nobody should be able to buy.
Draw a card, pick a door. Client pitches, PR crises, hot mics, deepfake scandals, toxic workplace leaks and the fourth round of minor tweaks. The deck is deep enough that two runs do not rhyme.
Finances, Clout, Soul and Staff sit across the top of every screen. Raising any one of them usually costs you another. There is no build that maxes all four, which is the joke and also the design.
Over a hundred satirical agencies to acquire. Merge them to absorb the talent slowly, gut them for parts and immediate cash, or turn them loose in Chaos mode and find out what it does to your stock price.
Four million dollars of your own money buys flights, yachts and entry fees for the Creativity Awards. Come home with a Grand Prize for a fake app that supposedly saves bees, or get disqualified for submitting one that was never built. The trophy case remembers either way.
Every client you ever pitched, every agency you ever swallowed, and every award you ever won or fabricated, kept in three screens you can scroll through at the end and feel something about.
Game Center achievements for acquiring rivals and surviving Q4 — and for missing payroll, triggering a mass mutiny, and being escorted out of your own building by the board. Several are hidden, and reserved for people who push the machine until it breaks. There is a global endurance leaderboard.
Open the briefcase and pay real money for corporate cheats. A Mandatory Pizza Party to lift morale. The Client’s Nephew, to guarantee a pitch. An Audit, to instantly remove middle management. A trust fund call to cover a bankruptcy. It is pay-to-win, on purpose, in a game about people who pay to win.
The single-use cheats are limited to one playthrough. Spend the Pizza Party and it is gone until you start a new game — otherwise the whole thing collapses into a spreadsheet you have already solved.
What the Fixer has in stock changes. Open the briefcase and it offers you something at random out of the catalog, so the shop is never the same twice. What it does not do is take your money for an unknown — the cheat is named and priced on screen before you decide, and you can shut the case and walk away. Nothing here is bought blind.
The Ad-Free tier does what you expect. The Premium Ad-Max tier is the other one: pay monthly to watch three times as many unskippable ads, and your agency collects a 5× cash multiplier every time one finishes. Terrible for you. Excellent for the quarterly numbers.
05 — What it costs
This is the one page on this site where we are not going to tell you there are no ads and no tracking, because there are. It is a game about advertising that is paid for by advertising, which is either the joke or the punishment, depending on your mood.
Everything below is optional. You can play the whole thing, both paths, all the way to an ending, without spending anything.
$0 to play
Free download · optional purchases
Subscriptions renew automatically unless turned off at least 24 hours before the period ends, and are managed in your App Store account settings. Full terms are below.
06 — FAQ
A card-driven strategy and management simulator about the modern advertising industry — its toxic bits, its absurd bits, and the parts that are genuinely funny once you no longer work there.
No. Every agency, executive, client, brand and awards show in the game is invented. Any resemblance to an actual company or person is coincidental, and the whole thing is parody and satire.
As an indie agency: either sell out to a larger network for a payday, or do the hard thing — bank fifty million while holding your Creative Soul and Clout at the top — and ascend as an Indie Legend.
As a holding company: reach a fifty billion dollar valuation and retire as a tycoon before the board decides it can do without you.
As an indie agency: run out of cash and miss payroll, or let your Creative Soul reach zero and suffer Creative Death.
As a holding company: go bankrupt, lose a boardroom coup, face a mass mutiny from the agencies you bought, or fire so many people that global headcount drops under a thousand — which triggers an ending called The Human Toll, and is not played for laughs.
Twenty-six, synced to Game Center, and most of them are not for winning. You get badges for acquiring rivals, surviving Q4 and taking home a trophy from Cannes — and equally for missing payroll, triggering a mutiny, and being walked out of the building by your own board.
Several are hidden, reserved for players who exhaust the darkest mechanics in the game. There is also a global endurance leaderboard, for people who simply refuse to lose.
Because it is a game about advertising, and making you sit through advertising is the single cheapest joke available to us. We took it.
If the joke stops being funny, the Ad-Free tier removes them permanently.
The Premium Ad-Max tier is the ultimate sellout move, and it is a real thing you can buy. You agree to three times as many unskippable ad breaks, and in exchange your agency earns a 5× in-game cash multiplier every time an ad finishes.
It is terrible for your afternoon and outstanding for your quarterly earnings. Several people have bought it, which is the most damning research finding of the project.
No. Disposable cheats like the Mandatory Pizza Party or the Generative AI Pivot are single-run consumables, to keep the balance intact. Once burned, they stay locked until you start a fresh playthrough — otherwise the whole thing collapses into a spreadsheet with a good sense of humor.
Not in the sense the word usually carries. The Fixer’s mystery briefcase randomizes what it offers you — open it twice and you will be shown different cheats — but you always see exactly which cheat it is, and exactly what it costs, before any money moves. You can look at the offer and close the case.
So the shop is random. The purchase is not. You never pay for a surprise.
The game itself does not. Your save file, your assets and your trophies live on your device, and your scores go to Apple’s Game Center if you are signed in.
The ads are the exception, and it is a real one: they are served by Google AdMob, which may collect your IP address, device identifiers and location to personalise what it shows you. You can switch that off in Settings → Privacy & Security → Tracking, or remove the ads entirely with the Ad-Free tier. The full detail is in the privacy policy.
It is rated 13+ and it earns that: dark corporate satire, references to alcohol and to business practices that should be illegal, and one ending built around mass redundancy that is deliberately not funny.
If you have ever worked in an agency, you will recognize more of this than is comfortable.
07 — Privacy & Legal
Everywhere else on this site we can tell you nothing leaves your device. Not here. This game is free because it serves advertising, and advertising is not private. Here is exactly what that means.
Last updated: March 22, 2026
This app uses Google AdMob to serve advertisements. AdMob may collect data — including your IP address, device identifiers and location data — in order to serve personalized ads. You can opt out of personalized tracking at any time in your device’s Settings → Privacy & Security → Tracking, or remove advertising from the game entirely by subscribing to the Ad-Free tier.
Transactions for cheats and subscriptions are processed through Apple’s StoreKit. Apple handles payment. HoneyWired never sees, processes or stores your payment details.
Your progress, acquired assets and trophies are stored locally on your device. If you sign in, your high scores and achievements sync with Apple’s Game Center for the global leaderboards. Deleting the app deletes the local save; Game Center data is managed in your Apple Account settings.
Beyond the AdMob SDK described above, there are no third-party analytics, crash-reporting or behavioral tracking libraries in this app.
Mad Ave Massacre is rated 13+ and is not directed at young children. We do not knowingly collect personal information from children under 13. If you are a parent or guardian and believe a child has provided us with personal data, contact support and we will remove it.
Found a bug, hit a card that reads wrong, or have a complaint from HR?
Email support@honeywired.com and you will get a reply from the developer, not a ticket number.
It helps to mention your device and iOS version, which campaign you were playing, and what the card said.
Mad Ave Massacre is a work of fiction and satire. The scenarios, companies, events and situations depicted are for entertainment and are not business advice. Any resemblance to real persons or actual corporate entities is coincidental.
The game is free to play and includes optional in-app purchases, referred to in-game as The Fixer, and auto-renewing subscriptions. Virtual goods and advantages — in-game funds, clout, cheats — hold no real-world monetary value, cannot be exchanged for currency, and cannot be transferred outside the game. Purchases are processed through your Apple Account and can be managed or disabled in your Apple Account settings. HoneyWired LLC is not responsible for unauthorized purchases made by others with access to your device.
If you buy an auto-renewing subscription — the Ad-Free tier or the Premium Ad-Max tier — the following applies, in line with Apple’s requirements:
To the maximum extent permitted by law, HoneyWired LLC is not liable for any indirect, incidental, special, consequential or punitive damages, or any loss of profits or revenue, whether incurred directly or indirectly, arising from your use of the application.
“Mad Ave Massacre”, the Mad Ave Massacre logo, and all related characters, artwork and game assets are trademarks and the exclusive intellectual property of HoneyWired LLC. You may not distribute, modify or reproduce any part of the game without written permission.
The game is rated 13+ on the App Store for its mature themes and dark corporate satire, and is intended for that audience and above.
This application is licensed under the standard Apple End User License Agreement. By downloading it, you agree to the Apple Standard EULA.
HoneyWired LLC reserves all rights not expressly granted to you.