ClubWorld is sort of like A Night at the Roxbury, only with a bigger song selection

ClubWorld is the latest in a long line of social club management games. You’ll be building up the best nightclub in town, a place where people will (hopefully) be dying to come to drink and dance and just have a plain old fun time. And while the core game isn’t that different from other entries in this niche genre, it’s a solid effort with great production values and lots of licensed music that helps put it towards the head of the pack.

At it’s core ClubWorld is all about creating a successful business. You’ll start out with a small club, and after going through some initial tutorial missions you’ll be able to manage it however you see fit. There are additional quests to complete but you aren’t forced to at all.


One of the key ingredients to the success of your club is your employees. You’ll need a bartender to serve drinks, a DJ to keep the music playing, and a doorman to keep out undesirables. Your employees are on some sort of strange contract where you only hire them in shifts of varying lengths. What this means is that this aspect of the game works the same as the ever-present timed aspects featured in most social games. You can hire employees for different lengths of time, and once that time is up you can come back and collect your earnings and re-hire them for the next shift.

You’ll also need to upgrade your club with decorations, which increases the “coolness” rating that determines just how awesome your club is. The higher this meter the more people will want to come and hang out. And more people means more money. But it also means more problems. As your customer base grows you’ll notice patrons will start complaining. If they can’t get a drink you’ll need to add a second bar, if there’s no room to dance you’ll need to expand the dance floor. And so on. These constant improvements give you something to constantly strive for.

The quest structure, while optional, does come with a neat little bonus. Once you complete all of the currently available quests you’ll be able to enter into party mode, which has you gathering as much cash as possible in a short period of time. It’s simple but fun, and works as a nice, brief distraction.


A club isn’t a club without music, and ClubWorld definitely has you covered on that front. You’ll be able to choose from a variety of different mixes—ranging from hip-hop to rock—that will provide a steady stream of licensed music to listen to. The songs, unfortunately, are condensed into relatively short previews much like what you’d hear in the iTunes store. Still, there’s a large variety of music so it’s easy to overlook how short each individual song is.

There’s also the usual slate of social features. You can add friends and visit their clubs, and you can also “like” songs and then see who else in the game likes the same music as you. But this isn’t a game you need a lot of friends to play with. In fact, it’s quite enjoyable even if you decide to go solo.

ClubWorld doesn’t do a whole lot that you haven’t seen before, but the overall package is put together very well. From the unique quest structure and the wide array of customization options to the licensed music and terrific production values, ClubWorld is simply a solid and addicting management game that really entices you to keep coming back. It’s sort of like A Night at the Roxbury, only with a bigger song selection.