Most digital product sellers are fighting over the same crowded shelf: another ebook, another prompt pack, another template bundle. Meanwhile, one of the biggest audiences online, casual gamers, is barely being served by solo creators, because making a game always looked impossible without a team, a game engine and a big budget.
That is the gap History Video Games Empire by Alessandro Zamboni goes after. It is a ready-to-use History Game Builder megaprompt plus a 50-page training that shows you how to create, polish, package and sell playable history simulation games with AI, as a single HTML file.
In this detailed review I'll cover what it is, how it works, the 20 worlds, the problems it solves, what's included, every OTO in the funnel, the bundle deal, pros and cons, who it suits, and whether I think it's worth your money.
🔥 My Exclusive Deal: Order through my link and get 75% OFF plus $5000 worth of exclusive FREE VIP bonuses, delivered by email after your purchase.

Quick Summary
| Product | History Video Games Empire |
| Creator | Alessandro Zamboni |
| Platform | WarriorPlus |
| Launch | October 28, 2026 at 10:00 AM EDT |
| Main Focus | Creating and selling playable history simulation games with AI, no coding |
| Works With | ChatGPT (load the Game Builder and follow the steps) |
| Game Format | One self-contained HTML file that opens with a double-click on Mac, Windows and phones |
| Ready-Made Worlds | 20 historical worlds + World #21 (invent any setting) |
| Front-End Price | $17 launch price (rises to $27 after Day 5) |
| Funnel | Front-end + 5 OTOs, $292 total list value |
| Vendor Bonuses | The Apothecary's Cabinet Expanded Edition + Live Zoom build session with replay |
| Guarantee | 14-day money-back guarantee |
| My Special Deal | 75% OFF + $5000 exclusive FREE VIP bonuses |
What Is History Video Games Empire?
History Video Games Empire is a complete method for building small, sellable history simulation games with AI. The heart of it is the History Game Builder, a 15-phase master prompt you load into ChatGPT. It guides you step by step and handles the parts that normally make AI games fall flat: the economy, customers, inventory, daily events, rare discoveries, achievements, save system, design and testing checklist.
The idea comes from the creator's own game, The Curiosity Shop, a 1926 antique-shop simulator where you buy and resell objects, spot fakes, protect your reputation and manage a limited shop window. He pushed it to version 7 and sells it for about $10 a copy. The Game Builder turns that same approach into a repeatable system for any era.
The big difference from "ask ChatGPT for a shop game": a vague request gets you a pretty screen with two buttons and nothing to do. A structured builder gets you a game with depth, goals and a reason to come back tomorrow.
How Does History Video Games Empire Work Step By Step?
- Load the Game Builder into ChatGPT. It guides you through each decision, so you never face a blank page.
- Pick a world with one number. Choose from 20 ready-made worlds, or World #21 to invent your own (a Naples pizzeria, a Viking trading post, a 1920s speakeasy).
- Set your options. Difficulty, game style (cozy, realistic, mystery or high-stakes), game length, language, shop name and visual theme. Two people on the same world still end up with different games.
- The AI writes the complete game. You get a playable HTML file. In the vendor's own test, a first game took about 6 minutes.
- Test and improve in plain English. Notice something wrong, like "customers never buy anything," and tell the AI. No debugging, no code.
- Package and sell. Create the sales page, cover and buy button with AI, then use the traffic methods in the training to get players.
The Game Builder Engine: Why It Beats "Just Ask AI"
The builder is the result of ten days of testing and fixing, so you don't ship a broken game. Here's what the structure delivers:
- 15-phase master prompt covering economy, customers, events, reputation, upgrades, save/load with JSON backup, QA checks and an update mode.
- Unique mechanics per world, not a reskin. The art dealer worries about forgeries, the pirate trader about customs inspections, the diner about food going bad.
- Built-in save system. Progress saves inside the player's browser, with a backup file they can export and reload.
- Testing built in, including a "100-day test" every game should pass before it goes on sale.
- Demo-version method. A prompt that creates a 5-day trial build with buy banners, so players get hooked, the demo stops, and a $10 purchase becomes an easy yes.
| Open-ended ChatGPT request | History Game Builder |
|---|---|
| Pretty screen, few real decisions | Full economy, customers, events, upgrades and achievements |
| Players quit in minutes | Depth built to bring players back day after day |
| Bugs surface after you publish | Testing checklist and 100-day test before launch |
| Same generic game each time | Unique mechanics for each historical world |
| Lost progress when AI forgets | Safety habit and update mode keep your build safe |
The 20 Ready-Made Worlds + World #21
Pick a world with one number. Every world has its own twist on the gameplay:
World #21 is the one I like most. You describe a Naples pizzeria, a Viking trading post or a 1920s speakeasy, and the Game Builder creates it with the same depth as the other twenty.
The Problems History Video Games Empire Solves
If you have ever dreamed of making a game and quit, you probably hit one of these walls. Here is how the system answers each one:
What's Included in the Front-End Package
- The 50-page History Video Games Empire training from your first game to your first sale to your first traffic.
- The History Game Builder, the 15-phase megaprompt refined over 10 days of testing.
- 20 ready-made historical worlds, each with unique mechanics.
- World #21, the tool to invent any game from scratch.
- A full live build of The Apothecary's Cabinet with every message and every version playable online.
- The demo-version sales method for turning free players into buyers.
- The complete selling system: sales page, cover images, buy button and six ways to get players.
What the Training Covers
- The "trap" mechanic that makes a game addictive, and the #1 factor that keeps players past day three
- Why nobody buys anything in a brand-new game, and the exact message that fixes it
- Sales page shortcut, store header and profile image prompts, and the Gumroad buy button
- Where to post your game for free, and how to make a voiced gameplay trailer without speaking on camera
- How to get YouTubers to play your game
- A 13-page ads blueprint for mini simulation games, with five ad hooks, a budget-friendly test plan and the six numbers that show if an ad is making money
- How to turn one game into your own indie game studio brand
Vendor Bonuses Included With Your Purchase
🎁 Bonus #1: The Apothecary's Cabinet – Expanded Edition (London, 1665)
A complete, finished cozy business simulator you can play right now, then take apart to see how a sellable game is built. It started as the 3-minute first draft from the training and grew through plain-English fixes into:
- Over 200 goods to trade (94 original items + 114 new herbs, flowers, roots, spices, containers and instruments)
- A Recipe Book with 30 fictional historical-style creations across four chapters
- Specialist suppliers, a Collector's Cabinet, 34 daily events, 12 business upgrades and 20 achievements
- An ongoing game with automatic saving and an exportable backup file
You also get the complete game file, one HTML file you can open offline.
🎁 Bonus #2: Live Zoom Build Session (Full Replay Included)
Watch the creator start a brand-new history game from zero, test the first draft and fix it in plain English. You can ask questions about your game, pricing, selling or getting players, and every buyer gets the full replay. Date and Zoom link arrive by email after purchase.
The Proof: Real Numbers From The Curiosity Shop
I like that the vendor shows his real Gumroad numbers instead of vague income claims:
It's not a get-rich-quick number, and he says so. What it proves is that people will pay real money for a small history game made with AI by one person. Now picture five, ten or twenty titles, one for each world, with no server bills eating your profit.


Your results will depend on your effort, your games and your promotion. These are my numbers, not a promise of yours.
Why History Games Make Sense
- Low-stress to create: no fast action or physics, just smart decisions, which AI handles well.
- Low-stress to test: play a few in-game days and tell the AI what feels off.
- Easy to sell: "own an antique shop in 1926" is understood in one sentence.
- Nothing to maintain: no database, no accounts, no API costs.
- They don't go out of style: Rome, Venice and Victorian London will still fascinate people for years.
History Video Games Empire Pricing & My Exclusive Deal
The front end is priced at $17 for launch and goes up to $27 after Day 5, with a 14-day money-back guarantee. Same training, same Game Builder, same 21 worlds. You just pay more later.
🔥 My Exclusive 75% OFF + $5000 Worth of FREE VIP Bonuses
Order through my link and you get the 75% OFF offer plus my exclusive VIP bonus stack worth $5000. It sits on top of the vendor's own bonuses (The Apothecary's Cabinet Expanded Edition and the live Zoom session). Bonuses are delivered by email after your purchase.
History Video Games Empire OTOs: Complete Upsell Breakdown
This is where the funnel gets interesting. Every upsell opens a brand-new game genre, so each one feels like a natural next step instead of a repeat of the front end. Here's what each OTO covers and who should consider it.
| Offer | What It Adds | Price |
|---|---|---|
| Front-End | History Video Games Empire (shop simulators) | $17 |
| OTO 1 | Historical City Builder Empire | $27 |
| OTO 2 | Merchant Routes Empire | $37 |
| OTO 3 | Historical Hospitality Empire | $47 |
| OTO 4 | Historical Detective Empire | $67 |
| OTO 5 | Historical Adventure Empire | $97 |
| Total | All six genres | $292 |
Historical City Builder Empire
Move from running one shop to running a whole settlement. You build villages, manage resources, collect taxes, unlock buildings and survive historical events, across 20 scenarios such as a Roman settlement, a medieval village, a Viking harbor, Renaissance Florence and Edo Japan.
Merchant Routes Empire
Take your games on the road. Players travel between cities, buy low, sell high, negotiate prices and manage trade routes. It includes 20 historical trade adventures, including the Silk Road, Venetian merchants and Mediterranean traders.
Historical Hospitality Empire
Run taverns, inns, restaurants, tea houses and hotels in different historical eras. Players hire staff, develop menus, welcome unusual guests and expand their establishment.
Historical Detective Empire
Solve crimes across history, from ancient Rome to Victorian London and 1920s New York. Players interview suspects, inspect evidence, uncover contradictions and crack the case, with branching dialogue and multiple endings.
Historical Adventure Empire
The most story-driven upgrade. Players go on adventures across different centuries, with quests, exploration, inventory puzzles and choices that change the story.
The Complete Empire Bundle: Front-End + All 5 Upgrades
Most people buy one tool and stop. The people who build a real catalog take the whole funnel: six game genres, one studio, endless titles. Here's what the full path puts in your hands:
| You Get | Game Genre | List Value |
|---|---|---|
| Front-End | Historical shop simulators + 50-page training + selling system | $17 |
| OTO 1 | City builders (20 scenarios) | $27 |
| OTO 2 | Merchant trade routes (20 adventures) | $37 |
| OTO 3 | Taverns, inns, tea houses and hotels | $47 |
| OTO 4 | Detective mysteries | $67 |
| OTO 5 | Story-driven adventures | $97 |
| Total | Six game genres, one empire | $292 |
Why the bundle route makes sense
- Six genres means six different audiences. Shop-sim fans, strategy players, cozy gamers and mystery lovers can each find a game that suits them.
- Every game is a new product. Updates, sequels and expansions mean you keep releasing under one brand.
- You never get stuck on genre. If a city builder or detective game catches fire, you already have the system.
- Cheaper than the "one at a time" habit. Deciding offer by offer often leads to buying them anyway, only later and with the price pressure of launch week.
- Bonuses stack. Go through my link and you still get the 75% OFF deal and my $5000 exclusive VIP bonuses.

The Old Way vs. History Video Games Empire
| Making a Game the Old Way | With History Video Games Empire |
|---|---|
| Learn a programming language first | AI writes the code, you give plain-English feedback |
| Learn Unity, Unreal or Godot | One HTML file, no engine |
| Pay for servers, databases and accounts | No hosting, database or logins |
| API bills grow with every player | No API keys, zero running cost |
| App store reviews and up to 30% cut | Sell as a download or host on your own site |
| Months of work, teams and budgets | First game in minutes, polish in an afternoon |
My Personal Assessment
The strongest part is the structure. Anyone can ask AI for a game. What turns it into something people pay for is the economy, events, goals and testing that the Game Builder forces the AI to include. Add a live build where you see every message, a finished bonus game you can take apart, and a full selling and traffic playbook, and you get a package that goes from idea to sale, not just from idea to file.
The product category is also genuinely fresh. Subscribers have seen a thousand ebook and prompt-pack offers. A playable game you can buy for about $10 stands out.
What I Like
- Fresh product category few creators sell
- No coding, servers, databases or API costs
- 20 worlds + a custom World #21
- Unique mechanics in every world
- Live build with every version playable
- Finished bonus game and live Zoom session
- Full selling and traffic system included
- Low entry price and 14-day guarantee
What I Don't Like
- No guaranteed sales. Results depend on your games, pricing and promotion.
- You still have to play and polish. Expect to spend a few hours testing each game.
- AI output varies. Test every game before you sell it.
- Not for 3D blockbusters. It's built for small, smart simulation games.
- Upgrades are optional extras. You need to decide which genres fit your goals.
Who Is History Video Games Empire Best For?
- Digital product sellers who want something different from another ebook or prompt pack
- Creators who always wanted to make a game but were scared off by code and costs
- History, cozy-game and management-game lovers turning a passion into products
- Anyone who wants assets they build once and sell for years with no monthly costs
- Teachers, homeschoolers and creators who want to bring history to life in a new way
Who Should Skip It?
- ❌ You want to build a 3D blockbuster
- ❌ You want money without doing any work
- ❌ You're not willing to spend a few hours playing your own game to improve it
Meet the Vendor Behind History Video Games Empire

Vendor: Alessandro Zamboni
History Video Games Empire is launched on WarriorPlus by Alessandro Zamboni on October 28, 2026 at 10:00 AM EDT, and the front end is priced at $17 for launch. Backed by a 14-day money-back guarantee.
About the Creator: Alessandro Zamboni
Alessandro Zamboni has been selling digital products since 2008, more than 18 years of ebooks, prompt packs, software and coloring collections. He's seen plenty of "next big things" come and go, and he says he only builds on things that last.
His first AI-built game, The Curiosity Shop, grew into a version 7 product that sells for about $10. He then spent ten days testing and refining the instructions so that others don't get a broken game. He is also the creator behind GameBooks Empire.
The vendor's real Gumroad numbers (8,935 visits, 51 copies, $510 in sales) are shown on the sales page, which I think speaks to his transparency.
Frequently Asked Questions
What is History Video Games Empire?
It's a 50-page training plus the History Game Builder megaprompt by Alessandro Zamboni. You load it into ChatGPT and it guides you through creating playable history simulation games as single HTML files, then selling them.
Do I need to know how to code?
No. The AI writes the game. You make the creative choices and ask for fixes in plain English.
What do I need to get started?
An AI chat tool (the training uses ChatGPT) and a web browser to test your game. The training walks you through everything else.
Do I need hosting or a server?
No. Each game is one self-contained HTML file with no database, no accounts and no API keys. It needs no internet connection once downloaded.
Will the games work on phones?
According to the sales page, the games open with a double-click on Mac and Windows and also work on phones.
What if I've never made a game before?
That's who it's made for. The Game Builder handles the economy, customers, events and testing checklist, and the training shows a full live build.
How long does it take to make a game?
The vendor's first game took about 6 minutes, plus about 10 more to polish. In the live build inside the training, the first draft takes around three and a half minutes.
Can I sell the games I create?
Yes. The games you create with the Game Builder are yours to sell, as downloads or on your own site.
Do I need to buy the upgrades?
No. The front end is a complete system. The OTOs add new game genres (city builders, trade routes, hospitality, detective and adventure) when you're ready.
When does it launch and what's the price?
It launches October 28, 2026 at 10:00 AM EDT on WarriorPlus. The front end is $17 at launch and goes up to $27 after Day 5.
Is there a money-back guarantee?
Yes, there's a 14-day money-back guarantee.
How do I get the 75% OFF deal and bonuses?
Order through any button on this page. After your purchase goes through, my exclusive VIP bonuses are delivered by email.
History Video Games Empire Final Verdict
For a front-end price of just $17, you get a proven method that turns "I'd love to make a game" into a repeatable process: a tested Game Builder, 21 worlds, a live build, a finished bonus game and a full playbook for selling and getting players. It won't promote your games for you, but it removes the part that makes most people quit.
My recommendation: start with the front end, build your first game, test it, then pick the OTOs that match the games you want to sell, or go for the full bundle if you're ready to build a whole shelf. With my 75% OFF deal and $5000 worth of exclusive bonuses, there's very little reason to wait.
🎁 My Exclusive VIP Bonuses
When you order through my link, you get my exclusive FREE VIP bonuses worth $5000 on top of the vendor's bonuses. They are delivered by email after your purchase.
REMEMBER! My FREE VIP Bonuses Are Included With Your Purchase 🎁
If you buy History Video Games Empire through my link, you can also get my huge FREE VIP bonuses.
Please remember that these bonuses are not available with the trial or free versions.
You only need to complete these two simple steps:
♦ Step 1: Order the product by Clicking here to get your 75% OFF deal! 📌
♦ Step 2: After your purchase goes through, you will get all the bonuses through email.
So if you're serious about building and selling AI-made history simulation games, this is the time to take a closer look.
20 historical worlds plus a custom World #21. A 15-phase Game Builder. A 50-page training. A live build with every version playable. And a workflow designed to take you from the first idea toward a finished, sellable game.
Affiliate Disclosure: This article contains affiliate links. If you buy through them, I may earn a commission at no extra cost to you. Results vary and are not guaranteed; they depend on your effort, your games and your promotion.
