1
Squirrel's Pick Squirrel's PickThe best game on this page. If you only try one, try this.
CrimeOpen WorldAction
$19.99 ~35.3 hr median co-op complexity: light 97.8% of 307k
The Squirrel's verdictSchedule I adds co-op, first-person dealing, and a driving layer to the drug-business loop Weedcraft handles through top-down menus. Players pick up and deliver product by hand, manage customer texts, and navigate police on foot or in vehicles. Median playtime is 35.3 hours; reviewers flag repetition once money accumulation becomes the only remaining goal. Rated Overwhelmingly Positive at 97.8%.
Not for you if you want abstracted city management and strain research rather than first-person delivery runs and co-op dealing.
2
CrimeActionOpen World
$19.99 ~28.5 hr median no co-op complexity: moderate 86.2% of 21k
The Squirrel's verdictBoth put you in the drug trade with production and business management at the core, but Drug Dealer Simulator trades Weedcraft Inc's top-down city automation for first-person legwork: packing exact-gram orders by hand, running deliveries, and dodging police in real time. Fits players who wanted more hands-on process and less spreadsheet-clicking from the anchor.
Not for you if you want strategic distance and automation rather than manually packing orders and physically evading cops.
3
Closest Match Closest MatchThe most similar game to the anchor, by what players say.
Immersive SimFPSEconomy
$19.99 ~76.5 hr median no co-op complexity: moderate 93.9% of 4k
The Squirrel's verdictWeed Shop 3 drops Weedcraft's scenario structure and city-level strategy for a first-person single shop where players stock shelves, interact with customers, and decorate freely. Reviews describe hundreds of hours logged finding new content rather than optimizing systems. At $19.99 with a 76.5-hour median playtime and 93.9% positive rating, it suits players who wanted presence and sandbox depth over abstracted management.
Not for you if you want scenario-driven strategy and reputation systems rather than open-ended first-person shop tinkering.
4
Hidden Gem Hidden GemLoved by the players who found it, but still under the radar.
Weed Supermarket Simulator
PC
Immersive SimFarming SimEconomy
$14.99 ~11.9 hr median no co-op complexity: light 89.8% of 315
The Squirrel's verdictWeed Supermarket Simulator narrows to a single retail storefront: stock shelves, set prices, and satisfy walk-in customers. Reviewers note customers frequently bypass weed in favor of snacks and accessories, and pricing tools offer limited control over product value. At $14.99 with an 11.9-hour median and 89.8% positive rating, it fits players who want shop-floor retail management over growing or city-scale operations.
Not for you if you want strain breeding, grow-room optimization, or the multi-scenario scope Weedcraft Inc is built around.
5
Budget Pick Budget PickThe best game here for the least money.
FPSImmersive SimLife Sim
$9.99 ~25.4 hr median no co-op complexity: light 85.9% of 910
The Squirrel's verdictWeed Shop 2 shares Weedcraft Inc's core loop of growing, staffing, and selling product until routine tasks get automated. It skips city-wide strategy, story scenarios, and reputation systems in favor of a single-shop leveling grind with 25.4 median hours logged. Suits players who wanted Weedcraft's clicker side without the tycoon framing layered on top.
Not for you if you wanted the political/story scenarios and market strategy rather than a leveling-based single-shop grind.
6
ActionFPSEconomy
$9.99 ~16.8 hr median no co-op complexity: light 83.4% of 2k
The Squirrel's verdictSame core loop as Weedcraft Inc: build a drug operation from small-time to bigger business by clicking through growing, processing, and pricing decisions. Drug Lord Tycoon narrows the scope to one growing operation instead of Weedcraft's multi-scenario city management and drops the political/reputation systems entirely. No co-op is confirmed. Suited to players who want the tycoon-clicker mechanics without the added narrative layer.
Not for you if you wanted the reputation and political systems Weedcraft built its scenarios around, or expected multiplayer, since neither is present here.
7
CrimeCapitalismEconomy
$24.99 ~26.2 hr median no co-op complexity: moderate 73.4% of 3k
The Squirrel's verdictLike Weedcraft, this is a from-scratch illegal-drug-business sim: build production, manage distribution, expand your operation. Where Weedcraft leans clicker-simple with strain research, DFNC shifts to factory and road-based base-building disguised as a fast-food chain making meth. PC-only, no co-op, $24.99, Mostly Positive at 73.4%, median playtime 26.2 hours.
Not for you if you need a stable build — reviewers report walls that won't connect, roads deleting entire factories, and save corruption after long sessions.
8
CrimeBase-BuildingResource Management
$19.99 ~7 hr median no co-op complexity: light 70% of 2k
The Squirrel's verdictBasement trades Weedcraft's city-wide business sim for a single, physically limited basement you build out and expand by taking over neighboring buildings. Both center on optimizing production layouts, but Basement drops the market and reputation systems for a tighter, harder campaign built around build-order puzzles rather than easy automation.
Not for you if you want clear feedback when you fail a level rather than a campaign that punishes wrong build orders without explaining why.