The Executive APK (FULL GAME)
Description
The Executive puts you in a suit, hands you a mining company, and fills your offices with werewolves who want your employees dead. Anyone stalling on the mid-game bosses will find the upgrade order and the defensive pairing that breaks them here. Speed upgrades outperform attack power for the first several hours, and that single ordering decision changes how the whole campaign feels.
How to Play The Executive: Combat, Stunts and Mining
The Executive casts you as a corporate CEO who fights werewolf invaders with one-finger martial arts combat across 120 hand-crafted levels. Every graded level pays cash that you spend on new skills, stat upgrades and shares in your mining company.
Riverman Media built the game for landscape phones and tablets. The studio is two brothers, Jacob and Paul Stevens, and their hand-drawn 2D sprites carry the whole presentation. There are no ads and no in-app purchases, so a single payment covers every future update.
Fighting and stunt running share the same stage in nearly every level. Both feed the SP bar, which powers flame kicks and other gesture moves. Meanwhile the mining company ticks away underneath, paying you while you brawl.
What the One-Finger Combat System Does
Combat runs on two taps and a hold. Tap the upper half of an enemy for a high strike, and tap low for a sweep. Holding your finger on the CEO raises a block. Because enemy attacks also arrive high or low, reading the wind-up matters more than tapping quickly.
Riverman Media names Street Fighter II and Zelda II as design influences, and that rhythm shows in every exchange. Over 50 enemy types each carry their own behaviour, strengths and weaknesses. For example, armored foes shrug off the high strikes that flatten a plain werewolf. Timing, therefore, beats raw speed in almost every fight.
The Werewolf Takeover Story and Corporate Setting
Werewolves have infiltrated your company, and your employees are the first victims. The CEO fights through the offices, then out into the city, as the takeover spreads. It is a corporate horror premise played completely straight, which is exactly why it lands as comedy.
Cutscenes use the same large hand-drawn 2D sprites as the fights, so the tone never breaks between story and action. Riverman Media’s proprietary animation system gives those sprites unusually smooth motion for a mobile title. However, the story stays light and never slows the pace between levels.
How It Compares to Shadow Fight 2 and Dan the Man
Shadow Fight 2 is the obvious Android neighbour, although the two run on completely different business models. Shadow Fight 2 starts free and gates progress behind energy and currency systems. This one asks for a single price up front, then never asks again.
Dan the Man: Action Platformer sits closer on the platforming side, with pixel-art brawling across themed worlds. By contrast, the hand-drawn 2D sprites here are far larger, and the idle mining economy has no equivalent in Dan the Man. Beat Street offers another one-input brawler on Android, though it drops platforming entirely.
Gameplay Mechanics and Touch Controls Explained
Three actions cover the entire control scheme in The Executive: tap high, tap low, and hold to block. Nothing else clutters the display, so the sprites keep the full screen.
That simplicity hides real depth. Enemies telegraph high and low attacks, and your block only stops the half you guard. Swipe gestures sit on top for special moves, and their length changes how reliably they register.
Stunt runs break up the fighting with pure timing challenges. Riverman Media tuned both halves for touch first, rather than porting a gamepad layout onto glass. Landscape orientation also gives your thumbs room at both edges of the device.
High and Low Attacks and the Hold-to-Block Defense
Blocking is a hold, not a tap, so your thumb decides how long the guard stays up. A held block absorbs the strike, then leaves a short window where the enemy stands open. Speed upgrades shorten your recovery, which turns that window into a counter.
Attack height matters more than damage numbers early on. Some enemies guard high and leave their legs exposed, while others do the reverse. Watch two attacks before committing, and the pattern usually reveals itself.
Stunt Runs and Visual Timing Cues
Stunt segments ask you to swipe on visual cues while the CEO sprints, vaults and slides. Riverman Media points to Elite Beat Agents as the influence, although the cues here are visual instead of musical.
Missing a cue costs momentum and drags down your grade at the end of the level. First-time players often swipe early rather than late. Wait until the marker reaches the target, then flick. Consistent stunt runs are the cheapest way to raise a level score without fighting better.
Why Short Swipes Beat Long Swipes
Short, quick swipes register faster than long dramatic ones. Fighting games usually reward the big gesture, but these touch controls do the opposite.
Long swipes also drift off target, especially in landscape on a large tablet. Keep the motion inside a couple of centimetres and your special moves fire when you want them. As a result, your SP bar converts into damage instead of wasted animation.
How to Unlock Skills and SP Bar Special Moves
Skills in The Executive unlock with cash that you earn from graded levels and then spend inside the Skills menu. Four SP abilities sit alongside those skills: Heal, Pierce, Reflect and Shield, and each one fires only once the meter fills.
The SP bar is the bridge between the two halves of the game. Fighting fills it, and clean stunt running fills it too.
Gesture moves like the flame kick draw from the same pool as healing. Every point you spend on offence is a point you cannot spend on staying alive. That trade-off is the real decision inside most boss rooms.
Flame Kick and Flame Sweep: The Fire Moves
Flame Kick and Flame Sweep set enemies alight and add damage over time on top of the initial hit. Against tougher foes the burn keeps working while you retreat and block, which no normal strike can do.
Fire also solves the pacing problem in crowded rooms. Light one enemy, back off, then deal with the second while the burn ticks. Both moves cost SP, so pick the sweep when several foes stand close together.
Heal, Pierce, Reflect and Shield
Four abilities share the SP meter. Heal restores health, Pierce turns the CEO’s arm into a silver spike, Reflect sends damage back at attackers, and Shield hardens your guard.
Each one answers a different problem. Heal buys time in a long fight, while Pierce ends an armored enemy quickly. Reflect and Shield reward patient play, and they change how a hard level feels more than any raw damage upgrade.
Using the Skills Menu Practice Screen
The Skills menu does more than list purchases. It shows the exact gesture for each move and lets you rehearse it with no enemy on screen.
Use it after every purchase. A move you cannot trigger under pressure is wasted cash, and the rehearsal screen costs nothing. Similarly, checking the gesture before a boss run prevents the panic swipe that drains your SP for nothing.
How to Grow the Mining Company for Passive Cash
The mining company in The Executive is an idle business layer that pays out cash every second while you fight. Upgrading employees and assets raises that rate, and it also boosts the bonus cash you collect for blocking and attacking.
Most new players pour their first payouts into combat skills. That order is backwards. Mining compounds while skills do not. Every hour of delay costs cash that never arrives.
Income keeps accruing while the app sits closed, up to a point. Players who touch the game daily end up several upgrade tiers ahead of players who binge once a week. Consistency, therefore, matters far more than session length.
Which Mining Upgrades to Buy First
Buy the cheapest mining tier available and keep buying upward. The jump from one tier to the next often looks small on screen, although the per-second rate compounds fast.
Late in a run the operation can pay a dollar or more every second. Getting there early changes the pace of everything else. For example, an upgrade that felt unaffordable in the first hour becomes routine once the mine runs properly.
Action Bonuses for Blocking and Attacking
Mining investment does not only pay while you sit idle. Certain assets attach bonus cash to in-fight actions, so blocking and attacking start earning on their own.
This is why defensive play pays twice. A well-timed block keeps you alive and adds to the payout at the same moment. Consequently, a slow careful clear can out-earn a reckless fast one.
The Three-Day Idle Income Cutoff
Idle earnings stop entirely if you go three days without playing. Loading the app and closing it does not count.
The game wants a real action: buy an upgrade, or finish a level. Thirty seconds is enough to reset the clock. Many players lose days of income to this rule without noticing. Nothing on screen announces the shutoff.
How Level Grades, Money and Upgrades Work
A letter grade lands at the end of every level in The Executive and sets the size of the cash payout. Grades run down to an F, and a scrappy survival clear pays far less than a clean one.
Cash is the only currency here. No premium coin sits behind a paywall, and no timer gates your upgrades. Everything you spend comes from playing.
Every purchase also stays sellable at full price. That single rule removes almost all risk from upgrade decisions, and it lets you rebuild your loadout for a specific boss whenever you like. Twelve achievements sit on top as longer-term targets.
How Grades Turn Into Cash Payouts
Payout scales with performance, not with level number. A high grade on an early stage can pay better than a sloppy clear of a later one.
Clean stunt runs, unbroken blocks and quick finishes all push the grade upward. Because any level can be replayed, familiar ground becomes a reliable income source. Treat the grade screen as feedback rather than a score to ignore.
Selling Upgrades Back at Full Price
Every purchased upgrade sells back for exactly what you paid. Most games return half, so this system removes buyer’s regret completely.
The practical use is re-speccing. Sell the skills a boss punishes, buy the ones it fears, then sell those back afterwards. Nothing is lost in the swap except the time it takes.
The 12 Achievements and Long-Term Goals
Twelve achievements sit outside the main progression. They reward specific play patterns rather than raw completion.
For players who finish the campaign, those targets become the reason to return. Combined with grade chasing, they give the 120 levels a second life. Additionally, they push you toward abilities you might otherwise never buy.
Common Mistakes New CEOs Make in Combat and Mining
New players in The Executive most often neglect three things: speed upgrades, defensive abilities and level replays. Each choice feels reasonable at the time.
The game never punishes these habits immediately. Nothing on screen flags the problem. Players carry all three into the mid-game before anything feels wrong, and by then the enemy roster has hardened considerably.
Fixing them costs nothing, thanks to the full refund on upgrades. One afternoon of re-speccing and replaying can undo hours of poor spending. Werewolves that once fell in two strikes suddenly need a plan, and that is usually the moment players notice.
Upgrading Attack Power Before Speed
Attack power looks like the obvious first buy. Speed is the better one.
Faster movement lets you dodge sooner, recover sooner and parry sooner, so it improves defence and offence together. Attack damage only helps once you already survive long enough to use it. Buy speed first, then power, and the early bosses stop feeling unfair.
Playing Offensively When Reflect and Shield Win
Trading blows works until roughly the halfway point. After that, patient defence outperforms it.
Reflect and Shield combine unusually well. With both active, your blocks count as high and low at once. The damage you absorb also comes back at the attacker. Against an enemy that keeps beating you, that pairing is often the entire answer.
Chasing New Levels Instead of Better Grades
Rushing forward feels like progress. Financially, it is usually the slower route.
Replayed levels still pay, and a strong grade on familiar ground beats a weak grade on unfamiliar ground. Two or three clean replays fund an upgrade that makes the next new stage easy. Instead of grinding forward while underpowered, go back and bank the difference.
All 12 Bosses and Over 50 Enemy Types
Every boss in The Executive fights with a pattern that shifts mid-encounter, and there are twelve of them. Over 50 enemy types fill the levels in between, each with its own strengths and weaknesses.
Riverman Media wrote individual behaviour for those enemies rather than reskinning a handful of templates. You notice it around the twentieth level, when a familiar silhouette suddenly fights differently.
Boss fights ask for a plan rather than reflexes. Armor, reach and attack height all change what your loadout needs to be. The Bestiary exists precisely for this, and reading it before a boss run is worth more than another damage upgrade.
What Makes the Boss Fights Different
Regular enemies fall to a pattern you can repeat. Bosses change pattern mid-fight, and they punish the same input twice in a row.
Each of the twelve demands a specific answer. Some ignore high strikes, others close distance too fast for a sweep, and a few force you to hold SP for a heal instead of a flame kick. Strategy and skill both matter here, which is exactly how the store bills them.
Reading Enemy Weaknesses in the Bestiary
The Bestiary opens from the book icon on the level select screen. It works like an encyclopedia of every enemy you have met, plus the ones waiting ahead.
Entries cover strengths and weaknesses, so a two-minute read replaces ten minutes of trial and error. Most players never open it. That single habit separates a smooth run from a frustrating one.
Preparing a Loadout Before a Boss Run
Enter a boss room with a full SP bar and the right two abilities equipped. That preparation matters more than your total upgrade spend.
Clear a short level first to fill the meter, then head straight in. Sell whatever the boss makes useless and buy what it fears. Finally, keep one heal in reserve. A boss that survives your opening burst will punish an empty bar.
The Executive Tips and Tricks for New Players
Flame Kick sets an enemy alight, and the burn keeps damaging it after the hit lands. Armored werewolves shrug off clean strikes, yet they burn like anything else. Fire, therefore, becomes the cheapest route through the toughest enemy types.
Three systems already running in every level do most of the heavy lifting: fire damage, upgrade refunds and the mining timer. None of them cost extra money, and none depend on reaching a certain level.
New players underuse all three. Fixing that takes about one session, and the difference shows up in the next boss room. Level grades climb too, because cleaner fights and steadier income feed each other.
Stack Burn Damage on Armored Enemies
Open with Flame Kick, then step back and block. The fire keeps working while you defend, so the damage costs you no risk at all.
Flame Sweep does the same job across a group. In a crowded room, light everyone, then hold your guard and let the burn thin them out. Your SP bar refills during the wait.
Re-Spec Your Upgrades Before Each Boss
Sell the skills a boss punishes, buy the ones it fears, and rebuild afterwards. The full refund makes this entirely free.
Treat your loadout as temporary rather than permanent. A build tuned for crowds fails against a single armored target, and the reverse is equally true. Two minutes in the menu beats twenty minutes of retries.
Touch the Game Every Day to Keep Cash Flowing
One real action a day keeps the mining income running. Buying a cheap upgrade counts, and so does finishing a single level.
Skip three days and the money stops until you play again. Set the habit early and the mine funds your upgrades in the background. Over a few weeks, that discipline is worth more than any single purchase.
Frequently Asked Questions About The Executive
Is The Executive available on Android?
Yes. The Executive runs on Android phones and tablets in landscape orientation, with high-definition hand-drawn graphics on supported hardware. Riverman Media also ships an iOS build, and regional pricing differs between the two stores. Check your current store listing for the exact price in your region before buying.
How long does it take to finish all 120 levels?
Most runs land somewhere around eight to twelve hours, depending on how often you replay stages for better grades. Individual levels are short, usually a couple of minutes, which suits commutes and quick breaks. Completionists chasing every achievement and top grade will spend considerably longer than that.
Does the game include ads or in-app purchases?
No. One purchase covers the full title, every update and all 120 levels, with no ads and no in-app purchases at any point. A separate free version offers the first ten levels, and progress from it transfers across automatically once you buy the paid release.
Who Should Buy The Executive on Android
This one suits players who want a premium action game with no timers and no ads. Nothing waits behind a second purchase later. Fans of one-input brawling and light idle economies will get the most from it. Newcomers can still finish the campaign, since speed upgrades and the full refund system forgive most bad decisions. Having played through the werewolf takeover myself, I found the mining loop more addictive than I expected. The boss fights also held up better than most mobile combat I have tried. Buy it if you want 120 levels that respect your time and your wallet.
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