SGS is a combined sandbox and arena, where players can design and customize entire rulesets. Each player can create roosters and play these. The game focuses on efficiency, leveraging computer assistance to streamline gameplay and enhance the experience of simulating real-life skirmish wargames.

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Binnenkort in vroegtijdige toegang

De ontwikkelaars brengen dit spel uit terwijl er nog aan gewerkt wordt en gebruiken de feedback van spelers bij de ontwikkeling.

Opmerking: Spellen in vroegtijdige toegang zijn nog niet voltooid en kunnen nog veranderen. Als je niet staat te springen om dit spel in de huidige staat te spelen, kun je beter afwachten hoe het spel zich verder ontwikkelt. Meer informatie

Wat de ontwikkelaars zeggen:

Waarom vroegtijdige toegang?

'This is very much a simulator that needs to be developed along with the users. What features should be added and/or prioritized will heavily depend on what the users need to make their gaming experience better.

Early access gives an oportunity to let the game be shown to people, and helps drive the development. It is not expected to be a financial success until it is actually released. But people who might buy the product will be showing that they support the development. That being said, I will restate what it says at the top of the Description. "Do not buy this Simulator - Unless someone has recomended it to you, or you know a developer(s)"'

Hoelang blijft dit spel ongeveer in vroegtijdige toegang?

'At least a year. The current development team might grow, and that might speed up the development time. On the other hand, Interaction with more users might inspire many more features.'

Hoe gaat de volledige versie verschillen van de versie met vroegtijdige toegang?

'Lots more features.

The simulator is divided into two parts

The Design Part
Is Functional
It is Not Effective
It is Not Intuitive
It is not Pretty

The Play Part:
Is Functional
Is Effective
It is Not Intuitive
It is not Pretty

The goal is to add lots more functionality and simultaniously work on fulfilling that check list so everything will be Functional, Effective, intuitive and pretty.

Here is a current list of high priority functionality

- Save games (So you might continue them later)
- Import of 3d Models, both for figurines and Terrain.
- Setup terminoligies. So that every ruleset will be able to user their own versions of things. I.E. Figurines might be reffered to as a soldier, warrior, model or something else in differrent games, and the same is true for small and big modifers, Markers, Tokens, starting zones and so on and so forth.
- Update the Table Editor, right now it is very unIntuitive
- Make the Log system more interactable and more customizeable
- Be able to ping on the map
- Do things in "base 2 base" for instance, move to base contact, or spawn in base contact
- Figurines be able to rotate without having to move first
- Add some standard assets, D6, Playing cards and so on, so that there are some basic building blocks that do not need to be done by everyone who wants to make a ruleset-
- Death clock, or you know.. just a clock
- A way of tracking score, so you do not have to make it a roster resource
- Ad a spectator mode, so a commentator would be able to stream games


'

Wat is de huidige staat van de versie met vroegtijdige toegang?

'The Design part is functional. You can make a Ruleset.
The Play part is functional and effective.

What this means is.

For a ruleset you can:

- Setup names and a few terminologies (Roster and Figurine)
- Define base sizes for figurines and tokens (including Player Colors)
- Add dice, numbered and custom
- Add decks, player-specific or communal
- Stat cards for figurines can be set to images or generated (figurine images, stats, and augmentations are used to generate stat cards when playing)
- Set figurine stats, define which will be shown on a defensive stat line (when the figurine is hovered), and which stat will determine the standard move of the figurines
- Roster-specific resources can be defined. They are either mandatory or optional for each roster
- Define terrain types, descriptors for each part of terrain
- Setup whether pre-measure is allowed
- Enable/disable POV for figurines. This is a nifty solution for true line of sight
- Create augmentations for figurines. These are skills, weapons, feats, and the like, and they can be nested. For instance, a weapon can give you a skill (Shield gives Parry)
- Make figurines for the ruleset (images, stats, stat cards, base size)
- Setup mats (size of table, graphics, and starting zones)
- Setup terrain, choose from a list of terrain, scale and make them fit for the ruleset, and add terrain types to them so they are clearly shown when used in play
- Table editor, setup mats with terrain so the players have something to play on
- Define (names, descriptions, and graphics) small and big modifiers. Conditions that can be added to figurines during setup and play
- Setup grab bags, bags that can contain tokens that need to be randomly drawn whilst playing
- Add cheat sheets, either for general use in game or specific for some rosters
- Define templates used during games, circle and cone-shaped markers used for showing for instance explosions and flamethrowers
- Advanced dice setup, for games that keep, hide and move dice as resources
- Setup input for specific rulesets, make shortcuts for the most used actions in the game

For the Play part you can:

- Setup rosters, so it is ready to play once you connect
- Play in multiplayer (currently 2 players)
- Player boards and starting zones make deployment effective
- The information needed is always at hand, figurine stat cards, health, cheat sheets, roster resources
- Move figurines and markers fixed distances, pay double for difficult terrain, easy for opponents to see how you moved
- Distance measurement by hovering and auras makes figurine interaction effective
- Roll dice
- Flip cards
- Spawn figurines, markers, and tokens
- Add and deduct modifiers to figurines and markers
'

Zal het spel anders geprijsd worden tijdens en na vroegtijdige toegang?

'No.
Price will always stay at the current price.
I will make a Q&A video where pricing will be explained. Short version of it is that at the current price point, the simulator should hould have the biggest chance of being a Succesfull product for the intended target user group. The users wants a lot of features and quality of life. That takes resources to develop.'

Hoe zijn jullie van plan de community te betrekken bij het ontwikkelproces?

'The Simulator have so far been tested by players of 9 different Skirmish games. The plan is to continue that work. So people from different game communities, come and see how it is to make a ruleset for their favorite games, and how the game is to play in SGS.

That means the community will be (and has been) part of defining and prioritizing what features to implement.

Examples of impact so far.
- Figuring out that some games do not allow pre-measure
- Adding grab bags, for activation order of figurines
- Adding Dice spots, for games that use rolled dice as resources
- Changing it so that decks of cards can be communal
- Adding a feature for moving in a random direction

Currently the preferred method of communication is via the SGS Discord server.

But both the Steam Community Hub and in-Simulator bug reports are going to be part of the communication channels.'
Meer informatie
Dit spel is nog niet beschikbaar op Steam

Geplande uitgavedatum: 1 apr 2026

Dit spel zal beschikbaar zijn over ongeveer 4 weken

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Over dit spel

Do not buy this Simulator - Unless someone has recomended it to you, or you know a developer(s)

Skirmish Game Simulator is an combination of a sandbox and an arena, designed to provide players with an environment for creating and playing skirmish wargames. Whether you're a fan of tabletop games or new to the genre, this simulator gives you the freedom to craft your ideal game scenarios with complete control over every detail.

Players can design and customize comprehensive rulesets, tailoring the experience to their preferences. You have the ability to modify figurines, assign stats, create tokens, develop upgrades, manage roster resources, and build immersive environments with terrain pieces, play mats, and table setups. Each element can be fully personalized to suit your vision, providing unparalleled flexibility for gameplay.

Figurines, a key aspect of skirmish games, are based on templates to maintain consistency but can be customized with unique names, images, and individual stats. This allows you to bring your own vision to life while retaining the strategic depth of traditional tabletop games.

The real power of Skirmish Game Simulator comes in the gameplay. With a focus on efficiency, the simulator leverages the computational power of your device to streamline gameplay mechanics that are often tedious in real-life wargames. Tasks such as calculating complex rules, managing stats, and organizing rosters are all handled seamlessly by the simulator. This enables faster and more fluid game sessions, so players can focus on strategy and fun, rather than manual management.

Designed for both solo and multiplayer modes, Skirmish Game Simulator offers an arena where players can face off against each other or team up to battle AI-controlled opponents. The multiplayer mode allows for exciting, fast-paced skirmishes, where strategy and creativity take center stage.

With its emphasis on customization, ease of use, and efficient gameplay, Skirmish Game Simulator redefines the way skirmish wargames are played. Whether you're looking to recreate your favorite tabletop game or experiment with entirely new scenarios, this simulator offers the tools and flexibility to bring your ideas to life.

Informatie over door AI gegenereerde inhoud

Zo omschrijven de ontwikkelaars hoe hun spel AI gebruikt om inhoud te genereren:

The Figurines and tokens in the example games are generated using AI

Systeemeisen

    Minimum:
    • Besturingssysteem *: Windows 7
    • Geheugen: 4 GB RAM
    • Grafische kaart: Geforce 780 or better
    • Netwerk: Breedband-internetverbinding
    • Opslagruimte: 2 GB beschikbare ruimte
    Aanbevolen:
    • Besturingssysteem *: Windows 7
    • Geheugen: 6 GB RAM
    • Grafische kaart: Geforce 1080 or better
    • Netwerk: Breedband-internetverbinding
    • Opslagruimte: 4 GB beschikbare ruimte
* Vanaf 1 januari 2024 ondersteunt de Steam-client alleen Windows 10 en latere versies.
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