Greedy game publisher seeking data donors, simulating the next generation of frantic, physics-enhanced Survivors-like loot heaven. Your AI assisted 0-10 minute runs will help us optimize monetization strategies in our favor. Wishlist TODAY & your life will not have been in vain after all!

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Coming Soon To Early Access

The developers of this game intend to release as a work in progress, developing with the feedback of players.

Note: Games in Early Access are not complete and may or may not change further. If you are not excited to play this game in its current state, then you should wait to see if the game progresses further in development. Learn more

What the developers have to say:

Why Early Access?

“Simulator Survivors is replacing the survivors genre's stop-and-go playstyle with uninterrupted, fast-paced action, fully traversable 3d maps, enhanced by physics chaos and procedural IK animations.

The goal for early access is to utilize your feedback to explore the physics-fused 3D play space, to fine-tune the skill upgrades and variations, to explore and polish the meta-game, its modding capabilities and streaming enhancements to find the most impactful narrative humor and to define the world's thought-provoking, pun-intended lore.

I've got plenty of ideas, 30 years of game dev experience, but I'll need your data donations (feedback) to shape the game into something that's widely considered outstanding (one way or another). Expect 1-2 updates per month.”

Approximately how long will this game be in Early Access?

“Approximately one to two years. Because Simulator Survivors explores unproven gameplay terrain and social components, I intend to take the time necessary to properly balance the 3D physical environment, diversify the playstyles, expand the 4th-wall breaking narrative.

I will transition out of Early Access as soon as the core experience feels complete and polished.”

How is the full version planned to differ from the Early Access version?

“The full version of Simulator Survivors will expand from experimental state into a polished, highly replayable horde-survival game.

I plan to make the skill upgrades more impactful and diverse, with multiple skill variations, each with their own combat style and navigational challenges (or options). There will be more diverse enemies and environmental obstacles, if not hazards. The narration and humor is consistently carried throughout the game.

The meta game rewards you for progressing through the game, unlocking parameters to customize the game, your preferred play style, and to accommodate the level of motivational AI assistance you continue to require.”

What is the current state of the Early Access version?

“The core gameplay loop with a single character class and a single play area with a limited set of chasing enemies and physics interactions is already excitingly fun.

Players die a slowmotion ragdoll death and the detached yet sarcastic AI narrator provides comic relief. The game is stable, well optimized, and transitions seamlessly without loading screens. The cloud corpse, modding and sharing infrastructure is in development.”

Will the game be priced differently during and after Early Access?

“Yes. I plan on raising the price between 50% to 100% after Early Access.

I think it's only fair to ask a higher price to reward Early Access players who purchased an early version of this genre-mocking simulation because they believe it will become something truly unique. This curiosity and trust absolutely warrants a minor monetary compensation! In fact, much more than that, but that's all I can offer at this point.”

How are you planning on involving the Community in your development process?

“All feedback on the Simulator Survivors Discord server and Steam forums will be read and will have an influence on my state of mind (please be polite). All of it, directly or indirectly, will trickle back into the game for I am but another Simulator Survivor.

I expect the true gems will be the minor remarks that instigate a whole new idea how to utilize the physics, the IK, the rewards, the narration, the humor. For narrative and obituary texts I welcome all contributions and will integrate as many as possible.

The game will never be perfectly balanced like a "numbers game" strives to be but rather tuned and optimized to provide the non-repeatable, emerging situations only a small ruleset and physics / ragdolls can provide. I am curious about any potentially disastrous exploits, and then perhaps enabling some of these at scale as part of the "simulation gone rogue" lore aspect. Or just for fun.”
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About This Game

Simulator Survivors is like Survivors, except it tests your navigational skills, reflexes, and resilience under pressure. It is punishing, hilarious, physics-enhanced arcade action with social sharing components.

There are no skill upgrade interruptions: you become increasingly stronger, faster, better (but not harder) by collecting color-coded gems dropped by inexplicably disgruntled enemies.

Maps are fully traversable, three-dimensional play spaces. You can jump, push, and dislodge physics objects. But so can your enemies.

Your deaths are painfully enacted by ragdolls, with your corpse dropping valuable meta currency. Collect it in the next run! A motivational AI narrator ensures you always feel well-informed and accomplished.

The Dead - Mourned or Desecrated

Worthy corpses are sent to heaven (The Cloud™), in exchange for another player's corpse of similar worth. Players may edit the obituary before a corpse's transgression.

If a cloud corpse is successfully "downloaded" during a run, the game pauses for a moment of silence. You'll honor the corpse in its final, disfigured pose while reading the poignant obituary. Perhaps you'll even shed a laugh.

You then have a choice:

Mourn The Dead

By offering condolences: add an item of your choice to the corpse's 3D representation, and whatever value you wish to add from your wallet.

The corpse and your contributions are sent back into the clouds, awaiting the next player. Your name will forever be inscribed as a condoler. There may be additional remunerations.

Desecrate The Corpse

By robbing its accumulated value, minus fees, fines and taxes as applicable and arbitrarily chosen. The game will celebrate the deductions.

A desecrated corpse will be remembered but is no longer downloadable by other players - it has been looted, stripped of its worth and dignity by some greedy, selfish individual. Whose despicable name shall forever be inscribed as its desecrator. There may be further penalties.

Leaderboards

The Leadercorpse lists actively mourned corpses. The Rememberboard lists desecrated, decaying corpses. The more condolences and worth, the better. How long will your corpse's life after death last?

Players themselves are ranked by various contribution metrics: corpses, condolences, desecrations, worth, etc.

The Disclaimers

A corpse's body pose is solely the result of game physics and subject to plentiful random chance. Any resemblance with real-world symbols or persons is entirely accidental, but hilarious.

No dead are being harmed in the making of this game. There have been no complaints filed thus far.

Cloud functionality is designed to minimize cloud usage fees. Cloud features remain subject to change during Early Access so the game can remain strictly buy-to-play. 

The Lore

The game's lore is to mock formulaic games.

My vision is: don't tell a story! Let it emerge. Let my subconscious be the guide. Let players participate.

There's a deeper meaning already surfacing. I refine every detail until it feels right how it plays, looks, sounds, and feels.

The game is considered a "simulation" of sorts. This frees it from the clutches of tried and tropes (high fantasy, science fiction, dystopian worlds, etc. etc.).

I have all intention to asset flip through the entire Synty Studios catalogue to create a content amalgamation that is matched only by child's play. Fortunately, I'm pretty damn childish.

The True Backstory

Wait, that means you're still reading this? Wow! I bow before thee, most valued potential customer.

While building a playable demo for my Unity asset I accidentally stumbled upon a surprisingly fun and addictive core gameplay loop.

I really just wanted to mock the survivors-genre on the side when I thought "Hmm, why not fully automate upgrades?". I've come to hate the stop-and-go anti-flow pattern. Those interruptions are awful! I'm a big fan of Brotato, but its individual waves are too short, its sessions devoid of anything worth remembering.

Then I wanted to have audio but didn't want to sift through enormous audio libraries. Instead, I picked up my microphone and just voiced the progression, monotonously. Then made it sound robotic. I was shocked how hilarious this made the game feel.

I added physics objects because ... why wouldn't I? Physics is fun and heavily underutilized, especially in Survivors games. Plus it's completely harmless to do so in that genre. Right? Well, for the most part. It does add tension of the unexpected always lurking to happen, throwing you off.

I threw IK animations in because it's faster to create wonky procedural animations than to integrate dull stock animations and setting up animation statemachines and blend trees, then debugging the inevitable glitches. IK animations allow for much more dynamic behaviour and are a perfect fit for the physics chaos.

Then I didn't want to end runs with a "Game Over". Instead, celebrating player deaths spectacularly through ragdolls. It's poignant: you didn't survive, but at least you get to revel in the pain. And then I added blood pools because I enjoyed how it perfectly mismatches the synthetic, sterile Synty assets. At that point the title "Simulator Survivors" suggested itself.

Add some day-night cycle, but fast and colorful. With matching hard shadows. And light up the enemies. And a spotlight tracking the player because, hmmm, it's just a simulation right?

Within two weeks I had accidentally created a hilariously frantic core gameplay loop I totally didn't see coming. That put me in a troublesome spot: Now what??

Improve and publish, of course! That process was just too much fun and highly productive. That decision is to the detriment of my Unity asset. But I found confidence in me enjoying the game a lot.

Perhaps Simulator Survivors has a chance of becoming a decently valued contribution to gaming history. In the "like no other" niche. At least I'll have converted significant real world currency into a creative statement. That's ... very meaningful.

Your Job, Right Now!

While you're anxiously awaiting simulated deaths, WISHLIST Simulator Survivors as an INVALUABLE SACRIFICE to the services provided by the clouds!

Buy the game when it becomes available. It keeps my budgies fed, my plants watered, and my days filled with creative joy!

System Requirements

    Minimum:
    • Requires a 64-bit processor and operating system
    • OS: Windows 10 (64-bit)
    • Processor: Intel Core i5-8400 / AMD Ryzen 5 2600 (or equivalent)
    • Memory: 8 GB RAM
    • Graphics: NVIDIA GeForce GTX 1060 (6GB) / AMD Radeon RX 580 (8GB)
    • DirectX: Version 11
    • Storage: 4 GB available space
    • Sound Card: DirectX Compatible
    Recommended:
    • Requires a 64-bit processor and operating system
    • OS: Windows 10/11 (64-bit)
    • Processor: Intel Core i7-10700K / AMD Ryzen 7 3700X
    • Memory: 12 GB RAM
    • Graphics: NVIDIA GeForce RTX 3060 (12GB) / AMD Radeon RX 6600 XT (8GB)
    • DirectX: Version 11
    • Storage: 4 GB available space
    • Sound Card: DirectX Compatible
    • Additional Notes: Gamepad recommended
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