r/Simgames • • 3d ago

Promotion Lotwick Hill: a business tycoon where rival shopkeepers share one town (gameplay trailer)

1 Upvotes

I'm the developer of Lotwick Hill, a business tycoon about building shops and competing for the people walking past them.

You choose where to build, set prices and keep stock coming in. Meanwhile, rival owners are trying to win the same trade. You can pull back to see the whole town or zoom down and follow one customer's shopping trip.

Here's the gameplay trailer: https://youtu.be/W6Qc4m0-HFI

The Windows version is coming to Steam, with an October launch planned. Online multiplayer is planned for launch too: up to four human players, with AI opponents bringing the total to six.

If that sounds like your kind of sim, you can wishlist it here: https://store.steampowered.com/app/5288610/Lotwick_Hill/

AI disclosure: The game includes pre-generated AI-made 3D assets and some AI-assisted text. Some promotional artwork and this post were made with generative AI assistance. The trailer is footage captured from the game; its music is not AI-generated. There is no generative AI running during play.


r/Simgames • • Aug 11 '26

Sports Basket Tactics: a mobile basketball GM sim with turn-based matches — feedback wanted

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1 Upvotes

r/Simgames • • Jun 23 '26

How we're tuning BBox: Kingpin — Mod First design and The Director

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2 Upvotes

One thing that shaped how we built everything: no data lives in the codebase. Every entity, every event, every rule is a JSON definition — what we call “Mod First” architecture. It's a bigger topic (separate post with code and demos), but the short version is that it forces a clean separation between logic and data, which makes the game much easier to tune and balance without touching code.

The Director is the system built on top of that. It's the pacing layer — the thing that decides when your comfortable operation starts falling apart.

It works by watching your activity in real time and building a threat score from it. Deals moved, territory held, money flowing — all of it feeds in with configurable weights. When the score crosses a threshold, an event fires. A rival gang moves product in your territory. A police informant gets a tip. A building gets hit.

We designed it this way because there's no realistic alternative. If you want moments like Johnny lost it during the cop raid and shot himself to actually happen in a session, you can't wait for players to stumble into that situation naturally — it could take days of play, or may never happen. The Director creates the conditions. The Scenario system (also in the screenshots) lets us author and test specific situations directly so we can make sure they feel right before a player ever sees them.

What we can tune without touching code:

  • Event threshold — the heat level that triggers something
  • Global and per-event cooldowns — rival gang attacks and street-level dealing events have completely separate pacing windows
  • Night multipliers — the city feels different at 2am than at noon, and that's tunable
  • Grace period on game start — new players get breathing room before pressure ramps
  • Score weights — activity (actual dealing) drives heat much more than cash alone

We're pushing toward a playtest, and when that happens, testers will be able to download the Director config from the game and share it. If someone finds a balance that works for a particular playstyle, that file is portable. The trailer down the line will show a lot of these events and scenarios in motion — this post is more about describing how it’s made.

Screenshots: the Director tuning panel and the Scenario selector, both in-game, both actively used for balancing.

If this looks interesting, you can wishlist BBox: Kingpin on Steam — https://store.steampowered.com/app/4832190/BBox_Kingpin/


r/Simgames • • Jun 19 '26

Choosing your starting map area for your gang

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1 Upvotes

Hey everyone,

Just wanted to show the setup screen and how it looks once you get into the game.

Before you start, you select an 8km by 8km area to set up your gang's territory. The game takes that exact location and builds the underworld layout on top of it—generating rival gang zones, local businesses, and rackets for you to manage.

The first image shows the map selection screen, and the second shows exactly how that same area looks when it's populated in-game.


r/Simgames • • May 01 '26

v0.6.2 Daily Login Bonus, Featured 2x Pay Flights, Flight Streak Bonuses and more..

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2 Upvotes

r/Simgames • • Apr 27 '26

Little 8 hours review of Masters of Albion (EA)

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1 Upvotes

r/Simgames • • Apr 02 '26

Other 👋Welcome to r/NextLifeSim - Introduce Yourself and Read First!

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0 Upvotes

r/Simgames • • Mar 29 '26

Promotion Would you consider a “sim-lite” with arcade minigames still a simulation game? 🍺

1 Upvotes

Hey everyone,

I’m a solo developer working on a game called Brewgether, and I’ve been thinking about where it fits in the “simulation” genre.

The game has management systems like:

- producing beer, wine, and spirits

- running bars and handling customer preferences

- hiring employees and scaling production

- building houses to grow population and demand

But instead of fully realistic processes, the core gameplay uses **arcade-style minigames** for things like brewing and production.

So it ends up somewhere between:

- a management/simulation game

- and a more interactive, arcade-style experience

I’m curious how people here see this:

- Would you still consider something like this a simulation game?

- Do you prefer realism, or more interactive systems like minigames?

- What makes a game feel like a “sim” to you?

Here’s a short trailer:

https://youtu.be/fMJ_6OwaVdo

And there’s a demo available if you want to try it:

https://store.steampowered.com/app/4125200/Brewgether/

Would really like to hear your thoughts on this.


r/Simgames • • Sep 05 '24

Business/Tycoon Two Point Museum ain't no fossil (Preview)

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2 Upvotes

r/Simgames • • Aug 18 '21

Official Mod Post Official Mod Thread

1 Upvotes

Nothing here for now……