SimulFactory mark: a comet striking an ore-bearing rock SIMULFACTORY

Indie game studioEst. 2026simulfactory.dev

Worlds that keep running when you stop clicking.

SimulFactory builds simulation games. Economies, ecologies, and populations of characters that react to what you do — not to a script.

The idea

Most games tell you a story. A simulation lets a story happen. The difference is the parts underneath: rules for supply, hunger, temperature, price, weather — and inhabitants who read those rules instead of a dialogue queue.

We like that kind of game. The kind where a bad harvest six months ago shows up today as a labor shortage, and nobody scripted it. If you have ever kept a spreadsheet alive on purpose, you are our audience.

What is real right now

SimulFactory is a small team building its first title. It is in active production: designed, playable, and not yet finished — which is the honest state of every pre-release simulation.

This page updates when there is something to show. No countdowns, no vaporware dates.

Principles

  1. Systems over scripts. If an event can emerge from rules, it should. Hand-written set pieces are spent once; a system pays out for a thousand hours.
  2. Legible before deep. A simulated world has to be readable at a glance, or its depth is invisible. We design the dashboard, not just the engine.
  3. The player runs an experiment. Change one variable, watch what moves. That loop is the game; the rest is furniture.

Contact

[email protected] — it is read and answered. For now it reaches the whole studio, because the whole studio is small.