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
- 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.
- 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.
- 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.