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Project manager SIMNewsDevlog #2 | Major Update Alpha 0.3: Boss, purpose, suffering
Community

Devlog #2 | Major Update Alpha 0.3: Boss, purpose, suffering

Project manager SIM · published 16 Mar 2026, 19:41 UTC

All newsPlayers around this dateRead on Steam

Hello everyone!

And here I am again with a devlog. Right now I have the opportunity to actively work on the game, and I realized that I can roll out small updates every 2-3 weeks. You can't add a massive amount of content in that time, but implementing a base for a new mechanic + fixing a few bugs + tweaking the balance after testing is totally doable.

I'll stick to this approach for now, considering the list of things I plan to add to the game is only growing.

A lot of interesting tweaks made it into this update. I won't keep you waiting:

1. The Boss. This is the main character and chaos generator. Now he can invent game events that will "improve" the player's life for a while. There are 5 of them right now. Here, for example, is one of those events. Familiar, isn't it?

2. The Goal. Why are we even doing all this? Because we love our job? Hell nooooo.I had to add some motivation to the game, so now the player's goal is to buy a super expensive car.

To do this, I introduced the concept of a "salary". In the first month of work, it's not motivating at all — only $1000. But later we will be able to spend the boss's loyalty points (which we get for completing his tasks for the month) to increase it.

But be careful. Your salary is also deducted from the office budget.

3. Suffering. Because what's office life without suffering, right?

  • Crunches. Yep, want to make your employees stay and work until 8:00 PM? Be my guest. Just don't forget about the mood penalty for 48 hours and the loss of efficiency the next day.

  • Onboarding. Now employees have to adapt to the company (-10% efficiency for a week after being hired) and to the project (-20% efficiency during the deep dive into the project on the first day).

  • Morning Mood. You don't always come to work glowing with happiness, do you? Well, neither do your employees. Now an employee can show up in the morning in different states, which will affect their work for the whole day.

  • Burnout. Our favorite word. Now, if an employee stays in a sad or miserable mood for a long time, their burnout level will increase. And burnout will directly affect their efficiency. Keep your workers happy!

Right now, the core loop looks like this: you have a task, let's find out what's going to stop you from completing it. Maybe someone got sick? Or maybe a request for time off? Or maybe competitors will poach someone? Or maybe the boss will freeze hiring? Or maybe someone just smells terrible and ruins the mood for the whole office?

While I'm continuing to work hard on the base mechanics, it feels like I already have a playable build that can provide a couple of hours of gameplay. So I'll slowly start thinking about Steam playtests and maybe releasing a demo version.

And by the way. Thank you for 500 wishlists! Your support is incredibly important to me, and I truly feel it!

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Community10 Sep 2026450 copies, a mid-game update teaser... and mustachesHey everyone! I wanted to write this post once I hit 500 copies sold, but I really can't wait to share a little teaser of the next update, so here we are XD Thank you for 450 copies sold! That's an incredible amount of support for my Early Access project. And judging by the reviews and discussions, you're enjoying the game - which is one more huge reason to keep going. Now, to the main point. A…Major update20 Aug 2026The I AM A HUMAN update is out today! Everyone has eyes nowHey everyone! Well - I finished a bit faster than planned. Not because I cut planned features from the update (they were too hard) . But because I did a great job and tried really hard. Thank you. So, the new update IS ON! It's called "I AM A HUMAN." Why that name? · It was always the plan. The game is, in part, a simulator - there's a reason SIM is in the title. So it shouldn't be just the tyc…Community2 Aug 2026200 copies sold in the first few days! Thank you!Hey everyone! Today's news is a small one - more emotional than substantial. It's been just a few days since the Early Access launch, and Project manager SIM has already been bought 200 times. For some, that's probably a funny little number, but for me it's 200 people who believed in a game made by one person. That's a lot. Some fun facts: · Median playtime is already over an hour. Which means…