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Simulakros News

🧰 Sales Announcement & Patch 1.2 - Photo Mode 🧰



Hello,

Great news everyone, Simulakros will be 25% off until the 20th of March! If you are a roguelike TPS fan, now's the time to try it out!

Patch 1.2 introduces a brand new photo mode, so you can now capture all the details of your runs! It also brings a new difficulty selection menu, improved mechanics like grenade parrying and an overhauled "Counter" neural connection, as well as several quality of life changes based on community feedback

Thanks for all your feedback and bug reports over on Discord and Steam Community!


[h2]🔫 Patch notes 📄 [/h2]

New Features
    Photo mode


Fixes
  • Fixed a case when dying in cyberspace while targeting enemies with homing shots that would result in the targeting indicator frozen on screen.
  • Fixed Barrage weapons briefly floating during some animations.
  • Fixed "Tactical repositioning" neural connection cost being 0 on old saves.
  • Fixed an issue that would make it very hard to deal weakspot hits on the final boss with Rupture's shotgun and grenade launcher.


Improvements
  • A new difficulty selection menu is replacing the hard mode toggle in character selection.
  • Community feedback: toned down strength of cyberspace effect in biome 1 to improve visibility.
  • Community feedback: added automatic "vacuuming" of all health and grenade pickups when encounters end (cyberspace, terminal rooms, bossfights).
  • Added current difficulty displayed in the bottom left corner.
  • Enemy grenades can be parried with melee attacks and launched back to damage enemies.
  • Sharpshooter rifle screenshake intensity gets reduced when firerate increases a lot to not feel disorienting.
  • "Counter" neural connection has been overhauled: melee hits against enemies that are about to attack stun (10s cooldown) now deal massive damage and stagger. The counter window has been adjusted for all enemy attacks to make it more forgiving. Equip cost went down from 4 to 3.
  • The navigation line can now be used after completing a terminals room to find the exit.


Balancing
  • Reduced enemy amount in first biome.
  • Reduced enemy HP in fist biome.
  • Improved parameters for generating levels to be more consistent and avoid generating levels that are too long.
  • Increased XP bonus from arena grades and reduced XP from enemies so that it's more important to get good grades to get to a high level.
  • Community feedback: cyberspace kill combo: reduced random amount of kill combo to reach from 8-14 to 7-12.
  • Cyberspace defeat all enemies: increased intensity by increasing enemy count but reducing the amount of enemy waves to make the encounter shorter.
  • Community feedback: skill usage grade takes into account more how effective the skill use was (eg: amount of damage dealt during timeshift, number of enemies hit by magnetic pull, etc.) instead of the frequency of using skills to make it easier to get S grades during speedruns.
  • Removed grenade amount limit, reduced grenade drop rate.
  • Increased size of weakspot hitbox of the first boss.
  • Improved second boss movement logic and increased movement speed of barrage boss.


Stay connected for more Simulanews and thanks for the support!

[h2]🤖 Play NOW 🔫 [/h2]
https://store.steampowered.com/app/2067160/Simulakros/

[h3]⭐ If you like the game, feel free to share your review with us! ⭐ [/h3]

🧰 Patch 1.1 - In-Run Save System & Game Balance 🧰



Hello,

In Patch 1.1 we’ve made several key improvements to enhance the game: we are introducing a new in-run save system, which offers more flexibility allowing you to suspend runs and continue them later, significant game balance adjustments to make the game more fun and we've also addressed a variety of bugs and issues.

Thank you for your feedback and bug reports on Discord and Steam community!

[h2]🔫 Patch notes 📄 [/h2]

New Features

In-run Save System: progress is saved after terminal rooms and upon reaching a new Biome, allowing players to quit the game and continue their run later. Run savedata is cloud-synced so runs can be continued on a different device too.

Fixes
  • Fixed loading screen not showing when going back to main menu
  • Fixed turrets sometimes not attacking in the second biome
  • Fixed some lasers not dealing damage
  • Fixed an issue where Barrage would lose too much fire rate after a fire rate buff expires
  • Fixed Barrage pistol charge sound persisting when returning to main menu
  • Fixed looping turret sound that kept playing after dying
  • Fixed some issues with the navigation line in the third biome
  • Fixed run timer not paused correctly between some level connections
  • Fixed material glitch on the walls in the third biome
  • Fixed combat music staying active after the second boss
  • Fixed some incorrect voiceline triggered on run start after the final boss has beed defeated at least once
  • Fixed a misplaced cyberspace terminal inside a wall
  • Fixed slow motion effect sound staying when dying during Timeshift


Improvements
  • Runs are now considered as completed for stats upon killing the final boss, even after unlocking access to the true ending section
  • Invincibility frames on the dodgeroll are now shown with an effect on the character


Balancing
  • Bosses have been rebalanced to focus more on the fight with the boss itself, bosses are now more dangerous, their attacks are more frequent and complex to avoid while additional enemies spawning have been significantly reduced, only some weak enemies keep spawning as a way to get some health drops and trigger kill-related powerups.
  • The option to Increase health on level up has been removed, instead every level up grants +100 max health, ensuring a smoother power increase.
  • Player characters now have a base crit chance of 5% up from 0%
  • Enemy health has been reduced for most enemies
  • Health drops have been rebalanced, they drop more frequently and recharge a bit more health, taking damage is a bit less punishing and it's easier to recover when playing well
  • Some powerul enemies in later stages deal a bit more damage to adjust for the increased health amounts and more accessible healing from health drops
  • Difficulty curve has been adjusted to be more forgiving for the first half of the game and gradually get harder
  • Hard mode has been tweaked to be slightly more challenging
  • Drone projectiles have been tweaked to be easier to avoid
  • Turret damage has been reduced


Stay connected for more Simulanews and thanks for the support!

[h2]🤖 Play NOW 🔫 [/h2]
https://store.steampowered.com/app/2067160/Simulakros/

[h3]⭐ If you like the game, feel free to share your review with us! ⭐ [/h3]

Dev Diary 📕

The project started in 2019 as a passion project developed for fun by Sigfrido Cosmo (game designer) in his free time, as a fan of roguelikes and third person shooters he wanted to experiment creating this unique mix of genres that is quite rare.

As the game started to take shape, two friends joined the development: Filippo Colombo (level designer) and Lorenzo Erialti (sound designer and composer).

From the beginning we knew we wanted the game to be about advanced AI technology and taking control of synthetic bodies, we felt it was a good match with the gameplay loop of roguelikes that is about dying over and over.



The name “Simulakros” is a mix of the latin word “simulacrum” meaning representation of something, and the greek word “mechanikos” meaning mechanical, with an additional play on word with the ending SimulakrOS which stands for Operating System.

In 2022 the game started to become a reality after signing with the publisher Plug in Digital. We started working with a few freelancers for concept art, character art and rigging. Another friend joined, Alex Gallucci (3D artist).



In 2024 as the game was reaching the peak production we found another core member of the team Matteo Scarcella (3D artist) and started cooperating with Shoganai Soft to help us with environment art, especially with Imanol Delgado Salazar (Lead Artist), an old time friend of Sigfrido and Filippo from the time they all worked at CD Projekt RED.



Sigfrido Cosmo (Game Designer) has been working on Simulakros as his passion project for over four years. He set out to create a game that he would truly enjoy, focusing on both excellent gameplay and great visuals, all while aiming for the highest level of quality possible. As a solo developer with limited resources, balancing the roles of designer and programmer has been challenging, especially while managing every aspect of the project in his free time. However, it feels incredible for him to finally release the game. He is immensely proud of the result and he is super happy to see players enjoying his game.

🧰 Patch 1.0.3 🧰



Hello,

Thank you for your feedback and bug reports on Discord and Steam community!

Feel free to share your review if you like Simulakros, it's the best way to show your support 💖

[h2]🔫 Patch notes 📄 [/h2]

Performance improvements
  • GPU optimization especially for medium/low spec PCs
  • General CPU optimization
  • Performance and visual improvements at medium and low settings
  • Steamdeck performance improvements


Fixes
  • Fixed some cases where terminal rooms would not end in biome 2
  • Fixed slow motion effect producing flickering on the sky
  • Fixed cyberspace effect in second and third biome
  • Fixed "Auto" resolution scale not working on AMD GPUs


Improvements
  • Improved volume balance of music
  • Improved volume of ranged enemies charging before shooting
  • Improved precision of laser traps
  • Improved gamepad button icons
  • Adjusted text size of UI elements to improve legibility
  • New less intrusive damage vignette effect that supports all aspect ratios
  • Added some missing Italian translations
  • 3 new map tiles for the first Biome











Stay connected for more Simulanews and thanks for the support!

[h2]🤖 Play NOW 🔫 [/h2]
https://store.steampowered.com/app/2067160/Simulakros/

[h3]⭐ If you like the game, feel free to share your review with us! ⭐ [/h3]

⚙ Hotfix - Perfomance improvement (Patch 1.0.2) ⚙

Hello,
Thank you for your feedback!
Feel free to share your review if you like Simulakros, it's the best way to show your support 💖
Here is a new hotfix!

[h2]🔫 Patch notes 📄 [/h2]

  • Fixed cases where Rupture could teleport out of bounds in the second biome and get stuck
  • Fixed run results not being displayed after the true ending
  • Fixed some meshes in the tutorial map that were displaying an outline
  • Added a dark background to button prompts for interactions to improve visibility
  • Performance improvements
  • Fixed some cases that could cause a crash during the true ending fight.
  • Fixed a case where dying in cyberspace would not teleport out of it.


Stay connected for more Simulanews and thanks for the support!

[h2]🤖 Play NOW 🔫 [/h2]
https://store.steampowered.com/app/2067160/Simulakros/

[h3]⭐ If you like the game, feel free to share your review with us! ⭐ [/h3]