- The I AM A MANAGER update is out today! - 24 September 2026
Hi everyone!It's time for the next update. But before I start listing what's new in the game, I want to thank my audience.Project Manager SIM has passed 500 copies sold! I'm really proud of that result and glad you enjoy what I'm making. Did I expect this much support in Early Access? Not sure. But now I understand that releasing the game in Early Access was the right call.Thank you all once again, because your messages, advice and wishes genuinely shape the final version of the game I'm working towards.Now, about the update:As I said before, this update is meant to kick off the mid game and start moving the player away from the "fetch and carry" role to something a bit higher. I can't say I've gone very far in that direction yet, but what matters is the movement XDSo, I've settled on where I want to go. It's the path from project manager to, at the very least, head of project office. A…
- 450 copies, a mid-game update teaser... and mustaches - 10 September 2026
Hey 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. As I wrote earlier, I've been hard at work on a new update for a while now - this one is not about the Life aspect, but about management, and it lays the foundation for the mid-game. A lot of great ideas came from you, and I've tried to work those in too. This update should add some scale to what's happening and start moving the player away from the most routine tasks - if not full automation yet, then at least the feeling of growing beyond them. Here's a quick rundown - the full breakdown will com…
- The I AM A HUMAN update is out today! Everyone has eyes now - 20 August 2026
Hey 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 tycoon/management part. I want to bring the game closer to the player, instead of zooming out to the classic tycoon "hand of god" scale.People kept writing in the feedback that the player (the PM) doesn't seem to need anything - like a robot. But he's not a robot. He's a human.And honestly, I just think it's a funny name.From the very start, I wanted to make a tycoon where you are one of the moving parts. Just another cog, so to speak. I've played a lot of strategies, party RPGs, tycoons, sandboxes, city bu…
- 200 copies sold in the first few days! Thank you! - 2 August 2026
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 many of you didn't just "pop in for a quick look"Strangely, there are only 9 people on the leaderboard so far. Can it really be that only 9 players out of ~150 have reached $5,000 in personal savings? For the record, I hit $5,000 on day 100 (yes, I'm on the leaderboard too). And I was genuinely trying, not just playing casually. Now I'm trailing at the bottom of the list :) Try to reach $5,000 faster than me - turns out it's not that hard XDMore people are playing the demo than the EA version :) But I…
- Early Access this week! Your feedback and the future - 27 July 2026
Hey! Steam's algorithms noticed me somehow, and now I'm getting way more page views, wishlists, and feedback.And I'm really happy about it. You've thrown a ton of ideas at me on how to make the game better, and that's exactly what I want to talk about a little today. (The bugs you report - I'm fixing them, honestly! XD). With this post I want to show that I do use your ideas - I just can't get to everything at once). A little about the future.This week the Early Access version of Project Manager SIM comes out on Steam. As I said, it's the same early game as in the demo, but with new mechanics, new items, your feedback taken into account, and simply better polished.You can read about what's changing in my previous post: BUT!The early game isn't done yet. Let me tell you about the next update I'm planning."I AM A HUMAN" update! (late August - early September) I've been working on this upd…
- Early Access is coming soon! Here's what's new. - 14 July 2026
Hey everyone!And straight to the main point. As you've probably noticed - I'm releasing the game into Early Access on July 30. I didn't exactly plan this from the start, but the moment I began getting feedback on my demo, I realized that developing a game together with players is way more fun than doing it alone XD.Especially since I'm a solo developer. I've been working on the game for more than 8 months now, and already I can't balance everything on my own - even though I've only implemented the early game out of everything I have planned. Right now players are leaving me tons of feedback that I really need. Thank you so much! Without you, there would be no Project Manager SIM.And now I'm going to drop a very long and very dry article about what's changing in the game for its Early Access launch and how it'll differ from the demo. I'll go through all the categories one by one (that's…
- You can finally play football in the office. Update 0.45 is live! - 10 June 2026
Hello everyone!Well, next week is going to be a big one — Steam Next Fest is about to begin. I want to show off a little bit of what I managed to finish right before the festival.What's new in Update 0.45 (TL;DR):1. We can finally touch grass!Yes, the "outside the office" area is now live. For now, it’s purely a decorative change, but I’ve already planned a lot of cool things to do outside. However, all of that will have to wait for future updates.While the area is quite small at the moment, eventually, employees will have their own vehicles, hang out outside, hide from you behind the building, and do other fun things.2. You can be buff now (at least in the game).Since my game heavily relies on the character you play, I’ve started working on giving them more individuality.Now you can customize your appearance (you don't have to be bald anymore!) and add unique character traits that affe…
- The Project Manager SIM Demo is Live! - 20 May 2026
Hi everyone!This is a momentous day for me because I've taken another step forward. It might not be a huge one on an industry scale, but it's incredibly important to me personally! The Project Manager SIM demo is officially out, and I really hope you enjoy it. Since the playtest began, I've significantly improved the game—both in terms of mechanics and visuals. None of this would have been possible without your feedback, for which I am immensely grateful.Now, I am eagerly awaiting your first impressions of the demo. I have a clear roadmap for the game's development, but I would really love to add the things that you, the players, expect from the game. Here is what is already implemented in the game:Two types of projects: Traditional and support projects—each with their own unique mechanics.Deep hiring system: Employees have personalities, traits, relationships, moods, and efficiency lev…
- Update 0.44: Demo is coming May 20! - 15 May 2026
Hey everyone!The playtest ended 2 weeks ago, and all this time I've been going through the feedback you left. Thank you all so much, it gave me a lot to think about and tweak.In this update, I want to share what I've managed to get done for the demo release, which is scheduled for May 20th.What's new in Update 0.44?For the last two weeks, I've been focusing on making my game a bit easier to understand and a bit prettier for the players. Let's start with the main thing:1. I slightly redrew the in-game graphics:I added shadows, drew the furniture in a bit more detail, and created textures for the floor and walls. In general, I flexed my creative skills as best I could. I tried to give the game a bit more depth.I actually enjoyed the drawing process for Project Manager SIM (even though I usually don't like to draw). In the future, I plan to draw more objects and play around with the lighti…
- Update 0.43: Support Projects and Advanced Employee Management - 24 April 2026
Hey everyone! Update 0.43:Over the past two weeks, I've whipped up a new update and I want to release it on Steam tonight (already did it), so that someone can try it out over the weekend during the playtest. Right now, I'm trying to pay more attention to player feedback, while not forgetting the direction I originally wanted to take the game. Here is what came out of it:1. Interaction with employees Now we can not only hire and fire employees, but also do a bunch of other stuff with them. Namely:PraiseScoldSend to trainingGive a paid day offSend on unpaid leaveGive a bonus2. Workplace improvements Now we can buy someone a second monitor or a desk plant. Software subscriptions for employees have also been added. And an AI subscription: +15% to efficiency, but -50% to experience gained from projects.3. Loyalty to the player (the PM) Did you ever refuse your employees when they asked for…
- First Week of Playtest, Update 0.42, Bug Fixes, and More. - 10 April 2026
Hi everyone!First of all, I want to thank all the playtest participants! It means the world to me because it helps me improve my game.How did the first week of the playtest go?Not great, but incredibly useful. About 49 people played the game over the week. That’s a good result for me, considering this is my first playtest ever. There are about 200 more people who requested access, but they aren't exactly in a rush to play :)But, there are a number of problems that are really bumming me out. I looked at the Steam playtime reports and saw this:~17 people left in the first 1–10 minutes — that's 35% of the testers.~11 people left in 10–20 minutes.By minute 30, ~70% of the audience is lost.After 60 minutes — only a few individuals (1–2 people).Oof. I have a problem.Barrier 1: "What do I do?" (0–10 minutes, ~35% loss). This is the most critical one. A person jumped in, looked around, didn't u…
- My very first (Pre-Demo) playtest! You're hired! - 1 April 2026
Hey everyone! So, I'm finally launching my first playtest ever. It's pretty nerve-wracking.I've already conducted some closed local playtests and tweaked the game based on the results, but those testers might have had a personal motivation to smooth things over and avoid giving harsh negative feedback (and no, it wasn't just my mom testing it!).That's why it's so important for me right now to see how the beginning of my game resonates with a real audience.What's inside the current build? Content-wise, it's a version that I treat as my "demo".Core mechanics - check.Main type of projects - check.2-3 hours of gameplay - check.Bugs - ...also check (most likely).What do I expect from playtesters? The truth. How does it play, what do you like, and what annoys you?I've added a button linking to a Google Form right in the main menu. It has a few general questions that I'm most interested in rig…
- Devlog #3 | Major Update: Boss's trust, new traits, and the April Playtest - 29 March 2026
Hello everyone! I’m back with another devlog and a new update. I’ll also have a small announcement at the end. But let's start with the update.I’ve managed to get a lot done during this time, so I’ll keep the list brief so I don't bore you to death:UPDATE:Burnout and Mood: Now employees have a burnout meter. Burnout accumulates when an employee spends a long time in a sad or miserable mood. And since I rebalanced the mood bonuses, this happens more often than I'd like. Also, employees can now arrive at work in different moods, instead of always defaulting to "neutral".New Traits and Personalities:Ambitious - Gains experience faster, but always asks for the upper limit when requesting a salary bump.Sickly - Gets sick and takes sick leave more often, but asks for 15% less salary than the average employee.Ambivert - The most stable employee ever. Gets no mood bonuses or penalties from chat…
- Devlog #2 | Major Update Alpha 0.3: Boss, purpose, suffering - 16 March 2026
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…
- Devlog #1 | Major Update Alpha 0.2: Relationships and Characters - 5 March 2026
Hi everyone! A huge thank you for your interest in Project Manager SIM.While the game is getting ready for a full launch, I'm actively running closed playtests, making tweaks, and working on major content updates in parallel. And today I want to tell you about the first of them - the Relationships and Characters update!I'm making all these additions with one important goal in mind. In my opinion, any good simulator needs a stage of "contemplative gameplay." In Transport Fever 2, we space out watching the trains once all the routes are set up. In Rimworld, we meditatively study colonists' stats. My game lacked this kind of content so far, and during the waiting periods, there wasn't much to look at.But what is the most important, unpredictable, and fun thing in any office? That's right - the people! That's exactly who I decided to focus on at this stage of development.Here is what awaits…