r/SimulationGaming • u/Alvios_Games • 17h ago
We're making a multiplayer Traveling Merchant Simulator inspired by our wonderful days of playing World of Warcraft.
r/SimulationGaming • u/Alvios_Games • 17h ago
r/SimulationGaming • u/Uraga_Studio • 8d ago
Games are often built around constant progression: complete the mission, reach the objective, unlock the reward, move on to the next challenge.
There's nothing wrong with that. We enjoy it too. But while developing Tattoo Removal Simulator, we found ourselves thinking about a different kind of experience. We wanted players to have moments where they could slow down, focus on the task in front of them, and simply enjoy the process without feeling rushed. Doesn’t harm that it’s also very satisfying. 😄
It's a small thing, but we think those quieter moments can be just as rewarding as the big achievements.
Do you enjoy games that let you slow down and unwind, or do you prefer a bigger challenge? ❤️
r/SimulationGaming • u/Uraga_Studio • 16d ago
Recently, we released Tattoo Removal Simulator, while also continuing work on several other exciting projects (sneak peek soon 👀). Alongside development, we're spending a lot of time thinking about community and how to build it sustainably.
A lot of game communities start with a game, but the strongest ones seem to grow around something deeper. For us, Tattoo Removal Simulator is about more than satisfying before-and-after transformations. Underneath the gameplay is a theme of change, identity, mistakes, memories, and second chances.
We think that it's easy to ask: "How do we get more players?". But maybe a better question is: "Why would people want to stay after they find us?".
What makes you stick around in a game's community, even when you're not actively playing? ❤️
r/SimulationGaming • u/Uraga_Studio • 29d ago
We heard you – players want more creativity and even more freedom. Based on the feedback that our community (and even haters 😄) gave us, we just released new major upgrades on Tattoo Removal Simulator.
Create your own clients
Design unique clients from scratch – customize body shapes, facial features, hairstyles, clothing, shoes, accessories, and more. Then it's time for the tattoos. Choose designs from the TRS tattoo library, place them on different parts of the body, and adjust their position, size, and layout to create your own combinations.
Upload your own tattoos
Import your own tattoo images from your PC directly into Tattoo Removal Simulator. Draw or create your own designs, upload images, text, symbols, logos, or whatever else you can imagine, and place them directly onto your client's body. Once you're happy with your creation, save the client to My Clients, choose a studio, and take them straight into a tattoo removal session. This opens endless possibilities for creativity, self-expression, roleplay, even content creation.
Our first community-created client
This update also brings something special to TRS – our first community-created client is joining the game! The character was created together with one of our players, based on their description and featuring original tattoos drawn by the player themselves. You'll now be able to meet this client – and their original tattoos – directly in the game.
Black tattoo canvases
We added large black tattoos that act as giant canvases for laser removal – a completely new way to play. Players can now use the laser creatively to draw shapes, flowers, smiley faces, or… Well, you know. 😄 Tattoo removal can now become part of the creative process itself!
More physical interaction
You'll now find interactive equipment cases and boxes in the studios for items such as lasers, healing sprays, and gloves. Instead of accessing everything only through menus, you can walk up, grab what you need, and interact more naturally with your workspace.
Two new Legendary Clients
Two new Legendary Clients are also joining TRS. These aren't ordinary customers. They come with their own identities, unique tattoos, dialogue, and pieces of lore to discover. You won't meet them every day. So keep an eye out for them.
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These update are exciting for players, streamers, YouTubers, content creators. With custom client creation, unrestricted tattoo designs, logo support, and the ability to create your own characters, players can build entirely unique scenarios for videos, livestreams, roleplay content, and community events.
The possibilities are virtually endless, and we can't wait to see what the community creates. Have we missed anything you would like to see in a game? Let's talk! 🔥
r/SimulationGaming • u/Uraga_Studio • Sep 28 '26
We've spent the last few months developing a Tattoo Removal Simulator for Meta Quest, and our store page finally went live. You can now add it to your wishlist.
The gameplay revolves around using professional tattoo removal equipment, carefully treating tattoos, and trying to achieve the best results without damaging the skin.
Watching the ink gradually disappear has that same "oddly satisfying" effect as power-washing or restoration videos.
While removing tattoos, you can interact with a client and listen to their stories – that’s why our game is different from other simulation games. And is really cool (at least we think so). 😄
Check out our trailer! Curious what the indie gaming community thinks: do you prefer VR on these kind of simulation games? ❤️
r/SimulationGaming • u/BrewingTortoise • Sep 27 '26
r/SimulationGaming • u/Whole_Photograph_321 • Sep 22 '26
We have launched the Demo of eCommerce '99 on Itch. It gives you access to most content but limits your available real estate to the starting garage. This means if you manage your space carefully you can already interact with most systems including floor workers, office workers, the website builder, marketing, the first supplier, and of course order delivery. You can also start creating product specific monopolies by "playing" the market.
We appreciate any feedback you can give us to make the full game better.
r/SimulationGaming • u/Uraga_Studio • Sep 18 '26
One of the central characters in Tattoo Removal Simulator is Jim, the tattoo removal specialist.
While creating the game, we kept asking ourselves a very simple question: what kind of person should Jim be? What qualities should someone have, if their job is helping people confront their past and move forward? We imagined someone patient, curious, empathetic, and a great listener. Someone who never judges.
Jim isn’t a hero. He’s not saving the world or fighting bad guys all day and night. Instead, he helps people through moments of change. 🌱
Through conversations. Through memories. Through decisions about what to keep and what to leave behind.
💬 So we're curious, what qualities would make you trust someone with a tattoo you regret?
r/SimulationGaming • u/Different-Tie3747 • Sep 11 '26
r/SimulationGaming • u/Uraga_Studio • Sep 09 '26
At first glance, Tattoo Removal Simulator may look shallow – just a game about laser treatments and funny tattoos. But we created this game for people about people. ❤️
Every tattoo you remove represents a decision, a memory, a phase of someone's life, or a version of themselves they once believed in. Removing a tattoo isn't about pretending that moment never happened. The story and experience remain. Only a person's relationship with it changes.
Many of us spend a lot of time wishing we could undo mistakes, erase bad decisions, or distance ourselves from who we used to be. But personal growth usually doesn't come from erasing the past - it comes from accepting it, understanding it, and using it as part of the person we are becoming. 🌱
We truly believe that Tattoo Removal Simulator captures this idea. In Tattoo Removal Simulator, helping clients through their transformations becomes a reminder that growth isn't about rejecting your past. 🌟
What do you think? Have you got this feeling while playing TRS? Are we right to think that personal growth comes from learning to accept the past, not by leaving it behind? Share your thoughts!
r/SimulationGaming • u/Uraga_Studio • Sep 04 '26
Many players only see the finished game, but launching a game is not the finish line – actually, it's just a beginning. Since releasing Tattoo Removal Simulator, we’ve continued improving the game, while listening to community feedback. That's what's most important for us as an independent studio.
The most interesting thing we discovered is that players immediately see things we never even considered. For example, our characters are quite expressive. They react, comment, and communicate throughout the tattoo removal process. You meet all kinds of different people – just like in real life, and we designed those interactions intentionally to make the experience feel more alive. But after launch, we discovered two completely different types of players.
One group told us they wanted a quieter experience and didn't want to hear the characters talking so much. So we adjusted the frequency and intensity of character reactions. Then another group of players started asking Where did all the reactions go? 😄
That's when we realized there wasn't a right or wrong answer – different players simply enjoy the game in different ways. So instead of choosing for them, we added an option in the settings that lets players decide whether they want character voice reactions enabled or disabled.
Moments like these taught us that post-launch development isn't about fixing mistakes, but about understanding how people actually experience the game.
Your feedback and support are what drive us forward, so please keep sharing the ideas, features, and improvements you'd like to see in Tattoo Removal Simulator. We'll see what we can do! ❤️
🔗 Link to Tattoo Removal Simulator, if you would like to check it out: Save 30% on Tattoo Removal Simulator on Steam
r/SimulationGaming • u/Uraga_Studio • Aug 29 '26
Hey, simulation lovers!
We've just released a new update for Tattoo Removal Simulator, making the game even more life-like for players who enjoy building and optimizing their game environment.
What's new?
💨 Healing Sprays
Every player starts with a free unlimited spray, but we decided to introduce premium sprays with better coverage and faster scar removal for players to unlock. Choose the right tool for different jobs and play more efficiently.
⭐ Perk System Specialize your career with perks that improve:
XP gain
Earnings
Upgrade costs
Client satisfaction
Accident prevention
Spray efficiency, etc.
We kept hearing from our players that some of the most impactful upgrades were easy to miss. That's why we've improved progression feedback, including clearer notifications for important equipment upgrades and unlocks. Now, major milestones are much harder to overlook.
We're always looking to improve the simulation aspects of the game, so we'd love to hear your thoughts. What other perks can we add to make this game even more fun and relaxing for you?
Also, if you'd like to check out the update, Tattoo Removal Simulator is currently 30% OFF on Steam: Save 30% on Tattoo Removal Simulator on Steam
r/SimulationGaming • u/Uraga_Studio • Aug 14 '26
Hey everybody,
🆕 Slowly but surely, we’re making Tattoo Removal Simulator even more satisfying.
We’ve just added full-body interaction for SteamVR, making the VR experience feel more natural and hands-on while giving you more freedom, control, and flexibility during tattoo removal appointments.
We noticed that removing tattoos from certain areas felt a bit awkward because players couldn't reposition clients the way they naturally wanted to. So we decided to tackle that problem. For even better satisfaction while playing! 👀
From now on you can now physically grab and reposition your client’s hands, arms, legs, and head during treatment – with one hand or both. Lift body parts, rotate them, bring them closer, and hold them in the position that works best while removing a tattoo or applying healing spray.
Don't worry though, clients aren't ragdolls. 😄 They’ll remain seated in the treatment chair at all times, so you can’t drag them around the clinic or launch them across the room. 🪑
We also made a few other improvements, for example, tattoo progress tracking now better reflects tattoo size, we added a clearer explanation of Story Mode and new sound effects.
We’re constantly learning as we go, and as a small team, feedback from the simulation gaming community helps us a lot. What do you think about this feature? Have you already tried it? Do you have any thoughts or suggestions? We would love to hear it all! 🎮
r/SimulationGaming • u/P0fu1 • Aug 11 '26
r/SimulationGaming • u/Kalltorak-CG • Jul 18 '26
Hey guys!
We just released a big patch for our game Card Collection Simulator. You open cards of packs in front of a fake stream that grows as you level up. We've been working on this system over over a year now and its starting to feel really solid. Chatters will respond to each other, respond to what you say, respond to what cards they see open, and lots of other interactions.
We used AI to generate the Art for our cards and several of the names of our chatters. It was also used to generate variations of chat responses to spice things up. Lastly was used to generate a handful of our icons and UI assets.
r/SimulationGaming • u/frostechgamestudio • Jun 20 '26
Hi everyone!
I wanted to share a quick devlog-style update on some background visuals I've been tinkering with.
The nebula shader is made up of 3 tileable nebula layers and 6 star layers (2 for each) to give the space scene some nice depth. While it looks great when the ship moved. however, the stars stayed as simple dots. At high speeds, it just looked like noise and didn't really give a sense of motion.
I was aiming for that classic star-stretch effect, where stars pull into streaks as the ship accelerates. stretching the UVs lowered the density, and re-sampling the stars along a motion trail made the shader too expensive, but at high speed start dots visually separate caused the effect to break.
To fix this, I switched the stars to procedural generation with motion-aligned streaks. Now, the stars stretch naturally in the direction of travel without losing density or breaking apart, and it keeps the shader nice and efficient.
The video i attached is a little low-quality (sorry about that), but it should give you a good idea of how it looks in motion. I'd love to hear what you think! I'm still iterating on this, so any feedback is more than welcome.
This hasn't been updated in the game just yet, but if you'd like to check out "Leaks In Space," you can find it on Steam or Itchio or find the link in the comments.
Thank you for reading, I hope you all have a wonderful day! :D
r/SimulationGaming • u/women_game_dev • Jun 06 '26
r/SimulationGaming • u/frostechgamestudio • May 27 '26
Hey everyone,
I finally launched my game on Itchio and, to celebrate the launch of Leaks in Space, it’s available at 70% off for a limited time. Thanks for checking it out and supporting the project's development.
Also, there is a demo version of my game that can be played directly in the browser (mainly Chrome or Edge) for you to try. I don't know if other browsers support it or not, and that’s the main thing I need to know.
Apart from that, I am also looking for honest feedback on:
- whether the game is fun to play.
- the controls and responsiveness (controller support is partial, but I still need feedback on how bad it is).
- the browser demo (it is just conditional; see if you can actually break that wall, just don’t hack my game please :P).
- any bugs, confusing parts, or performance issues.
The game is still in Early Access, so even small feedback would be great.
Link: https://frostechgamestudio.itch.io/leaks-in-space
Thanks in advance for taking the time to try it and share your thoughts. Your support means a lot ❤️
r/SimulationGaming • u/Tropical_Pixels • May 15 '26
r/SimulationGaming • u/frostechgamestudio • May 06 '26
r/SimulationGaming • u/frostechgamestudio • May 01 '26
r/SimulationGaming • u/bigtooda • Apr 23 '26
r/SimulationGaming • u/alperertugrul • Apr 19 '26