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Watch trailer on Steam ↗Project manager SIM
Escapismogames · Published by Escapismogames
Positive — 100% positive (19 reviews) · 50 achievements
Last updated 28 Sept 2026
Manage the most unpredictable resource - people - in this WASD tycoon! Plan projects, hire a dream team, assign tasks to specialists, and monitor the budget while upgrading your office. Balance between team burnout, complex contracts, and the wrath of upper management.
£5.29
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Price history
Indie, Simulation, Strategy, Early Access · 2026 · More £5 - £15 games
About this game
Congratulations, you're hired! Take on the role of a Project Manager and navigate the challenging path from managing a couple of freelancers to running a massive development department.
Discover firsthand why perfect plans fall apart, deadlines are missed, and the biggest threat to your release is a broken coffee machine in the kitchen. And most importantly: YOU ARE NOT THE BIG BOSS!
KEY FEATURES:
WASD Controls:
This isn't a classic top-down tycoon. You are the Project Manager! Walk around the office, catch your boss at work, manage processes from your desk, and interact with colleagues using your active skills. Level up your project and people management skills to become an indispensable specialist.
Projects Are Everything:
Get projects from upper management, plan your team's workload, hire the right specialists, handle unexpected tickets in customer support, and keep a close eye on deadlines. You don't get paid for overdue projects!
People: The Hardest Resource:
Every developer, QA, or designer is an individual with unique personality traits. Build your dream team: make sure geeks don't sit next to jocks, parents don't clash with punks, and toxic employees are seated separately so they don't distract the rest of the team.
Caught Between a Rock and a Hard Place:
Develop relationships with clients to build your professional reputation. Complete tasks from your boss to earn loyalty points—these will unlock office upgrades and, of course, help you secure a well-deserved salary raise.
Can you close all the contracts, keep your team's sanity intact, and prove to upper management that you are the perfect Project Manager?
System Requirements
Will my PC run this? →Minimum
- OS: Windows 11
- Processor: Core 2 Duo
- Memory: 4 GB RAM
- Graphics: Intel HD Graphics 4000 or other shader model 4.0
- Storage: 1 GB available space
Supported Languages
Latest news
Patch NotesOfficial
The I AM A HUMAN update is out today! Everyone has eyes now
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 builders, colony sims. And everywhere I wanted to ask: where am I? Am I the colony? Am I the city? Am I a god? Am I the whole party? I wanted it like Skyrim: I am me. I'm part of what's happening, and I'm not the most important thing in it. I have a goal - and circumstances, limits, and plot twists along the way.That's where the WASD movement and the focus on the player came from. Part of the crew, part of the ship. And now, building all this, I feel like I've landed exactly on the concept I wanted. Okay, enough philosophizing. Here's what's new: THE MOST IMPORTANT THING:Everyone has eyes now. Such a tiny detail - and I love it so much. I don't even know what else to say. Just look into those eyes.Now, by category:1. The PM's LifePM energy and mood. We get tired now. We can even slide into depression - just like our colleagues. And it all affects gameplay. Low energy - no sprint, active skills stop working. Good mood - we infect the team with it! Everyone gets a mood bonus. Terrible mood? Then we can't even praise anyone - it would come out insincere.A home and an evening cycle. That's ...Read full article on Community Announcements (escapismovisuals)AnnouncementsOfficial
200 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 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 guess that's normal.Honestly, I'm really happy with these results. Sure, I wanted people to start buying my game. But I didn't set any goals for the Early Access launch. Truth be told, I thought maybe 100 people would buy it.Also, thank you for all the activity in the Discussions. Turns out, replying to player comments is genuinely fun and rewarding!I've moved all the reported bugs into my tracker (there weren't that many so far). I'll do my best to fix everything I can with the next update.What's next? I'm working on the "I AM A HUMAN" update - energy and mood for the PM himself, food and coffee, and your own home that you can develop. Details in my previous post:I think that's all for today. Thank you so much for the support and for your reviews! It looks like I'll soon reach 10 reviews on the store page, and Steam will start showing the game's rating. That would be a huge milestone for me - I never got there with my first game. So if you're enjoying the game (or even if you're not) - a few honest lines in a review would help a lot.Thanks for being here! See you soon!Read full article on Community Announcements (escapismovisuals)AnnouncementsOfficial
Early Access this week! Your feedback and the future
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 update for almost a month now. But alongside preparing the EA release, I won't manage to finish it in time. In the feedback form, players kept telling me that the character feels like a robot - he doesn't want anything and doesn't need anything. That shouldn't be the case - there's a reason SIM is in the title. It's supposed to be a PM simulator, not just a tycoon.So I decided the early game wouldn't be complete without SIM mechanics. Here's what this update has in store:Definitely coming:1. Energy and mood stats for the PM.The idea: just like your employees, the player will have energy and mood that affect gameplay. Low on energy? Sprint gets disabled, active skills are locked. Good mood? You charge up the team and their mood improves too. Mood will be affected by various events; energy will simply drop over the course of the day.2. To raise your mood and energy, you can now eat, drink coffee, and so on too.3. Home sweet home. How else to bring the needs system and the SIM part of the game to life? Right -by letting the player develop their own life too. Now you'll have a home (I'm stil...Read full article on Community Announcements (escapismovisuals)AnnouncementsOfficial
Early Access is coming soon! Here's what's new.
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 how the tasks were sitting in my task tracker), regardless of scale or importance. TL;DR - what's changing for Early Access (for those who don't want to read the whole wall of text):Market influence - a new mechanic: every month the world rolls a die across 4 axes (economy, clients, hiring, HR climate). You'll have to wait for the right moment.Clients came alive - reputation is now separate for each one, and employees like/dislike different clients (a bonus or penalty to mood and efficiency).Support projects reworked and fixed - proper XP, clear rewards, their own section in the UI.Burnout now reacts to your decisions - crunch and denied vacations/raises build it up; rest and bonuses bring it down.A harsher, fairer economy - the boss takes a monthly cut, dividends are paid daily, a new goal (save up for your first car), projects are more varied (juicy ones and flat-out bad ones), and the project limit goes up to 10.A living office -- a lounge with a TV, a foosball table, an AC unit, and "Employee of the Week."Hiring reworked - salary no longer gives away skill, and candidates now have...Read full article on Community Announcements (escapismovisuals)Patch NotesOfficial
You can finally play football in the office. Update 0.45 is live!
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 affect the gameplay. For example, you can choose to be smelly — which is incredibly important, obviously. Or you can take some courses before starting the game. You can even finish GOOD courses.3. Football and sprinting with Shift.I don’t actually like football in real life. Want to know how the ball ended up in the office? Players kept telling me there was nothing to do while waiting for the boss, a new project, or something else. So, I figured, why not just drop a football into the office?But players wanted more. They asked for goals. So, I added goals. According to the lore, the boss loves football, which is why he decided to set up goals for the employees (the boss doesn't actually know this yet, and there isn't much lore to begin with). Now you can score a goal, and confetti will fly everywhere!And do you know why the goals are inside the office? There's a whole outdoor area now, why not put them there? Sounds silly, right? Well, they are in the office because now you can use the ball to smash things! (Right now, you can break a desk or a coffee machine, but I’ll add more breakable o...Read full article on Community Announcements (escapismovisuals)






