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Watch trailer on Steam ↗Studio Sim
PrattDesign · Published by PrattDesign
Last updated 28 Sept 2026
Build a film and television empire in a living entertainment industry beginning in the 1980s. Create and manage productions, cast unique talent, outmaneuver rival studios, climb the box office and grab television ratings in this immersive, old-school tycoon sim.
Indie, Simulation, Strategy, Casual · 2026 · More free games
About this game
Build your dream production studio and chase box office glory and television ratings in Studio Sim, an old school, densely packed, studio tycoon beginning in the cut-throat world of 1980's Hollywood.
Layered film management system (pre-production, in-production, post-production, opening weekend, theatrical release, home video). Call the shots from the screenplay, through casting, all the way to marketing and release.
Layered episodic television system (pre-production, pilot production, season production, post-season) that run for multiple seasons or limited series. Negotiate with networks for air-time or create pilots that fizzle into dust.
The robust and unique World Simulation Engine (WSE) | (See below).
Every action you take as a studio will accrue Studio Points. Points will grow your studio from Independent to Major and along the way unlock perks to better climb the entertainment ladder.
Perks are broken into six main branches. Negotiation, Production, Marketing, Talent, Intelligence & Prestige. Each branch has another six options to choose from. Streamlined negotiations with talent, stronger marketing pushes, office upgrades, fire shots at rival studios and a lot more.
Deal with important or unexpected production events during every step of production, including writing, filming and editing, affecting quality, hype, relationships, progress and much more.
Compete against rival studios for box office dominance, television ratings and top industry awards in Film, Television and Pop Culture.
Set up sequels to your projects or go bigger and create entire cinematic universes. These projects work in tandem with one another to bring more hype and draw bigger audiences.
Leverage actor appearances on three late night talk shows. Each with a unique host, interview style and show identity. But be careful who you send. Volatile actors can can wreak havoc on the project they're promoting and the appearance itself.
Follow the in-game Tabloids to keep up to date on the world.
Manage project budgets. Every action taken for a project can add to the project budget, coming out of the studio's funds. Higher budgets need a stronger release and great marketing plan to make their money back, or a strong television run on a major network.
Create/Edit/Save & Share custom databases with the in-game database editor.
Full & Lite Performance mode options for better optimization on lower end hardware.
Simple live poster generation. Every project will have an in-game poster created based on title and genres selected. Optionally, upload your own custom poster at any time.
Hidden Talent. A small number of actors with lower Fame will deliver the performance of a lifetime if you cast them, skyrocketing the actor into overnight stardom and making audiences come out in droves to see your project.
Choose from a wide variety of screenplay modifiers to give your scripts more edge. The more modifiers a script has, the higher the parental rating will become, along with other potiental actions. (i.e. having Nudity in your script will require you to cast talent who agrees to go nude for your project, and will expect a premium.)
A robust set of production additions, ranging from explosions, to CGI, to elaborate set design and everything in-between are available to enhance the project. Each adding an affect to the hype and quality of your project. Choices matter. Audiences going to see a romantic comedy probably do not want a bunch of stunts and explosions.
Choose to sell your distribution rights in various locations around the world, bringing your costs down, but potientally losing out on revenue. Release films Globally, Internationally, Domestically or straight to Home Video.
Don't worry if your film doesn't perform well at the Box Office. When the theatrical run is complete, set up your Home Video plan and you may just have the next cult classic.
If your television shows need a boost, book special guest stars to try for a ratings bump.
Create mid-credit and post-credit scenes, choosing the actors involved, to keep the audience hooked.
Track television ratings across multiple demographics, Mass Audience, Adult Audience, Youth Audience, Critic Audience, Male Audience, Female Audience. Also, season by season or episode by episode and see how your show is doing compared to other shows in the same time-slot.
Award season begins one month before an award show. Tabloids begin hyping the nominees in the major categories. On award show night, watch the show to see who won in live time, or skip the show and view the winners.
Award categories are tiered and winning will provide Fame boosts. For example, winning Best Actor will provide a larger boost than winning Best Supporting Actor, but even being nominated provides benefits.
The Auction House perk allows you to bid on pre-made projects with scripts already completed, actors or directors already attached, or other variations. Effectively bypassing most of the pre-production phase.
Extensive record keeping of all your projects, film or television. Along with rival projects, top 10's, season ratings, box office and much more.

The WSE is a uniquely designed, deep social simulation engine that runs in the background allowing talent to behave autonomously in-game. No two games will feel the same. The WSE will run on the default database and any custom community databases creating a unique hollywood-style universe simulation.

Core database with thousands of actors entering the game over the span of two decades. The core database also includes three character portraits per actor to better simulate aging. The WSE knows how old the talent is, and will adjust the portraits automatically as the actors age.
Relationships. Actors will form branching and evolving friendships, cliques, rivalries, feuds and romances. All documented in the tabloids.
Fame. Actors accumulate star points many different ways in-game. Successful projects, tabloid interest, late night talk show appearances, relationships, magazine photoshoots or articles and a lot more. These star points accumulate and once a threshold is reached, the actor will rise to the next Fame level. Conversely, fame can also decrease just as easily.
Life... Actors who are in a romantic relationship, or maybe just had one delightful evening together, can have children. Children of actors are born with special traits only they have, affecting their "nepo baby" status. Some can overcome, some live in their parent's shadow. Some find a niche and others find vices.
...and Death. Actors age as years pass and their in-game profiles will reflect aging with portraits that update automatically as time goes on. Eventually (or unexpectedly) an actor will pass away. This means they can potientally pass away during filming. Complicating production. Other actors who had a relationship with the deceased could request time off, halting production.
Groups/Cliques. Actors can form groups with each other (eg. the Rat Pack) and will form organically if there is a group of actors with close enough relationships to one another. Choosing to appear in projects together and being covered and named in the tabloids. They can also dissolve, have reunions, block actors from getting roles and support each other with group fame bonuses.
Traits. Every actor draws from a large pool of customized traits defining their personality. Running the gamut from "Professional" to "Known Addict". These traits direct their behaviour, lifestyles and choices made in-game.
Events. In-game events happen organically anywhere from filming on location, to an award show, to an appearance on a late night talk show to a restaurant or private gathering. These events have a direct +/- affect on the actor. Positive interactions on-set between actors will get people talking about their chemistry and generate hype. Conversely, too many negative interactions between actors and people will become more interested in the on-set drama than the actual project.
Organic biographies are generated for every actor based on a number of factors, including their traits, relationships, history in film and television and more.
Scandals. They can rock an actors career or sink them completely.
System Requirements
Will my PC run this? →Minimum
- Requires a 64-bit processor and operating system
- OS: Windows 10 64-bit
- Processor: Intel Core i3-6100 or AMD Ryzen 3 1200
- Memory: 8 GB RAM
- Graphics: Intel UHD 620 / AMD Vega 8 / NVIDIA GeForce GTX 750 equivalent or better
- DirectX: Version 11
- Storage: 2 GB available space
- Sound Card: Any
- Additional Notes: Requires a display resolution of at least 1280x760. Mouse and keyboard required.
Recommended
- Requires a 64-bit processor and operating system
- OS: Windows 11 64-bit
- Processor: Intel Core i5-8400 or AMD Ryzen 5 2600
- Memory: 16 GB RAM
- Graphics: NVIDIA GeForce GTX 1050 / AMD Radeon RX 560 equivalent or better
- DirectX: Version 11
- Storage: 2 GB available space
- Sound Card: Any
- Additional Notes: SSD and 1920x1080 display recommended for best experience.
Supported Languages
Latest news
AnnouncementsOfficial
Studio Sim Demo Out Now!
Hello and welcome!Just a quick update today to say the Studio Sim Demo has been released! I unfortunately don't have a discord, but please feel free to comment in the Discussion board here on Steam, or reach out to me directly if needed. This is just a demo build and is unfinished, however most, if not all features are currently available in-game. Some of the screens are still being cleaned up, noteably the studios and networks, but instead of locking those out for the Demo, I figured they should at least be visible. As a player, you can create one film project from beginning to release, and one season of a television show until end of season. Just a few demo notes: - There is currently a bug with directors, where they will accept pretty much any offer you give them. It's being worked on. - Due to the limitations of the Demo, cinematic universes aren't possible in the demo, since there can only be one project. They are in the full game. - Some in-game character portraits might still look wonky, due to the age-progression with the character images, I simply haven't been able to finish individually cleaning them all up. But they should be few and far between. - Custom databases are currently unavailable, however I plan to have the demo updated before the full release to include custom databases soon. Mark | PrattDesignRead full article on Community Announcements (Pratt_Design)AnnouncementsOfficial
Studio Sim Developer Journal #2 - World Simulation Engine
Hello and welcome!Today I am going to take a deeper dive into the World Simulation Engine and what exactly makes the actors tick, in-game.Traits The number one personality definer in-game are the traits an actor can have. Each trait consists of multiple +/- values that effect everything from how they behave on-set and off, how they promote projects and how they interact with other talent. An actor typically has between 5 and 10 traits.Traits are broken up into "Positive", "Neutral" and "Negative" categories and effect the in-game world in many different ways. Below are a few examples of trait effects: TraitIn-Game EffectBankable+5% to +15% box office multiplier based on fame, +10 to +20 hype when cast, rival studios value them more when greenlighting/casting, salary ask +10%.Audience Favorite+0.08 weekly TV rating, better tabloid positivity, fewer negative headlines, better late-night outcomes, lower off-rails chance, reduced scandal backlash, small box office lift.CharismaticStrong late-night boost, stronger trailer impact, major chemistry bonus, small box office lift.Easy To Work WithLower production/conflict/on-set issue chance, faster relationship growth, better nudity clause acceptance, steadier filming quality, small filming quality bonus.ProfessionalLower production/conflict chance, reduced quality variance, steadier filming, faster career growth, better nudity clause acceptance.DivaHigher conflict and production event chance, more perk demand, co-star quality penalty, co-star relationship penalty, salary ask increase.OverpaidSalary ask +25% to +50% based on fame, rival studios are less willing to cast/greenlight, underwhelming films take an extra box office penalty.ChaoticHigher production/conflict/chaos chance, much higher late-night off-rails chance, wider quality variance.InconsistentMuch wider performance quality variance, higher chance of extreme outcomes, weaker filming stability, higher production event chance.Known AddictHigh absenteeism, risk overhe...Read full article on Community Announcements (Prazz)AnnouncementsOfficial
Studio Sim Developer Journal #1 - Film & TV Breakdown
Hello and Welcome! Before I begin, the goal has been and still is a September/October 2026 release and I don't see any reason why that target won't be met. Everything listed in the About This Game section has been implemented completely or above 90% completion in-game. To dive into it a bit more, in creating Studio Sim I broke it down into three pain parts:Film productionTelevision productionWorld SimulationEach one taking a 1/3 chunk of the pie and when combined form the full Studio Sim play experience. I will do a deeper dive into the World Simulation next time, but for now let's focus on the two main game loops. Film and Television.FILM PRODUCTIONFilm Production is divided into three phases.Pre-ProductionIn-ProductionPost-ProductionThese are followed by Release. PRE-PRODUCTIONPre-Production involves hiring the writer, defining the Roles, Hooks and Modifiers for the screenplay, booking a Shoot Location and hiring the Director. Once those are selected, the writing process begins. Writing will last anywhere from 4 - 16 weeks, depending on factors such as the writers speed.During the writing process, 'writing events' will happen where the writer will need your input. Such as an idea for a grand scene that will require the Production Addition: Explosions or CGI, or a grand set design.Another quick example: the writer may be writing a character and think an actor would be a great fit for this part. The writer will inform you and you have the option to send the rough draft to the actor, where they can agree to take part in the project right there, or pass on it: IN-PRODUCTIONIn-Production involves casting the Roles by either hiring talent directly or holding auditions for the Role and choosing the best of the bunch. Selecting an actor enters Negotiations with that actor. There are different ways to get the talent to sign on the dotted line, such as higher salary, incentives like a Star Trailer, First Class Travel, etc. As you unlock Studio Perks you'll be able to use th...Read full article on Community Announcements (Pratt_Design)AnnouncementsOfficial
Disclosure of AI Aging Portraits in Studio Sim
Hello and welcome! I am going to use this time to explain the use of AI within Studio Sim as I feel it is imperative for developers to be transparent about their use of AI in games. AI was used as an enhancement tool for coloring and aging portraits only. Portraits that were 100% hand-drawn by PrattDesign. A quick snapshot of the process: (more info below)In the default database every actor has three portraits. First as a younger actor, second mid-aged, and third older aged. All 2000+ initial "younger" portraits were hand-drawn by me, one by one. From #1 - #2000, the process took a bit over 3 months to complete. From then, the plan was to manually age each actor by hand, but I did not have intentions to color in the portraits at that time. The entire UI of Studio Sim was different back then and not coloring the portraits worked for that style. As time went on and the UI evolved in-game, I needed to go back and re-evaluate the images. They weren't working anymore in their rough style. I was shown a custom workflow in comfyUI by a developer friend working on a completely different project, when I saw the consistent results, I was impressed. I experimented for about four weeks finding and tuning appropriate models in combination with specific LoRA's. Eventually customizing a specific LoRA for Studio Sim only, which finally achieved the proper consistent comic art style and aging process you see in-game. And that's it. That my long-winded AI disclosure. Please reach out and feel free to let me know any questions. Cheers! Mark from PrattDesign.Read full article on Community Announcements (Prazz)








