[b]The project started in 2019[/b] as a passion project developed for fun by [b]Sigfrido Cosmo[/b] (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: [b]Filippo Colombo[/b] (level designer) and [b]Lorenzo Erialti[/b] (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.
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The name โ[b]Simulakros[/b]โ is a mix of the latin word โ[b]simulacrum[/b]โ meaning representation of something, and the greek word โ[b]mechanikos[/b]โ meaning mechanical, with an additional play on word with the ending SimulakrOS which stands for Operating System.
In [b]2022 [/b]the game started to become a reality after signing with the publisher [b]Plug in Digital[/b]. We started working with a few freelancers for concept art, character art and rigging. Another friend joined, [b]Alex Gallucci[/b] (3D artist).
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In [b]2024 [/b]as the game was reaching the peak production we found another core member of the team [b]Matteo Scarcella[/b] (3D artist) and started cooperating with [b]Shoganai Soft[/b] to help us with environment art, especially with Imanol [b]Delgado Salazar[/b] (Lead Artist), an old time friend of Sigfrido and Filippo from the time they all worked at CD Projekt RED.
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[b]Sigfrido Cosmo[/b] (Game Designer) has been working on Simulakros as [b]his passion project for over four years[/b]. 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 [b]solo developer [/b]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. [b]He is immensely proud of the result and he is super happy to see players enjoying his game. [/b]