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MTX Sim

The idea

17.12.2025

On the 2nd of October I created yet another Unity project. I titled it MTXSim.

The vision was very clear for me- amidst all the games nowadays that offer ton of optional microtransatcions and pay to win options, how would a game look that consists almost ONLY of microtransactions? Funnily enough, the idea for the game started on discord call with my friends. We started naming all the things player would have to buy to actually play the game. The original idea was to make an actual unplayable game that you had to spend ingame money to buy features like fullscreen or the ability to walk and so on... I was kind of fresh after a recent game jam and was looking forward to another one, but this idea kept me awake at night. I abandoned the idea of game jams for the duration of this project.

The project phase looked like any with the games I create- make a list of goals, features, mechanics, ideas for graphical design and unique features.
Somehow the project drifted to this bizzare desktop simulator with some preinstalled apps and one of those apps being MTX Sim. I had many ideas for what the actual game should be and what should be its goal. When I knew I was making a desktop simulator I started thinking of all the different and unique/ funny apps that I might implement. I looked at it like a challange, the options for an app in game are endless, yet it had to fit the theme.

And so the first apps came to life along the main MTX Sim App.
I took a lot of inspiration from Welcome To The Game, a great game that implements the desktop simulator feature very well. However I didn't refresh my memory on that game. I wanted to be inspired by how I remembered the game, and not distort these ideas by straight up copying even by mistake any features.
The rest -or most- of the apps came to me pretty easily. I had to think: what features does my game have/ plan to have and monetise it some kind of way. As money was a big part of purchasing these features I had to come up with some convinient ways of earning it. I came up with 5 different ways, so that the player doesn't get bored, trying to do just one thing over and over again.

Two apps are free and allow the player to earn money. In the Survey app the player answers 5 trivia questions from different categories and is rewarded with money. GaymTest app was added much later in development and allows the player to earn money through testing some minigames and filling out a form.
FreeCoin, Stocks and 'Pics are paid apps and offer more ways to earn money, but since the player has to pay for them, they offer a higher reward.

From the 2nd of October until about the first public release (so 27.11.2025-ish) I triend not to miss a single day of development- be it programming, designing or making art for the game. I am very proud of how consistent I managed to be and how much motivation and joy this project has given me thus far.
I am taking a little break from the game to participate in another game jam that starts in 12 hours from when I'm this post.

There will be more updates.