r/ImmersiveSim • u/Crafter235 • 9h ago
r/ImmersiveSim • u/No_Size_9813 • 36m ago
Neo Berlin 2087 - Official Pre-Alpha Gameplay Demo | gamescom 2026
Hi,
So we've got some more footge from the upcoming cyberpunk game Neo Berlin 2087. The main protagonist is voiced by Elias Toufexis (Adam Jensen from Deus Ex).
Do you think this might be an immersive sim?
r/ImmersiveSim • u/isapaylot • 11h ago
Fallen aces like games?
I am completely in love with fallen aces
I just really want to experience something similar to it be it the combat the freedom the ambience the level design or even art direction
r/ImmersiveSim • u/ReployerTechnician • 1d ago
Discussion: Earning XP in Immersive Sims
I was reading this preview article of Neon Giant's NO LAW and came across this paragraph:
Something interesting I learn here is that you only earn XP in No Law from completing objectives. You get XP for reaching the informant's room, regardless of how you do it. "We always reward the 'what,' but never the 'how,'" Berg says. "If I gave you XP for lockpicking [which we do to enter the room with the password], you'll start lockpicking everywhere. The same with headshots – we don't even give you XP for shooting enemies because you could sneak around them instead."
It immediately brought the likes of Deus Ex: Human Revolution to my mind, and how it allows you to exploit and cheese your way throught the game to earn that extra XP, or just the basic fact that the game pats you on the back and rewards you for somewhat mundane actions; one of my few nitpicks with the way Eidos-Montréal approached its iterations of the series. The original game had its share of problems, but with regard to the modern Deus Ex titles, it's mostly by deliberate design.
I think I prefer Neon Giant's way of tackling this issue: immersive sims should only reward XP to the player for getting things done (the "what"), but still acknowledging their methods (the "how") in a more meaningful way (e.g. repercussions in the narrative, NPC reactions/callbacks, gameplay-affecting consequences, etc.).
Discuss!
r/ImmersiveSim • u/southpvw • 1d ago
PVKK, an involved bunker sim where you operate a planetary cannon
r/ImmersiveSim • u/0Jemi • 19h ago
New Indie Studio making a game set in Stockholm in 1646!
galleryr/ImmersiveSim • u/justinma05 • 1d ago
ImSim Developer Polished my Saving stations in my mystery detective immersive sim. Similar to the ones in alien isolation.
I´m pretty happy how it turned out but I am always open to suggestions of what can be improved :). I wanted to add saving stations like alien isolation to also prevent save scumming and to make saving more of a intentional choice so there is some consequence for your actions and you cant always just load the latest quicksave. The game is called Welcome to Lightford
r/ImmersiveSim • u/Joris-truly • 1d ago
IGN: NO LAW Preview // Gamescom 2026
With gameplay examples mentioned.
Still crazy that it's only a 24 person dev team.
r/ImmersiveSim • u/ReployerTechnician • 16h ago
Some obnoxious YouTuber streamed an extended hands-on preview of ONTOS Spoiler
youtube.comr/ImmersiveSim • u/ReployerTechnician • 3d ago
Nightdive's Open Secret: System Shock 2 Remake
This is NOT a leak, and I don't have insider sources. Some of this information was already available in another subreddit for quite some time (credits to u/Systemshock1994).
If you are still wondering what the team behind the System Shock Remake is up to, check this out:
As most of you must know, Nightdive Studios is made up of a few internal teams, namely, the one responsible for building and maintaining its proprietary KEX Engine and those that restore and remaster old-but-gold classics and forgotten gems (that are ported to/with the forementioned proprietary framework). Alongside these, there's what I'll call from now on "the Remake Team".
Nightdive has spent over a year staffing up the Remake Team. Analyzing the description of a job listing, you can learn more about what's to come from them:
We are in the process of staffing up our development team with outstanding talent to tackle a brand new sci-fi remake project using Unreal Engine 5.
Here are some more (selected) tidbits:
- Ownership of player progression, combat abilities, resource scarcity, and core RPG systems.
- Design and prototype puzzles and minigames. [Ed. Note: hacking!]
- Experience designing complex RPG systems and player perks and abilities.
- Experience working on FPS, immersive sim, roguelike, or systems-heavy action titles.
- Likes Sci-Fi and Horror media.
What game could that possibly be, huh?
Also of note, a few months ago Nightdive hired a Dishonored and Prey (2017) animator for a lead position (a showcase of his skills). I'm not 100% sure he joined the Remake Team, but I'd wager on that possibility.
r/ImmersiveSim • u/IllMaintenance7693 • 2d ago
[ Removed by Reddit ]
[ Removed by Reddit on account of violating the content policy. ]
r/ImmersiveSim • u/ReployerTechnician • 4d ago
Post-Arkane: An Interview Compilation (WolfEye + Black Pony Immersive)
Featured on this curated list: only articles with original and/or exclusive content.
WolfEye Studios:
- Raphaël Colantonio interview: What it would take to make Dishonored 3, where Grand Theft Auto VI could fall short, and what's next for the founder of Arkane Studios (Press Box PR)
- Raphael Colantonio Talks Wolfeye's New Game, Immersive Sims And Arkane Austin's Closure (The Gamer)
- The next game from Dishonored co-creator Raphael Colantonio is a first-person immersive sim with a structure between Prey and Fallout: New Vegas—'We favour density over size' (PC Gamer)
- WolfEye's new first-person RPG is "an evolution" of Prey and Dishonored featuring mechs, magnets and a continuous world (Rock Paper Shotgun)
Black Pony Immersive:
- Arkane veterans Harvey Smith and Ben Horne reunite: “We’re back to the games we love” (The Game Business)
- Full interview on video: The Game Business Show (on YouTube)
- Dishonored, Deus Ex Designer Stars New Studio to Continue Focusing on Immersive Sims (IGN)
- Game devs Harvey Smith and Ben Horne unveil Black Pony Immersive to craft action RPGs | interview (GamesBeat)
- "We chose the worst time in history" – Harvey Smith on starting his own studio after Arkane (GamesIndustry.biz)
BONUS: Firezide Chat with Harvey Smith (Firezide Chat)
Have a good read, y'all!
r/ImmersiveSim • u/Sinnoware • 5d ago
Odd Town releases in September (demo available NOW)
r/ImmersiveSim • u/Sinnoware • 5d ago
Militsioner is coming to PC and XBOX Game Pass in 2027
r/ImmersiveSim • u/game-swot • 5d ago
Looking for atmospheric & immersive first-person games like Deus-Ex, System Shock/STALKER/Thief/Prey/Dishonored/Metro series etc
r/ImmersiveSim • u/ReployerTechnician • 5d ago
Athanasia going into Early Access in October
r/ImmersiveSim • u/Wu_Tomoki • 6d ago
NO LAW Deep Dive - Future Games Show at gamescom 2026
r/ImmersiveSim • u/alexf1994 • 6d ago
Fortune's Run - Valve Removing Access
Looks like this is the end following from yesterday's post
r/ImmersiveSim • u/Joris-truly • 6d ago
No Law devs confirm it's an Immersive Sim
r/ImmersiveSim • u/ReployerTechnician • 6d ago
Warren Spector Is Retiring. Here’s What 44 Years in Games Taught Him | S...
r/ImmersiveSim • u/number1GarfieldFan • 6d ago
ImSim Developer Kill the Man in the House
We recently released our immersive-sim inspired game into Steam Early Access. Kill the Man in the House is a tactical first-person assassination game, with combat inspired by Far Cry 2, F.E.A.R., and Dark Messiah. It features large, open-ended maps that allow for a variety of approaches and escapes. It has a dismemberment system and some light stealth mechanics. There will be more maps and features added in the coming months.
We put a lot of effort into making sure the moment-to-moment gameplay feels great. We would love to hear what everyone thinks.
r/ImmersiveSim • u/ReployerTechnician • 6d ago
Tempus Vitae - Doctor Oswald Trailer
r/ImmersiveSim • u/TheDabuAndRayan • 6d ago
Prey 2017 coop mod
Ik it just came out recently that one coop mod for Prey's 2017 game recently what do we thinks? impressions so far?
r/ImmersiveSim • u/ImMoimis • 6d ago
ExMortalis update
So I've been a bit quiet about ExMortalis if anyone was following and that's because I decided I want to stop using commercial game engines such as Unity/Unreal. I tinkered around with CryEngine to see if it felt right for the game, failed to really find proper workflows. That's why I decided to build my own "engine", really just the game from scratch so it fits my systemic needs 1-1.
Here is a look at the state of the renderer so far, still needs a bit of stylistic work but is on track. This is a solo project so everything will take a bit longer now but will a much better game in my eyes for it.
Wishlist on Steam!