Skip to content
Simulator

Create a Roblox simulator with AI

A simulator repeats a simple action — hit, collect, run — and rewards the repetition. The genre lives on cadence: every minute must give something, and every half hour must change how the game is played.

What makes a good simulator

The core action has to feel good the first time

Sound, a small animation, a number that pops: the collect action is performed thousands of times, so its first second decides everything.

Capacity creates the rhythm

A backpack that fills forces a trip to sell. That trip is a pause, a chance to spend, and the natural place for the next upgrade to be shown.

Zones and rebirth change the game, not just the numbers

A new zone should bring new objects to collect and a new look. Rebirth should reset the counters while unlocking something that was not available before.

The systems to write

  • CollectingThe core action, validated on the server, with its cooldown and tool multipliers.
  • Inventory and capacityCurrent load, maximum, and the upgrades that raise it.
  • ZonesAreas unlocked with currency, each with its own collectables and palette.
  • RebirthA prestige reset that grants a permanent multiplier.
  • SavingCurrency, upgrades, zones and rebirths, saved safely.

Common pitfalls

Collection is computed on the client.

The client asks, the server decides. Anything else is farmed by an exploiter within the hour.

A per-frame loop searches for collectable objects.

Use touch events or a timer at a few hertz. A frame loop over hundreds of parts is why simulators lag on phones.

What Nemesis builds for a simulator

Nemesis builds the zones with distinct palettes, writes the server-side collection loop, capacity upgrades, rebirth and saving, then measures the result: screenshots to check zones read as separate places, a playtest to check that collecting, selling and rebirthing work without a single console error.

Visual direction enforced by the quality check: readable, contrasted, rich: distinct zones, machines that stand out.

Frequently asked

How is a simulator different from a tycoon?

A tycoon grows a base; a simulator grows the player. In a simulator you move, collect and upgrade yourself, while a tycoon is about placing machines that produce for you.

How much content does a first simulator need?

Two or three zones, a dozen upgrades and one rebirth tier. That is a few hours of play and small enough to balance properly before adding more.

Create a Roblox simulator with AI — Nemesis