Thank You!
Hello Everynyan! Everything has been going smoothly, and we almost have everyone except for the 3d modellers for the enviroment! We can take all the help we can get, so KEEP ON APPLYING! Thank you all for your wonderful support!
Simulacrum is a 3D narrative adventure set between the real world and a strange dream world made from lost, escaped, and forgotten dreams. The story follows Robert, who discovers a mysterious console that allows him to control his younger brother Chris inside this world. What begins as an unusual game quickly turns into something much larger, as Robert and his friend Viví investigate the company behind the technology and uncover what the dream world really is.
Gameplay shifts between exploring surreal dreamcore-inspired areas as Chris and investigating locations, people, and clues in the real world as Robert. Each dream area has its own identity, characters, humor, dangers, and mysteries, while a seemingly helpful Narrator gradually reveals a much more controlling role in the world.
At its core, Simulacrum is about control, escapism, family, and the consequences of treating real people like characters in a game.
Hello Everynyan! Everything has been going smoothly, and we almost have everyone except for the 3d modellers for the enviroment! We can take all the help we can get, so KEEP ON APPLYING! Thank you all for your wonderful support!
Every role in this project has the potential to reappear.
Viví is Robert’s real-world investigation partner: outgoing, curious, mischievous, and almost impossible to intimidate. She has a natural talent for talking to people, picking up on inconsistencies, and getting information out of situations Robert would rather avoid entirely. While Robert tends to withdraw when things get uncomfortable, Viví pushes forward, sometimes much farther than she should.
She jokes constantly, especially when Robert is being overly cautious, but she isn’t careless or stupid. Underneath her playful personality, she is extremely observant and takes the investigation seriously once she realizes how much is actually at stake. Her biggest flaw is that she cannot stand unanswered questions. If she knows someone is hiding something, she will keep digging until she finds out why, even when doing so puts both of them in danger.
Viví acts as a strong contrast to Robert. He runs from things he is afraid to confront, while she has a tendency to run directly toward them. Over time, their opposing personalities make them a surprisingly effective team and give their investigation a much more personal dynamic. In some routes it will end up romantically
[Playful / teasing] “Robert, if we’re already trespassing, we might as well actually find something.”
[Focused / suddenly intrigued] “Wait, wait, shut up. He said the building closed in 2019, right? Then why is that photo dated 2021?”
[Quiet / genuinely scared] “Robert… I’m serious. Whatever this is, they know we’re looking now.”
The Narrator is charming, theatrical, intelligent, and deeply unsettling. He initially presents himself as a helpful guide through the dream world, speaking with warmth and confidence, but gradually becomes more controlling as Robert and Chris stop following the story he has planned. He rarely sounds openly angry. Even his threats are delivered with unnerving composure, like he already knows how everything ends. Evil occasionally.
Voice: Smooth, articulate, slightly theatrical. Calm authority rather than a stereotypical horror voice. Think friendly storyteller slowly revealing that he is absolutely not your friend.
[Warm / welcoming] “Ah, there you are. I was beginning to wonder if you’d gotten lost. Come along. We have quite a lot to see.”
[Amused / subtly condescending] “Oh, Robert. You really do have a remarkable talent for finding doors that were never meant to be opened.”
[Cold / controlled, almost no emotion] “You were given a role. Chris was given a role. And everything was going perfectly well until you decided you deserved answers.”
Claggy the Clown is a tired, sarcastic performer who’s expected to stay cheerful even when she clearly doesn’t feel like it. She delivers most of her lines with forced enthusiasm, passive-aggressive humor, and the energy of someone treating everything like another shift they have to survive.
She can still be genuinely funny and entertaining, especially when something catches her interest, but she rarely drops the sense that she’d rather be doing almost anything else.
[Cheery / bouncing through the words] “C’mon, c’mon, don’t make me do the drumroll myself. I hate doing the drumroll myself.”
[Annoyed / still performing through gritted teeth] “Ohoho, fantastic. Another genius who thinks climbing over the railing makes the ride go faster.”
[Dead serious / all playfulness gone] “Put it back, Chris.”
Rabble is a mascot built to be the “cool rebel” of the group, except his entire rebellious image is painfully manufactured. He acts laid-back, cocky, and anti-authority, constantly trying to look like he doesn’t care, but he very obviously cares a lot about looking cool. Underneath the act, he’s actually pretty easygoing and more sincere than he wants anyone to notice.
Voice: Youthful male voice with relaxed confidence and a slightly exaggerated “too cool for this” attitude. Should sound playful and charismatic rather than genuinely edgy. Think someone who talks like he’s always leaning against a wall, but occasionally slips and gets way too excited about something.
[Laid-back / smug] “Rules are more like… strongly worded suggestions with branding. If they really didn’t want me back here, they probably should’ve made the sign less interesting.”
[Trying way too hard to sound cool] “Yeah, yeah, Claggy said not to touch that. Which, obviously, made me want to touch it more. Relax. Worst case, something explodes and I become way more interesting.”
[Actually sincere, dropping the act a little] “Look, I joke around a lot, but if you’re really trying to leave, then leave. Don’t let Claggy, the circus, or anybody else decide where you’re supposed to stay.”
Moppet is a soft, oversized daycare mascot with too many padded arms, layered fabric folds, and the general shape of something halfway between a plush toy, a blanket pile, and a creature you could accidentally fall asleep on. She’s warm, patient, and genuinely good with kids, but she also has the weary energy of someone who has broken up the same argument about crayons approximately ten thousand times.
Unlike Claggy, Moppet doesn’t really perform. She’s calmer, quieter, and more grounded. She has a habit of treating everyone like they’re slightly younger than they are, including Chris. She can be nurturing without being sugary, funny without constantly cracking jokes, and a little unnerving simply because her body doesn’t obey normal space. Kids can disappear into her folds and come back out somewhere else, and she acts like that’s completely ordinary.
Voice description:
Warm female voice, soft and low-energy, with a comforting tone that can turn dry or mildly exasperated. She should sound naturally nurturing rather than putting on a “baby voice.” Think tired daycare worker who still actually cares about the kids. Her humor should come from how calmly she reacts to absurd situations.
[Gentle / reassuring] “Hey, hey, slow down. Nobody’s taking your toy. We’re using our words first, remember? Biting is for emergencies.”
[Dry / mildly exhausted] “Chris, I have counted seven children in that tunnel and eight came out. I’m choosing not to make that my problem right now.”
[Firm / protective] “No. You can be mad at me all you want, but you are not going in there alone. Sit down.”
Jackpot Jack is a smooth, theatrical casino mascot who treats almost everything like a wager. He’s charming, relaxed, and annoyingly confident, with a habit of turning normal conversations into little games of chance. He loves risk, bluffing, and watching people make decisions under pressure, but he rarely comes off as openly threatening. Most of the time, he feels more like a host who’s having a little too much fun.
He carries himself like the house always wins, even when things are clearly going wrong. He’s playful, stylish, and hard to read, and he has a habit of making people feel like they’ve agreed to something before they realize what happened.
Voice description:
Male voice, smooth and charismatic, with relaxed confidence and a slightly theatrical edge. He should sound like someone who is always half-smiling. Avoid a stereotypical deep villain voice. The performance should feel playful and inviting most of the time, but capable of becoming suddenly calm and serious.
[Delighted / scammy] “Ah-ah-ah, don’t look at the fine print, that’s where all the sad little details live! Look at me instead. Much friendlier.”
[Rapid / excited, almost laughing through it] “Double or nothing! Triple or nothing! Hell, let’s make up a number, numbers are FREE! That’s the beauty of mathematics, kid!”
[Low / intense, still smiling] “Now you listen to me very carefully. You did not lose because the game was unfair. You lost because you thought I was playing the same game as you.”
A collection of minor characters, workers, mascots, customers, arcade employees, store clerks, performers, and other strange inhabitants throughout the game. Some may only have a handful of lines, while others could appear for an entire scene. We’re specifically looking for actors with strong range who can make multiple characters sound genuinely distinct from each other.
Voice description:
Any male voice type is welcome. Range matters more than having one “perfect” voice. Comedy, creature voices, exaggerated mascot voices, natural dialogue, older/younger voices, and unusual character choices are all encouraged.
[Friendly / slightly weird employee] “Yeah, the machine does that sometimes. Just don’t look directly at it when it starts counting backwards.”
[Loud / overly committed performer] “Ladies, gentlemen, and whatever crawled in through the vents, you are about to witness something incredibly unnecessary!”
[Completely exhausted] “I’ve been standing behind this counter since Tuesday. I don’t know what day it is here, but I know it’s been Tuesday too long.”
A collection of minor characters, employees, mascots, performers, customers, dream-world creatures, and one-off NPCs. Actors may voice several different characters throughout the project, ranging from completely normal people to extremely strange dream inhabitants.
Voice description:
Any female voice type is welcome. We’re looking for versatility, strong character acting, and willingness to experiment. Feel free to make each audition line sound like a completely different person.
[Cheerful / customer-service voice] “Welcome in! Ignore the screaming from aisle four. We’re having a promotion.”
[Annoyed / argumentative] “No, you cannot exchange it. You won it, you touched it, and now whatever it does at night is your responsibility.”
[Soft / strangely sincere] “You’re new here, aren’t you? Don’t worry. Everybody looks lost for the first couple days.”
We’re looking for a writer to help develop Simulacrum’s characters, dialogue, side stories, NPC interactions, comedy, and worldbuilding. The game has a large cast and a story-driven structure, so the role will involve everything from important character scenes to tiny optional conversations and weird one-off NPC moments.
You should be comfortable writing dialogue that feels natural and character-specific rather than overly polished or generic. Strong comedy, distinct character voices, emotional scenes, and creative worldbuilding are especially important. You’ll be working from established characters, story beats, and lore while also having room to pitch your own ideas.
Experience isn’t required if you can show strong writing. Samples of dialogue, game writing, scripts, comics, or character-focused fiction are welcome.
*Say something you think would fit*
We’re looking for a marketing artist to create polished promotional artwork for Simulacrum, including character-focused posts, teasers, banners, social media graphics, fundraiser visuals, key art, and other promotional material.
The ideal artist should be comfortable working from existing character designs and visual references while still bringing strong composition, lighting, posing, and atmosphere to each piece. Simulacrum has a surreal, dreamcore-inspired identity, so we’re especially interested in artists who can make artwork feel strange, nostalgic, colorful, and memorable without defaulting to generic horror imagery.
This role is focused primarily on promotional art rather than in-game assets. Creativity is encouraged, and artists will have room to pitch visual concepts and unique ways to present characters and locations.
A portfolio or examples of previous illustration, character art, promotional artwork, posters, or similar work are strongly preferred. No AI
*Say something you think would fit*
Chris is one of the central characters of Simulacrum. He’s energetic, outgoing, impulsive, funny, and expressive, with a personality that can shift quickly between joking around and genuinely vulnerable moments.
We’re looking for a youthful male voice that feels natural and conversational rather than overly “anime” or theatrical. Chris should sound like someone whose brain is moving fast: quick reactions, occasional rambling, strong emotional swings, and a lot of personality in even simple lines.
The role will involve comedy, casual dialogue, fear, frustration, emotional scenes, and more serious moments later in the story, so good range is important.
Voice direction:
Teenage / young male voice, medium to slightly higher pitch. Energetic and expressive, but still believable. Avoid extremely deep voices, forced raspiness, or exaggerated cartoon delivery.
This is a major recurring role and one of the most important voices in the game.
Casual / Energetic “Okay, okay, hear me out\. This looks incredibly stupid, which means there is at least a fifty percent chance it’s actually important\.”
Genuine anger / Comedic Frustration “Oh, awesome. Great. Love that. The hallway moved again. That’s definitely a normal thing hallways do.”
Serious / scaredYou ever get the feeling that everyone else got told how they’re supposed to live, and somehow you missed that conversation?
We’re looking for a Lead Animator for Simulacrum, a narrative-driven 3D dreamcore/weirdcore RPG focused on exploration, combat, surreal environments, and character-heavy storytelling.
This is a revenue-share position. The Lead Animator will receive 7% of the game’s revenue share pool / agreed project revenue, with the exact terms written out and agreed to before work begins. This is not being advertised as guaranteed upfront pay. The idea is that this role is a major long-term contribution to the game, so compensation is tied to the project’s success.
You’ll help establish the overall animation style and handle or oversee major character animation, including:
Idles, walking, running, and general movement
Combat animations
Character reactions and expressive acting
Cutscenes and story sequences
Boss and enemy animations
Unique animations for important characters
Helping keep animation quality/style consistent across the project
The animation direction is stylized and expressive, not realistic. Strong posing, personality, readable silhouettes, and memorable movement are much more important than realism. Some characters may intentionally move in exaggerated, strange, or unnatural ways to fit the dreamlike world.
We’re looking for someone who has experience with 3D character animation, communicates reliably, can work from references and direction, and is interested in taking a meaningful leadership role in an indie project.
Experience with Blender, rigging, Unity animation workflows, or game animation pipelines is a major plus.
This is intended to be a long-term core team role, not just a commission for a handful of animations.
*Say something you think would fit*
We’re looking for a 3D Character Modeler for Simulacrum, a narrative-driven dreamcore/weirdcore RPG with a stylized 3D visual direction.
This is a revenue-share position. Compensation would be based on an agreed percentage of the game’s revenue, with the exact terms written out before work begins. This is not being presented as guaranteed upfront pay. The goal is to bring on someone who wants to become part of the core team and contribute across multiple characters rather than only doing a single commission.
You’ll primarily be responsible for turning character concepts and references into game-ready 3D models. Characters range from relatively grounded humans to much stranger dream-world designs, mascots, creatures, bosses, and surreal NPCs.
The art direction is stylized, recognizable, and expressive rather than realistic. We want characters to have strong silhouettes and personality without requiring extremely high-poly or photorealistic detail.
Responsibilities may include:
Modeling major characters and NPCs
Creating clean, game-ready topology
UV mapping
Texturing/material setup where applicable
Preparing models for rigging and animation
Making revisions based on concept art and feedback
Helping maintain a consistent character style across the game
Working closely with the animator/rigger to make sure characters deform properly
Experience with Blender and game-ready character modeling is strongly preferred. Experience with Unity pipelines, stylized modeling, rigging, or optimization is a major plus.
We’re especially interested in someone who can take sometimes unusual 2D concepts and translate them into 3D without losing what makes the original design distinctive.
This is intended to be a long-term core-team position for someone interested in helping establish the visual identity of Simulacrum.
*Say something you think would fit*
We’re looking for an unpaid General Manager / Project Coordinator for Simulacrum, a narrative-driven 3D dreamcore/weirdcore RPG currently being developed by a growing indie team.
This is a volunteer position with no guaranteed payment or revenue share. Please only apply if you’re genuinely interested in the project and comfortable contributing unpaid. If the project becomes financially successful, future paid opportunities may become possible, but nothing is promised.
The main purpose of this role is to help keep the team organized so the project director can focus more heavily on creative direction, writing, music, and development decisions.
You may help with things such as:
Keeping track of team members, roles, and responsibilities
Organizing developers, artists, animators, writers, and voice actors
Tracking tasks, deadlines, milestones, and project progress
Following up with team members when work is due
Maintaining Discord channels and project organization
Keeping documents, spreadsheets, scripts, and assets organized
Coordinating communication between different departments
Helping organize voice actors, recording deadlines, and retakes
Taking notes during team discussions and documenting decisions
Identifying when something is falling behind or being forgotten
Helping onboard new team members
Keeping the project director updated without requiring them to chase everyone individually
This is not a creative-director position. You will have input and are welcome to contribute ideas, but final creative, financial, casting, and development decisions remain with the Project Director.
You do not need professional management experience. We care much more about someone who is organized, reliable, communicative, mature, and genuinely interested in helping an indie game come together.
Experience managing Discord communities, indie projects, game jams, creative teams, Trello/Notion, spreadsheets, or voice-acting projects is a major plus.
We’re ideally looking for someone who wants to become a consistent member of the team and help turn a chaotic creative project into an organized production.
*Say something you think would fit*
2D Game Artist | Simulacrum
Looking for an artist to create in-game art for a 3D dreamcore/weirdcore story game.
Main work:
Character dialogue portraits and expressions.
GUI art, including menus, dialogue boxes, buttons, and icons.
Additional 2D assets for scenes and minigames.
I’ll provide character references and work with you on the style. Looking for someone interested in contributing throughout the game.
Compensation: 2-5% of the base game’s net revenue for completing the agreed scope, earned through milestones. No upfront payment or guaranteed earnings.
Send examples of your character art and UI work if interested.
*Say something you think would fit*
Music Producer / Composer | Simulacrum
Looking for someone to help create the soundtrack for a 3D dreamcore/weirdcore story game.
You’ll need to be able to:
Turn hummed melodies I send into finished tracks.
Create original music from scene descriptions and references.
Capture different feelings, including comfort, nostalgia, excitement, loneliness, and unease.
Make looping tracks for areas, character moments, battles, and minigames.
I’ll contribute melodies and musical direction, but I also want your ideas. The music should give each place its own personality and support what’s happening in the story.
Send examples that show your range, especially atmospheric or emotional music.
*Say something you think would fit*