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    <title>Venue Simulator devlog</title>
    <link>https://venuesimulator.com/blog/</link>
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    <description>Build a festival from an empty field. Then keep it running when everything goes wrong.</description>
    <language>en</language>
    <item>
      <title>Real people, dark nights and muddy grass</title>
      <link>https://venuesimulator.com/blog/real-people-dark-nights-muddy-grass/</link>
      <guid>https://venuesimulator.com/blog/real-people-dark-nights-muddy-grass/</guid>
      <pubDate>Thu, 29 Oct 2026 00:00:00 GMT</pubDate>
      <description>&lt;p&gt;I meant to make a few small fixes after the first post. Then I looked up and a day and a half had gone. This is a long one, sorry. There&#39;s a lot.&lt;/p&gt;
&lt;h2&gt;The crowd finally looks like people&lt;/h2&gt;
&lt;p&gt;Until yesterday my visitors were little coloured blocks with heads. They did the job, but every time I zoomed in I winced a bit. So I found a free, openly licensed library of 3D people, simplified them in Blender and put them in the game. There are 19 different visitors now, men and women, a couple of them dressed for a party.&lt;/p&gt;
&lt;p&gt;They don&#39;t just walk anymore either. They wait around, dance, cheer, clap, drink, and after a few drinks they walk a little differently. Metal fans and electronic fans don&#39;t move the same way, and if the sound cuts out, nobody dances. I also taught them not to walk through each other. That sounds obvious, but it took real work.&lt;/p&gt;
&lt;p&gt;Then I ran my crowd test and the frame rate fell off a cliff. Real people are heavy. I spent most of a night making it faster: people far away from the camera get a much simpler model, people outside the screen aren&#39;t drawn at all, and the heavy maths is spread over all the processor cores. 10,000 people went from 23 to 56 frames per second, and 100,000 from 7 to somewhere between 25 and 36. Not where I want it yet, but I can breathe again.&lt;/p&gt;
&lt;h2&gt;Staff in uniforms, and staff who get better&lt;/h2&gt;
&lt;p&gt;Your crew finally looks like a crew: the bartender in a white apron, the cleaner in overalls and rubber boots, security in uniform, the medic in a white coat, the technician in a hard hat and a high-vis vest.&lt;/p&gt;
&lt;p&gt;&lt;img src=&quot;/blog/images/2026-10-29-staff.jpg&quot; alt=&quot;The five staff types side by side in front of a trailer stage, with the funding goals panel on the right.&quot;&gt;&lt;/p&gt;
&lt;p&gt;Hiring got more interesting too. Part-timers are paid by the day, they&#39;re decent from the start and they stay that way, and about one time in twenty they just don&#39;t show up. Full-timers cost 60% of their wage every day whether there&#39;s a show or not, but they start out clumsy and grow. After about a dozen concerts a good one is far better than any part-timer. Speed, stamina and skill all change how they actually work.&lt;/p&gt;
&lt;h2&gt;The field remembers&lt;/h2&gt;
&lt;p&gt;Grass now wears down where people walk. Healthy grass turns into trampled grass, then into plain dirt, and it slowly grows back depending on the season. Visitors notice: standing in the dirt makes them a little less happy and you&#39;ll see &amp;quot;so dusty here&amp;quot; in their thoughts. I love watching the paths appear on their own between the bar and the toilets.&lt;/p&gt;
&lt;p&gt;&lt;img src=&quot;/blog/images/2026-10-29-grass.jpg&quot; alt=&quot;A field after a concert with brown worn paths between the stalls, the toilets and the stage.&quot;&gt;&lt;/p&gt;
&lt;h2&gt;Nights are dark now&lt;/h2&gt;
&lt;p&gt;I changed the lighting a lot: a real sky with stars, haze in the distance, a fog machine in front of the stage so the spotlights show up, and a slower sunset that goes from gold to purple to a deep blue night. Nights used to be oddly bright, now they&#39;re properly dark. That&#39;s why there&#39;s a new &lt;strong&gt;lighting pole&lt;/strong&gt; ($150): two floodlights, connect it to a generator and it lights about 11 metres around it. Visitors prefer walking on lit paths, so where you put your lights changes how people move.&lt;/p&gt;
&lt;p&gt;&lt;img src=&quot;/blog/images/2026-10-29-lights.jpg&quot; alt=&quot;Three lighting poles connected to a portable generator, lighting up a patch of grass at night.&quot;&gt;&lt;/p&gt;
&lt;h2&gt;Building and booking&lt;/h2&gt;
&lt;ul&gt;
&lt;li&gt;&lt;strong&gt;Building takes time.&lt;/strong&gt; A stall takes one to three hours of game time, a trailer stage a full day, the big stage three days. You can pay extra to finish right away.&lt;/li&gt;
&lt;li&gt;&lt;strong&gt;No more upgrade levels.&lt;/strong&gt; Instead there are separate buildings and add-ons: three different stages, a sound tower, extra counters, cold storage and more.&lt;/li&gt;
&lt;li&gt;&lt;strong&gt;A real menu.&lt;/strong&gt; Hot dogs, burgers, fries, desserts, beer, water, mulled wine, and cocktails once you have two stars. Visitors compare your prices with what things normally cost, and mulled wine sells better when it&#39;s cold.&lt;/li&gt;
&lt;li&gt;&lt;strong&gt;Festivals.&lt;/strong&gt; The planner has a proper calendar now. You drag the gate time and the show time, and you can run 2 to 4 day festivals with day tickets, combo tickets or both. Open the gates too early and people get bored waiting; open them too close to the show and they miss the start stuck in the queue.&lt;/li&gt;
&lt;li&gt;&lt;strong&gt;A check before the show.&lt;/strong&gt; Before the gates open, the game compares your power load with your generators and cables, and checks fuel, unconnected buildings and stalls without a bartender.&lt;/li&gt;
&lt;/ul&gt;
&lt;p&gt;&lt;img src=&quot;/blog/images/2026-10-29-planner.jpg&quot; alt=&quot;The event planner with a two-week calendar, a 24-hour timeline and a three-day festival being set up.&quot;&gt;&lt;/p&gt;
&lt;h2&gt;Two things I simplified&lt;/h2&gt;
&lt;p&gt;I had made electricity too fiddly. Every stall needed its own cable, and the start of a game turned into a lot of cable laying. For now only stages need power, and stalls, toilets and ticket booths just work. The rest of the power system is still there, waiting for the day I bring it back.&lt;/p&gt;
&lt;p&gt;The game also uses a real calendar now. It starts on 5 June 2026, seasons follow the months, and the bank counts in real years.&lt;/p&gt;
&lt;h2&gt;Something to aim for&lt;/h2&gt;
&lt;p&gt;The last addition is a small investment fund that gives you goals: three at a time in the top right corner, things like &amp;quot;get 25 people to one concert&amp;quot; or &amp;quot;earn $60 from beer&amp;quot;. Finish one and you get a bonus, and a new goal takes its place. The first 30 are hand-written, after that the game makes new ones based on your best results. The empty field at the start felt a bit lonely, and now there&#39;s always a next small thing to do.&lt;/p&gt;
&lt;p&gt;Next up: water, pipes and toilets that need them. And making those 100,000 people run a bit smoother.&lt;/p&gt;
&lt;p&gt;— Enes&lt;/p&gt;
</description>
    </item>
    <item>
      <title>Hello, Venue Simulator</title>
      <link>https://venuesimulator.com/blog/hello-venue-simulator/</link>
      <guid>https://venuesimulator.com/blog/hello-venue-simulator/</guid>
      <pubDate>Wed, 28 Oct 2026 00:00:00 GMT</pubDate>
      <description>&lt;p&gt;Hi, I&#39;m Enes. This is my first game. I&#39;ve played management games my whole life, and a few weeks ago I finally stopped saying &amp;quot;someday&amp;quot; and started making one. It&#39;s called &lt;strong&gt;Venue Simulator&lt;/strong&gt;, and it&#39;s about running a music festival.&lt;/p&gt;
&lt;p&gt;I have no studio, no team and no idea how long this will take. What I do have is a very clear picture in my head of the game I want to play, so I&#39;m going to write down how it goes here, good days and bad days.&lt;/p&gt;
&lt;h2&gt;The idea&lt;/h2&gt;
&lt;p&gt;I love building games, but I always felt the best part of a festival isn&#39;t the building. It&#39;s the night itself, when something goes wrong and somebody has to deal with it. So I wanted a game where the concert isn&#39;t something you sit and watch. You have to run it.&lt;/p&gt;
&lt;p&gt;You start with an empty field next to a village road and &lt;strong&gt;$5,000&lt;/strong&gt;. You put down a stage, a bar, a food stand, a couple of toilets, connect everything to a generator and plan your first night. Then the gates open and you find out everything you forgot.&lt;/p&gt;
&lt;p&gt;&lt;img src=&quot;/assets/img/concert.jpg&quot; alt=&quot;Opening night: a small crowd in front of the pallet stage, with the radio panel showing a fight and a fainting.&quot;&gt;&lt;/p&gt;
&lt;p&gt;Honestly, my first version of the concert was boring. People walked in, music played, people walked out. I looked at it and thought &amp;quot;why would anyone play this?&amp;quot; That&#39;s when the radio came in, and with it everything going wrong at once.&lt;/p&gt;
&lt;h2&gt;What&#39;s in there so far&lt;/h2&gt;
&lt;p&gt;More than I expected, to be honest:&lt;/p&gt;
&lt;ul&gt;
&lt;li&gt;&lt;strong&gt;Building:&lt;/strong&gt; stages, bars, food stands, toilets, ticket booths, generators and power cables. Most buildings can be upgraded twice.&lt;/li&gt;
&lt;li&gt;&lt;strong&gt;Events:&lt;/strong&gt; you book a local band (hard rock, heavy metal or electronic for now), set ticket and drink prices and open the gates.&lt;/li&gt;
&lt;li&gt;&lt;strong&gt;Staff:&lt;/strong&gt; bartenders, cleaners, security, technicians and medics. You hire them, tell them where to work and send them where they&#39;re needed.&lt;/li&gt;
&lt;li&gt;&lt;strong&gt;Things going wrong:&lt;/strong&gt; fights, people fainting, trash everywhere, dirty toilets, the bar running out of beer, short circuits. They come in over the radio and get worse if you ignore them.&lt;/li&gt;
&lt;li&gt;&lt;strong&gt;Getting better:&lt;/strong&gt; every show ends with a report card. Good nights give you reputation stars, stars unlock bigger bands and buildings, and the village bank will lend you money if you&#39;re feeling brave.&lt;/li&gt;
&lt;/ul&gt;
&lt;p&gt;&lt;img src=&quot;/assets/img/report.jpg&quot; alt=&quot;The event report after a hard rock night: ticket and bar income, wages, and a list of incidents.&quot;&gt;&lt;/p&gt;
&lt;p&gt;That report card was humbling. The place was full, 50 out of 50, people were reasonably happy, and I still lost $109, mostly because seven staff cost me $530. I laughed, but it&#39;s exactly the kind of thing I want the game to be about.&lt;/p&gt;
&lt;h2&gt;The crowd scared me the most&lt;/h2&gt;
&lt;p&gt;A festival has to feel full. I was worried the game would choke after a few hundred people walking around, so before anything else I made a test: 100,000 visitors walking around at once. It ran at over 100 frames per second on my laptop. I may have done a small dance. Everything else is built on top of that.&lt;/p&gt;
&lt;h2&gt;What&#39;s next&lt;/h2&gt;
&lt;p&gt;Right now I&#39;m working on electricity and water: proper power networks, pipes for the toilets, and later city connections and backup generators. After that I want more kinds of stalls (not everybody wants the same beer and burger) and visitors who actually have preferences.&lt;/p&gt;
&lt;p&gt;I&#39;ll post here whenever something new works. There&#39;s an &lt;a href=&quot;/feed.xml&quot;&gt;RSS feed&lt;/a&gt; if you want to follow along, and a Steam page is coming once the game looks a bit less like a prototype.&lt;/p&gt;
&lt;p&gt;Thanks for reading, it means a lot.&lt;/p&gt;
&lt;p&gt;— Enes&lt;/p&gt;
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