DEMO: 

This demo of Self Simulated features the core elements of the game, as well as some of the first levels. On top, once you finished the demo, you unlock "Hardcore mode", one of the modes available in the full game.
In Hardcore mode ramps up the challenge, as you get put back to the title screen on your first reboot! 

The game is expected to be fully released digitally in July 2027.

ABOUT THE GAME:

Self Simulated is a fast-paced precision platformer. Waking up in a humanoid robotic body with no memory of what happened, you're guided only by M.A.C.R.I.S., the facility AI in your head - and it can't unlock your past either. To force those memories loose, you'll have to fully synchronize with your new body, one level at a time.

  • Precision platforming, built to be replayed
    Double jumps, wall jumps, dodge rolls, dash attacks - momentum-driven controls tuned for tight, responsive movement.
  • 100+ handcrafted levels, each a short, sharp test
    Touch a hostile robot or a glitch, and you're instantly rebooted - no loading screens, no punishment, just try again.
  • Speedrun Mode
    No story dialogues, no cutscene interruptions, just the clock.
  • Hardcore & Insane Modes
    One hit throws you back to the menu. Hardcore lets you save between attempts. Insane does not.
  • Assist settings for every skill level
    Triple jumps, glitch immunity, auto-stomp - tailor the difficulty to what feels right for you.
  • Hidden rooms & shortcuts
    For players who look past the obvious path and want to shave a few seconds off their run.

CONTROLS: 

GAME BOY KEYBOARD
Move Left & RightD-Pad LEFT & RIGHTArrow Keys LEFT & RIGHT / A & D
Jump (Double Jump)
AK
Dash AttackBJ
Down Attack (while in air)D-Pad DOWNArrow Key DOWN / S
Dodge RollD-Pad DOWNArrow Key DOWN / S
Interact with objectsD-Pad UPArrow Key UP
MenuSTART ENTER

ASSIST SETTINGS:

Platformers can be hard! Since this game can be pretty challenging, I've put in some assistant settings in the menu, where you can activate some things to help ease the difficulty of the game to play at your own pace.

Assist Settings in Self Simulated

Assist settings of Self Simulated

WIRELESS KEYBOARD & GAMEPADS:

If you're playing with a wireless keyboard or controller, please make sure it doesn't introduce too much latency, as some keyboards that aren't usually built for gaming can introduce a massive amount of latency which makes playing Self Simulated very hard.

Usually controls in Self Simulated should feel instant, very snappy and precise. So if you're not playing on original hardware or similar devices, and you don't have the feeling of "full control" over the player, then try playing the game with different hardware (and please let me know in the comments, if you have trouble. Please provide which hardware you were playing on)

SPEEDRUN

Self Simulated can be found at https://www.speedrun.com/self_simulated for speedrunning stuff <3

CARTRIDGE HOLDER

3D print your own Self Simulated cartridge holder:
https://www.thingiverse.com/thing:7091073


CREDITS OF MAIN CONTRIBUTERS

Idea, Development and Pixel Art: @2ndlawgames
Main Pixel Artist: @2bitcrook
Main Music & SFX: @beatscribemusic
Logo: @freinicke
New Cover: @paintingstallion

Made with GB Studio

Find the Press Kit here:
selfsimulated.com

Steam page:
https://store.steampowered.com/app/2458240/Self_Simulated/

Download

Download NowName your own price

Click download now to get access to the following files:

Self Simulated Demo - DE.gbc 1 MB
Self Simulated Demo - EN.gbc 1 MB
Self Simulated Demo - ES-LA.gbc 1 MB
Self Simulated Demo - FR.gbc 1 MB
Self Simulated Demo - JA.gbc 1 MB
Self Simulated Demo - PT-BR.gbc 1 MB
Self Simulated Demo - RU.gbc 1 MB
Self Simulated Demo - UA.gbc 1 MB

Development log

Comments

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(+1)

Woah, this demo was absolutely incredible. Cannot wait for the full digital release!

(+1)

thank you so much! There'll be a little update on this demo veeery soon (like within the next 2-3 weeks) with more languages, but also you can then play the demo in hardcore mode, once you got through in normal mode :) 

Full digital release though will only be July 2027 :/ can't do anything about it unfortunately

(+1)

Hell Yeah !!!

:D

Lovely game. Love the mechanics. The demo was a lot of fun. Good luck with the development.

thank you so much :)
It's already released physically a while ago: https://modretro.com/products/self-simulated
And will be released digitally here in 2027

this was sooooo peeeek

(1 edit)

is this good? :D I'm not sure haha. If so, thank you so much <3

Left shift makes you like glitched out and then immune to glitches, i think the dev forgot the remove it 

That's on purpose :D 
that's the shortcut for the anti-glitch mode, one of four settings to ease the difficulty of the game, so everyone can enjoy it at their own pace.
You can either press Select (or Shift in the web hosted version), or go into the menu and select "anti-glitch mode"

(+1)

Ah thanks for the clarification, keep up the good work.

will do! Thank you sir :)

controls are a bit too frustrating for me. eventually gave up.

(+1)

oh no, why is that? You can tweak the difficulty in the menu to make the experience a bit less frustrating by the way :) Maybe that helps?

Let me know what frustrated you

The jump and dash, duck and drop down, jump up a sticky wall. It was just too inconsistent.

I liked the progressive movement capabilities and the atmosphere. And to be fair the controls are responsive. But the outcome is totally random when you have to jump left/right and immediately dash. Also when you need to duck under and then jump it is a bit fiddley until you get the right position but I was ok with that.

Didn't realize that there was a menu with options. I can see the effort you put in the game.

Thank you for your insights :) Did you, by any chance, play the demo with a wireless keyboard or something?
I interpret what you said to be the inputs that are lagging behind a bit, and I know certain wireless keyboard connections introduce an unplayable amount of lag for whatever reason (keep in mind, it's a native Game Boy Color game and best played on a device that can play GBC games).
The controls should feel absolute immediate and 100% controllable, as I designed them to be very snappy and precise. 

In any way, I'm sorry you had a subpar with the demo of my game! But thank you so much for taking your time to play the demo and also report what issues you had with it. Highly appreciated! 

Yes, I was using a wireless keyboard with my Mac.

(+1)

ah! that could be the crux. As this is a Game Boy Color game in the first place, the emulator build into this web page seems to have problems with some (not all) wireless keyboards. If you can, give it a try with the build in mac keyboard (if you have a macbook) or on a handheld device that can play .gbc games :) That should make the control feel waaaay better!

Sorry for the inconveniences. And thanks for the feedback!

(1 edit) (+1)

Fun game good music had a great 8 minutes of something new

oh thank you so much :) 

(+1)

Such a fun game to play! Love the music, fits well with the pixel art style (⁠。⁠•̀⁠ᴗ⁠-⁠)⁠✧

(+1)

thank ya!

(+1)

Great demo! Can't wait for the digital release! Will the digital release be available as a gbc rom as well or is is only on steam?

(+1)

Thank you so much <3
Digital release (2027) will be available here as a gbc rom :) and on Steam (and maybe some more platforms, we'll see what I can do)

(+1)

The first game that I played all the way through on my Chromatic and I absolutely loved it! Great work. Now I am going to work on that speedrun event to try to win a copy for my kid. :)

(+1)

oh wow! That's awesome <3
Best of luck with the speedrun event!!!

(2 edits) (+1)

just played through the demo and loved it. Can’t wait to play through the whole thing. 

awesome to hear! :) Much appreciated <3

(+1)

Wow, just played through the demo, that's an amazing game, incredibly addictive!! Can't wait to see more, will definitely buy the digital version when released!!

awesome <3 thank you :)

Amazing demo - the grpahics and controls are first class. The music is brilliant! Played with headphones in, and the stereo SFX and music tracks are gorgeous!! Seriously addictive platforming. Can't wait for the full release!

Two bugs: 

You can hear the laser units fire off screen, but there's no laser projectiles till it's on screen. Is that by design?

One of the last rooms where you have to open the door with a swith on the top left - the camera panned left to give me more space when jumping left to go to the switch, but I fell to the lower level, but the camera remained 'left aligned' so moving right to get back to the top platforms, the camera gave you little space on right to see. (Hope that one makes sense??!)

(+1)

thank you so much! Lovely to hear that :)
Regarding the firing laser, yea that's "by design" in the sense, that in this one level the user should hear that something is going on and be prepared. The script is going through the fire circle, but GBS (or GB in general) doesn't let the projectile fly offscreen to onscreen.
So I went with it. In later levels the laser unit only fires when it's on sight.

The other bug was already fixed in the final version, but thank you for bringing it up again :) 

(+1)

Cannot wait for the full game - it's been a delight to play the demo!

(1 edit)

The controls feel soo good! I'm curious, did you use the actual sprite from "Fall from Space" by Joel J Games? It popped up briefly, so I guess you're referencing his game

Edit: I played the version a few minutes right before you updated to v5 xD Now you're stating the reference and made some nice additions / changes. The shortcut achievment is really rewarding :)

(+2)

hey :) lovely to hear that! Really glad you like it :)

And yes, that's the exact sprite from Fall from Space. Joel and I are contributing cameos to each other, so watch out once FFS is out for a Self Simulated robot :D 

Nice! I'm really excited :D

I just got an email that you will release your game via modretro! Congratulations!  I'm so excited!

(+1)

thank you so much! <3 yes it's out now :) 
https://modretro.com/products/self-simulated

(+1)

Fantastic huge character, but it didn't feel claustrophobic. Great work!

thank you so much <3 

(+1)

So well made! Playing this game was pure joy

(+1)

oh wow thank you so much for the kind words 🙏

(+2)

Great demo! Playing on GBA and it's super slick! Very tight controls. Must have died a hundred times, but got to the end wanting more!

awesome to hear! Super glad about your feedback <3 thanks a lot!

Cute. Interesting.

I be intrigued.

Very slippery on laptop though XD I doubt it'll be different on anything else considering it'll all be using emulators.

can you give me more informations on what OS and Browser? I assume you used the built-in keyboard on the laptop?

Firefox, Windows 10, and yep I did.
I didn't know you could program characters to slide when you'd stopped pressing the button but I assume that's Platformer for you, I haven't tried making a game with that yet.

just diggin into the problem: so you ran into one direction, let go of the keyboard, and the character slided further and didn't almost instantly stopped?
Or did you do a dash-attack ?

Or let me ask it in another way: When you run around, for example to the right side and then switch to run into the opposite site (to the left). Does it feel almost instant or is there a noticeable lag between you pressing the Left key (or A) and the player character going left?

He turns quickly, that's fine, he just takes a couple of extra steps before stopping when normally running. Just a fraction of a second, we can work with that.
The dash attack make a couple of extra steps so it's longer to slow down but that's momentum for you really, isn't it? Sends you off platforms too easily.

aahhh ok, then it sounds like everything runs nominal, good! :) 

yeah, the dash attack gives you quite some momentum. Though, you can cancel the momentum by just walking into the opposite side

(+1)

looks good I'm going to play it when I get home today

awesome! Let me know what you're thinking

(+2)

hey bro remember me? i did the tileset for you n_n and a picture

(+1)

I know. You'll be in the credits of the game. To be fair though, the stuff you made was hugely edited by now, so there is not that much left of what you did :D 
But still, I got you on my credits list as pixel artist :) 

(+1)

i wasnt going for that, just that i found you XD but thanks, and yeah dont worry about that, i'm glad it helped you n_n

(+1)

you certainly did! Thanks again :) was a pleasure to work with you!