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October 13, 2025

A Quick Update

Hello Patrons and visitors! It’s always such a pleasure to connect with all of you and share the news and projects we’re working on. I’d like to start by thanking you for the incredible engagement in our most recent survey!

While some suggestions, like a 64-bit version or a one-click mega optimization for The Sims 3, are beyond my reach, I’ve found valuable dilemmas and opportunities to work on from the responses you provided. It’s important to remember that, although the main focus of these surveys is to find ways to improve The Sims 3, they also give me direction in understanding what you expect from a simulation game. In that sense, your responses can help us build a better simulation game in the future.

I wanted to drop in and give you a quick update.
Today, I’m going to the doctor for a consultation—I need to figure out what’s going on with my intestine and address it as soon as possible. I hope it’s nothing serious, but it’s possible that I might be away for a while if it requires more specific care.

My mind never stops, so while I take care of this, I’ll make sure to keep pen and paper handy to jot down ideas and approaches for mods. I even started sketching an idea yesterday.


I’m slowly getting back into Project Mayor, for a more decisive approach to building Social Classes for The Sims 3. If my approach succeeds, we won’t just have social classes—we’ll also be able to create a kind of subcultures and mass behaviors within The Sims 3.

In other words: Sims with similar classes and traits will be attracted to “the places they belong” and engage in tasks, interactions, and activities related to their “tribe.” Think of it as a kind of The Urbz with social classes. This obviously implies a concept similar to the Hobby Clubs from The Sims 2: FreeTime, but without the club being explicitly stated.

The interesting part: If everything works as I envision, Sims’ behavior around the world will still be emergent, but with a little more “control.” They will act with more purpose and intent.

Right now, in The Sims 3, Sims’ behavior is somewhat “random” and heavily driven by “Fun.” What we’re doing is giving their behavior more meaning through their traits, classes, and subcultures.

I’ll update you on the progress of this soon.
Also, I’ll be back shortly with more suggestions. I noticed that many requests from our survey have already been addressed by other talented creators, so I’ll do my best to compile a list with solutions for each of the challenges presented, while also creating new mods based on your needs.

Thank you all for your time and continued support—you mean the world to me, and it’s always a huge pleasure to contribute to making your game even better. <3