Devlog

From the studio

The story of ISP Sim so far, from the first idea in 2022 to the third prototype.

Main menu backdrop, balance pass and bug-fix sweep

The main menu now shows a live, connected city behind it. We also finished two full logic audits, sped up traffic, halved how fast satisfaction drains, reworked the research tree and added mast towers.

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New city art, maps and star progression

Placeholder boxes are gone. The city is rebuilt with a low-poly art pack, and ISP Sim has a main menu, three maps and a three-star goal system. Earn two stars on a map to unlock the next one.

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Network Health, marketing and word of mouth

A single Network Health rating now sums up uptime and congestion over the last 30 days. Marketing campaigns and word of mouth now drive growth, and each customer tracks their own satisfaction.

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Things now break

Live operations are in: equipment outages, rain fade and fibre cuts, each with a repair lifecycle for your technicians. A profit and loss statement and a reworked notification feed help you keep up.

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Every customer gets their own antenna

Customers now get their own CPE devices, with link speed that falls off over distance. Backhaul capacity also scales with link length, and a new finance and customer dashboard tracks it all over time.

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UI rebuilt from the ground up

The whole interface was rebuilt in C++ on a shared component library. It comes with network analytics, traffic graphs and a topology map.

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Prototype 3 begins

With the reworked design in hand, we started ISP Sim's third prototype in Unreal Engine 5: towers, sector antennas, line of sight and the first playable simulation loop. This devlog follows it from here.

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Reworking the design

Taking what we learned from the first two prototypes, we reworked ISP Sim's design.

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Back to the drawing board

We scrapped the first design and started work on a second prototype.

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The first idea

ISP Sim starts as a concept: the first conceptual ideas and early testing.

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