VaM 1.x A free neighborhood game inside VaM - looking for ideas and future playtesters

Threads regarding the original VaM 1.x

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Joined
Aug 24, 2026
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Hey everyone!

I’m working on a free game built inside Virt-A-Mate, set in a suburban neighborhood with explorable houses, NPCs, and everyday interactions.

The idea is to make the neighborhood feel alive: characters have routines, move between places, spend time at home, and interact with the player. Alongside that, I’m building smaller activities, including a café where you can prepare and serve orders.

The current population is 14 NPCs: six main characters and eight visitors. My goal is to expand that to 20 NPCs, while keeping the experience playable and the performance manageable.

The main characters are intended to have their own personalities, voices, and interactions. I want spending time with them to feel different from simply meeting another visitor.

The project is still in development, so some features are unfinished and things will change. The game will be free.

I’d like to build a small community around it — people who enjoy the idea, suggest interesting activities and interactions, and eventually help test new builds. You don’t need any development experience to contribute.

I created discord server so I can post updates.. discord and i will post some updates in VAM discord (work_in_progress)
The video shows three parts of the current build:

  • The café minigame - preparing drinks and food, putting orders together, and serving customers.
  • Changing a character’s clothing - a look at the outfit-changing feature.
  • Walking around the neighborhood - a preview of the setting and how exploration feels.
 

Attachments

  • asdasdasd_custom.mp4
    117.2 MB
  • nodlss.mp4
    72.6 MB
Hey bro I won't put myself as playtester because my hardware is relatively limited, but I've seen your clips on Discord and they seem pretty good, keep it up man.

Not sure what you're using to optimize performance but the Sensor plugin can be used to load/deload assets when they're far away or out of view, you should check it out. Sensor can also be used to all kinds of triggers, like disabling soft body physics of Person Atoms if they're far away, disabling hair physics, and so on.
There are also some plugins which turn lights on/off depending if an Atom is present within a box trigger (I forgot the name tho).
 
The idea seems a bit strange to me, but why not? It's fun to see something like this in a game. It's a cool experiment and at the very least technically interesting. When I was thinking about gameplay combining vam with elements of sims seemed like the next logical step for games like this, so I think you're heading in the right direction.
Actually something like this should be a standard feature in Vam2 since it's a logical evolution that could completely transform the gameplay of these games, moving them closer to full fledged simulators. It would connect characters, make the world feel more alive, and give it a sense of purpose. considering that ai can now be used to generate npc personalities interactions and conversations, the whole concept sounds really exciting.
While watching the video, some of the animations looked familiar to me. I'm pretty sure I've seen them before, but that's not really the point. What I liked was the attention to interactions and small details. in one part of the video a character gets up from the kitchen table and pushes the chair back in. If I'm not mistaken the lights are also projecting ies lighting in real time which is really cool. I don't know how much time you've spent working on this, but I'll definitely check out the final version for sure!
 
The idea seems a bit strange to me, but why not? It's fun to see something like this in a game. It's a cool experiment and at the very least technically interesting. When I was thinking about gameplay combining vam with elements of sims seemed like the next logical step for games like this, so I think you're heading in the right direction.
Actually something like this should be a standard feature in Vam2 since it's a logical evolution that could completely transform the gameplay of these games, moving them closer to full fledged simulators. It would connect characters, make the world feel more alive, and give it a sense of purpose. considering that ai can now be used to generate npc personalities interactions and conversations, the whole concept sounds really exciting.
While watching the video, some of the animations looked familiar to me. I'm pretty sure I've seen them before, but that's not really the point. What I liked was the attention to interactions and small details. in one part of the video a character gets up from the kitchen table and pushes the chair back in. If I'm not mistaken the lights are also projecting ies lighting in real time which is really cool. I don't know how much time you've spent working on this, but I'll definitely check out the final version for sure!
At this point I bought animation packs from unity asset store and use them. I'm just do it for fun to see what is the technical limit, but if someone gonna play it - alright With mechanism what I've made it is going to be easy to port this into VAM 2 when the time comes
 
Hey bro I won't put myself as playtester because my hardware is relatively limited, but I've seen your clips on Discord and they seem pretty good, keep it up man.

Not sure what you're using to optimize performance but the Sensor plugin can be used to load/deload assets when they're far away or out of view, you should check it out. Sensor can also be used to all kinds of triggers, like disabling soft body physics of Person Atoms if they're far away, disabling hair physics, and so on.
There are also some plugins which turn lights on/off depending if an Atom is present within a box trigger (I forgot the name tho).
I checked Sensor and accidentally did almost identical logic inside but with more tricks >_<
 
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