PricingFull simulator game
A simulator or brainrot game scripted end to end: the core loop, currencies and multipliers, rebirths, pets, areas and data that saves. Basic games start at the price above; complex ones scale with scope.
Simulators look simple and are mostly bookkeeping: big numbers, many multipliers, offline progress, and data that must never be lost. That is all scripted server side, with data saved through DataStores.
It is the fastest whole game to ship, typically two to four weeks for a basic one. You bring the map, models and UI art, and I script it into something you can publish.
Scripting only. You bring the animations, VFX, sounds, models and UI art; I write every line of the code that makes them work.

Simulator build, end-to-end client/server systems with Zap messaging across movement, AFK, shop, rebirth, packs. Brain-rot keywords: simulator, AFK grind, rebirths, boosts, spins, leaderboards.

Server wave loop, config-driven, replicated state, skip flow, enemy lifecycle, client UI, attribute-driven UX, FE UI.

Full game: UI, scripting, inventory, spin, game logic, SFX/VFX/ANIMATIONS, emotes, etc.

Full game → combat system, projectile system.

Full game: UI, scripting, inventory, spin, SFX/VFX/ANIMATIONS, emote.
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