Compara los precios de The Sims 4: Get to Work (DLC) Origin key en tiendas de claves de confianza y encuentra la mejor oferta. Desarrollado por EA Maxis. Publicado por Electronic Arts Inc.. Lanzado el 2/4/2015. Disponible en PC. Géneros: Single Player, Bird View, Simulation.

The Sims 4's first expansion swaps passive rabbit-hole careers for hands-on workdays as a Detective, Doctor, or Scientist, and lets you build your own retail empire from scratch.

Get to Work is a life-simulation expansion that fundamentally rewires how careers function in The Sims 4. Before this pack, sending a Sim to work meant watching them disappear for eight hours and coming back with a slightly bigger paycheck. Here, you follow them through the door. The three active careers, Detective, Doctor, and Scientist, each run on a daily task loop with a performance bar you fill by actually doing the job. The Detective path has you visiting crime scenes, collecting fingerprints, running APBs, and interrogating suspects at the precinct with a good-cop or bad-cop choice. The Doctor career starts you as an intern mopping floors and works up through diagnosing patients, delivering babies, and eventually reaching Chief of Staff. The Scientist track is the mechanical standout: you use the Invention Constructor and Chemistry Lab to build gadgets like the SimRay (which lets you mind-control or freeze other Sims), synthesize serums with unpredictable effects, and, at career level 10, unlock the Electroflux Wormhole Generator to reach the secret alien world Sixam and collect exclusive flora, crystals, and minerals there. Task repetition is a genuine issue across all three careers after a couple of playthroughs, and the Doctor path in particular has been noted for front-loading chore tasks whose rewards feel thin relative to the effort. That said, the Scientist loop holds up the longest because the gadgets it unlocks keep generating new interactions outside work hours. The retail business system is the expansion's second major pillar and, for a certain type of player, the one with real staying power. You purchase a lot in the small commercial district of Magnolia Promenade (four lots total, three pre-built, one empty) and stock it with practically any object in the game, clothing, baked goods from the new Baking skill, plants, furniture, collectibles. Customers browse, their interest bar fills, and you or your employees ring them up. Managing markup percentages, staff quality, and restock timing scratches a light-management itch that the base game entirely lacks. The caveat: Magnolia Promenade itself is tiny, and the retail mechanics have since been expanded upon and arguably surpassed by later DLC. Think of it as a solid proof-of-concept rather than a fully realized business sim. Aliens round out the content list. You can create them directly in Create-a-Sim with blue, green, or purple skin tones, distinctive eyes, and alien makeup, or encounter them organically through abductions and the Scientist career. Their exclusive interactions, analyzing personalities, erasing memories, and maintaining a human disguise, are genuinely fun for a session or two. Sixam, the hidden alien world (named as an anagram of Maxis), is visually distinctive with pulsating flora and glowing pools, and functions as a collectible hunting ground that ties neatly into the Scientist career loop. The downside is that aliens feel thin next to supernatural life states introduced in later expansions; their progression system basically stops once you have the core abilities. For someone who has never touched an active career in The Sims 4, this pack still delivers a distinct experience you cannot replicate with any other DLC. The hands-on workday loop is genuinely novel, the retail system adds a layer of light economic management the base game skips entirely, and the Scientist career has enough gadget variety to justify a long playthrough. The repetition ceiling is real and arrives faster than you would hope, and the community consensus on Steam lands in mixed territory, citing bugs that have lingered for years in edge cases like the Sixam wormhole objectives. Approach it as a career-and-business sandbox with a fun first run rather than an infinitely replayable system, and it holds up. Players who specifically want to micromanage a Sim's working life, run a retail shop, or mess around with alien interactions will get consistent value here. Everyone else should weigh it against newer expansion options that build on the same foundations with more polish. Diego, Scout Team

The Sims 4: Get to Work (DLC) Origin key
Single PlayerBird ViewSimulation

The Sims 4: Get to Work (DLC) Origin key

Complemento / DLC de The Sims™ 4 — ver juego completo
2 abr 2015EA MaxisElectronic Arts Inc.
GamerScout opina

The Sims 4's first expansion swaps passive rabbit-hole careers for hands-on workdays as a Detective, Doctor, or Scientist, and lets you build your own retail empire from scratch.

PC
Mejor precio disponible
€0.00
en N/A
Mínimo histórico: €11.40

Comparar precios(0 tiendas)

Cargando precios...

We may earn a commission when you buy games through links on this page — at no extra cost to you. It never affects our rankings or verdicts.

Historial de precios

Historical low
€11.4011 Jun 2026
Keyshops
€10.61€11.22€11.84€12.455 Jun11 Jun17 Jun22 Jun28 Jun
Tracking prices since 5 Jun 2026
Create alert

Capturas y multimedia

Captura

Acerca de The Sims 4: Get to Work (DLC) Origin key

Get to Work is a life-simulation expansion that fundamentally rewires how careers function in The Sims 4. Before this pack, sending a Sim to work meant watching them disappear for eight hours and coming back with a slightly bigger paycheck. Here, you follow them through the door. The three active careers, Detective, Doctor, and Scientist, each run on a daily task loop with a performance bar you fill by actually doing the job. The Detective path has you visiting crime scenes, collecting fingerprints, running APBs, and interrogating suspects at the precinct with a good-cop or bad-cop choice. The Doctor career starts you as an intern mopping floors and works up through diagnosing patients, delivering babies, and eventually reaching Chief of Staff. The Scientist track is the mechanical standout: you use the Invention Constructor and Chemistry Lab to build gadgets like the SimRay (which lets you mind-control or freeze other Sims), synthesize serums with unpredictable effects, and, at career level 10, unlock the Electroflux Wormhole Generator to reach the secret alien world Sixam and collect exclusive flora, crystals, and minerals there. Task repetition is a genuine issue across all three careers after a couple of playthroughs, and the Doctor path in particular has been noted for front-loading chore tasks whose rewards feel thin relative to the effort. That said, the Scientist loop holds up the longest because the gadgets it unlocks keep generating new interactions outside work hours. The retail business system is the expansion's second major pillar and, for a certain type of player, the one with real staying power. You purchase a lot in the small commercial district of Magnolia Promenade (four lots total, three pre-built, one empty) and stock it with practically any object in the game, clothing, baked goods from the new Baking skill, plants, furniture, collectibles. Customers browse, their interest bar fills, and you or your employees ring them up. Managing markup percentages, staff quality, and restock timing scratches a light-management itch that the base game entirely lacks. The caveat: Magnolia Promenade itself is tiny, and the retail mechanics have since been expanded upon and arguably surpassed by later DLC. Think of it as a solid proof-of-concept rather than a fully realized business sim. Aliens round out the content list. You can create them directly in Create-a-Sim with blue, green, or purple skin tones, distinctive eyes, and alien makeup, or encounter them organically through abductions and the Scientist career. Their exclusive interactions, analyzing personalities, erasing memories, and maintaining a human disguise, are genuinely fun for a session or two. Sixam, the hidden alien world (named as an anagram of Maxis), is visually distinctive with pulsating flora and glowing pools, and functions as a collectible hunting ground that ties neatly into the Scientist career loop. The downside is that aliens feel thin next to supernatural life states introduced in later expansions; their progression system basically stops once you have the core abilities. For someone who has never touched an active career in The Sims 4, this pack still delivers a distinct experience you cannot replicate with any other DLC. The hands-on workday loop is genuinely novel, the retail system adds a layer of light economic management the base game skips entirely, and the Scientist career has enough gadget variety to justify a long playthrough. The repetition ceiling is real and arrives faster than you would hope, and the community consensus on Steam lands in mixed territory, citing bugs that have lingered for years in edge cases like the Sixam wormhole objectives. Approach it as a career-and-business sandbox with a fun first run rather than an infinitely replayable system, and it holds up. Players who specifically want to micromanage a Sim's working life, run a retail shop, or mess around with alien interactions will get consistent value here. Everyone else should weigh it against newer expansion options that build on the same foundations with more polish.

Diego
Diego · Scout Team

Strategy & simulation

Etiquetas

originActive CareersRetail ManagementAlien Life StateBaking SkillCrime InvestigationOpen-World BusinessOccult GameplayLife Simulation DepthExpansion Pack

Requisitos del sistema

Mínimos

Memory
2 GB RAM
Storage
10 GB
Graphics
128 MB VRAM - NVIDIA GeForce 6600 / ATI Radeon X1300 / Intel GMA X4500
Processor
1,8 GHz Intel Core 2 Duo / AMD Athlon 64 Dual-Core 4000+
System requirements
Windows XP (SP3) / Windows Vista (SP2) / Windows 7 (SP1) / Windows 8 / Windows 8.1

Recomendados

Memory
4 GB RAM
Storage
10 GB
Graphics
NVIDIA GeForce GTX 650
Processor
Intel Core i5-750 or AMD Athlon X4
System requirements
64 Bit Windows 7,8, or 8.1

Sigue explorando

Community Discussion

Be the first to comment on The Sims 4: Get to Work (DLC) Origin key.

Reseñas y valoraciones

No hay valoraciones disponibles

Información del juego

Desarrolladora
EA Maxis
Distribuidora
Electronic Arts Inc.
Fecha de lanzamiento
2 abr 2015

Características

Single-playerDownloadable Content

Alerta de precio

¡Recibe un aviso cuando el precio baje de tu objetivo!

Crear alerta

Más de EA Maxis

Compra mejor: guías útiles

Preguntas frecuentes sobre The Sims 4: Get to Work (DLC) Origin key

¿Cuánto cuesta The Sims 4: Get to Work (DLC) Origin key?

El precio de The Sims 4: Get to Work (DLC) Origin key cambia a menudo y varía según la tienda, la edición y la región. La tabla de precios en vivo de esta página compara las ofertas más baratas en stock de tiendas de claves de confianza como Eneba y Kinguin, para que siempre veas el precio más bajo actual antes de comprar.

¿Dónde puedo comprar The Sims 4: Get to Work (DLC) Origin key más barato?

Compara los precios de The Sims 4: Get to Work (DLC) Origin key en todas las tiendas verificadas en la tabla de precios de esta página. Listamos las ofertas de claves y tiendas más baratas en stock, actualizadas con frecuencia, para que siempre veas la mejor oferta actual antes de comprar.

¿En qué plataformas está disponible The Sims 4: Get to Work (DLC) Origin key?

The Sims 4: Get to Work (DLC) Origin key está disponible en PC.

¿Cuándo se lanzó The Sims 4: Get to Work (DLC) Origin key?

The Sims 4: Get to Work (DLC) Origin key se lanzó el 2 de abril de 2015.

¿Quién desarrolló The Sims 4: Get to Work (DLC) Origin key?

The Sims 4: Get to Work (DLC) Origin key fue desarrollado por EA Maxis y publicado por Electronic Arts Inc..