
Battle royale simulator
If you ever wanted to pull the strings in a battle royale match rather than survive one, this god-game twist on the genre is exactly that concept - though the execution leaves a lot to be desired.
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About Battle royale simulator
I went into Battle Royale Simulator expecting something like a stripped-down god-game with real decision weight - the kind of setup where controlling storm placement, airdrop timing, and player count could produce genuinely interesting emergent scenarios. The core pitch is legitimately different from anything else in the genre: you are not a participant, you are the director. You set the number of combatants (up to 600), dial in the game speed, decide where crates drop, and manually close the storm ring wherever you choose. On paper, that is the entire appeal of a battle royale distilled into a control panel. The problem is that the layer of meaningful decision-making is extremely thin. Placing the storm and dropping crates are the primary levers, and after a few runs you have exhausted most of what the sandbox offers. There is no scenario editor, no objective-driven mode, and no faction or class logic that would make one simulated match feel meaningfully different from the last. The per-player metrics - survival status, position on the map - give you something to watch, but watching is essentially all you end up doing once the initial setup is done. For a strategy-and-sim audience that expects variable feedback loops and increasing complexity over time, that ceiling arrives very fast. The Steam community reception reflects that ceiling honestly. The game sits at roughly 40-42 percent positive reviews from a very small sample, which is not a number to wave away. The complaints are consistent: the novelty runs dry quickly, there is no progression system, and the AI behavior is basic enough that the simulation feels more like a screensaver than a sandbox. WhackAKey Games has not substantially updated the game since release, and the modding ecosystem is nonexistent. For someone who loves tweaking variables and watching systems play out - which is exactly my wheelhouse - the absence of any depth beyond the initial sliders is the real letdown. Who is this actually for? Honestly, a very narrow slice of players: people curious about the god-game angle on battle royale who want a five-minute novelty experience, or streamers who can build a short bit around the absurdity of a 600-person chaotic massacre. As a sim with strategic legs, it is not there. The concept deserved a real budget and a proper scenario layer. What shipped in August 2018 feels closer to a proof-of-concept tech demo that got a Steam listing. Diego, Scout Team
Tags
System Requirements
Minimum
- OS
- Windows 10 32-bit
- Memory
- 8 GB RAM
- DirectX
- Version 11
- Storage
- 4 GB available space
- Graphics
- NVIDIA GeForce 470 GTX or AMD Radeon 6870 HD series card or higher.
- Processor
- i5
Recommended
- OS
- Windows 10 32-bit
- Memory
- 8 GB RAM
- DirectX
- Version 12
- Storage
- 4 GB available space
- Graphics
- NVIDIA GeForce 470 GTX or AMD Radeon 6870 HD series card or higher.
- Processor
- i5
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Reviews & Ratings
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Game Info
- Developer
- WhackAKey Games
- Publisher
- Conglomerate 5
- Release Date
- Aug 24, 2018


