Video Demo

All of the base systems are now in place.  Now we can start to look at game content.  This game will allow you to go around town to complete missions, which include many different technical jobs ranging from fixing tvs, cellphones, computers, operating systems, etc.

Bug Monitoring System (DEBUG MODE)

Computer Repair Simulator Computer Video Game & simulator teaches players how to build / disassemble / fix / troubleshoot equipment in a Virtual Work Environment for both Residential and Commercial applications. Everything from computers, laptops, cell phones, monitors / TVs, video cards, networking, BIOS, software, servers, IT Equipment, gaming consoles, to unique items that players can design / import using the CRS Game Editor.

We also support a leveling system which begins to teach the basics of electronic and electronic assemblies in steps and in addition to adding in game jobs that require the player to perform tasks such as terminate and run copper and fiber optic cable, configuring home routers/switches, installing equipment in a 19″ server rack, etc. The jobs can be limitless and are based upon real world experiences.

For example; Home users will learn how their cable set top box works and how it interfaces with the tv (let alone learn about their TV and potential capabilities), and how it interfaces with all of the devices in the house using wired and wireless technology. It will guide the user through tasks while the game will give hints if the player is stuck.

A second example; You broke the screen on your phone and you don’t know how to replace it. You watch Youtube which is fantastic, but why not attempt to do it yourself in the game engine which will simulate successes and failures while teaching you tips / tricks along the way. It will show what tools are needed for the job so you can prepare before you attempt the job yourself.

Last example; you are a student who wants to work in this field, now you can try it out in this program. You will learn the latest practices and methods of how to accomplish tasks in the real world while using real world applications.

Come check our website out at

Game Status / Roadmap (completed):
-cdkey and serialization of each copy
-system to generate cdkeys and store them on a server database
-game launcher which allows for full video, audio, key, and multiplayer controls of the game
-user profile system, 3 users who can each have a unique profile
-weather system done
-debug system / console done
-level editor
-temperature and humidity system
-all base functions to begin working on game content

Game Progress

I have just finished the framework for the DEBUG system (every time I write that it is in upper case lol), so now the players can set the game to debug mode. They can select how many FPS they run (from 1 to 10 in debug mode, or even faster) which will help catch functions that have acted badly in slow motion.  A terminal emulator has been added / coded which can show what functions have run and stopped, along with displaying some very important game information, along with executing special commands to change the world / game parameters.  The output on the terminal will add a tick, or a unique point in time of the game play which can be used to determine where the bug exactly is by following wait(1) statements.  The player can type in special functions to do some pretty cool things.

There are 6 debug levels.  Level 0 should NOT throw any warnings from the game or the DEBUG terminal, but if set at a higher level such as 6, you will see every detail of the game…and bug fixing will be so much easier.  This not only makes the software more professional and stable, but should also decrease support time.  The system is extremely modular, so I can easily add / remove commands within seconds.

If you have any ideas for commands to debug or interact with the world / game, please post or email them to me ( and I can probably add them if it makes sense.


Weather / Day & Night System Complete


I don’t know where to begin on this, a lot of stuff has been added such as final linking of options from launcher (sky, sky color, clouds, weather, sun, moon, day/night cycles, etc), the player can now control what the atmosphere looks like to add their own spin on the game, or they can choose to keep in Auto mode which will run the normal game cycle.

The weather system has been greatly improved, temperatures ranging from -20 to +110, along with precipitation (rain or snow) which have their varying levels depending on the weather pattern.  The heavy weather can be hard to see in such as a bad rain storm or snow storm.  When you enter buildings, the weather will now show inside, but will still be visible if you look outside.  Pretty much if you keep everything in Auto mode, the weather system has an intelligence of it’s own, adjusting the temp and weather like a normal weather cycle.

Language is being added for certain parts of the game for now, and eventually the entire game.  The image shows the banner layout of the game when a level or achievement has been completed…or anything major in the game.  The first languages to be implemented are English, French, German, and Japanese.

There are a lot of other items which were coded, but hard to explain really, however they are the foundation to the upcoming items.

Game Progress

A lot of new updates, I haven’t really been posting much due to a crazy schedule, but here is the summary:

-night / day revolutions now done, stars come out at night etc.  Sun and Moon added that revolve around the map to give the idea of time
-Clouds, sky RGB color at certain times of day
-Sun flares and FX
-Weather added such as rain / snow, thunderstorms
-Audio / Sound FX
-ESD buildup on player, must discharge before working with electronics, but you can discharch ESD into certain objects to receive in game rewards.  Weather modifies the ESD buildup.
-Temperature now added to the game, this will affect how the technology will function
-Profile layout as you can see in the photos below
-EMI sensor, if you enter an area or work on a job that has EMI, you will learn how to deal with it


Support Us: Kill The Cancer Foundation

Computer Repair Simulator is teaming up with Kill The Cancer Foundation.  Donate now and get a free copy of Computer Repair Simulator (pre-release) and have your name in the credits for supporting Kill The Cancer.

Player Movement / Key Binding

Began working on player movement and key binding.  So far everything is working out very well.  Using one of my old models I had for older games for the time being.  I also added an account system which now shows your profile picture.  The level editor is being redesigned to support up to 10 maps, adding / removing of objects, along with better game flow.  This level editor will also give us the chance to test out the key binding system.


Progress Update

Just some visuals of how the game is coming along.  A lot of code has been added to allow the options to set by the player, along with key binding so players can customize which keys do what.

The little people are nothing more than “potential customer pointers” for now, they need cleaned up a bit, but they will be the clients you are working with.

A world editor has been created for the development team so that they can easily build cities / towns / scenario adding everything from roads, to buildings, to trees / plants, to computer hardware, shelves, tables, etc…The data is saved to a file which can be opened again.  This will also open up the possibility of major mods to the game, allowing players to create new models and easily implementing them.

The next release will contain a mini game called “Computer Repair Simulator – Rack 42”, which will be a mini arcade game with high scores from other players around the world.  The point of the game is to prepare the 42RU rack for server installation, then you must place the cage nuts, server rack rails, and then the server in the rack.  You need to build as many racks as you can, but you are up against the clock.  As you advance the levels will get more difficult.  The point here is to prepare a fun game that incorporates teaching principles of how servers are installed in racks, while testing some of the most critical game features before moving to the next steps.

Tune in to our Twitch broadcast to watch the development!