- Taxi Simulator Demo Available During Steam Next Fest - 15 June 2026
Hey everyone!The Taxi Simulator demo is now available on Steam as part of Steam Next Fest. This is an early look at the game, and we are sharing it to gather your feedback and find out what works and what still needs improvement.Please note that the demo is available for a limited time. After it wraps up, we will move into broader playtests, so there will be more opportunities to get involved and help shape the game as development continues.Your feedback is incredibly important to us. It will directly shape the future of the game and help us decide which new mechanics, social group reputation features, and crazy underworld storylines to add to the full release.The demo is a work in progress, and your reports and suggestions genuinely help us improve it. You can also follow our devlogs to keep up with the game's development. Thanks for playing, and for taking the time to share your thoug…
- DevLog #6 - The Rhythm of the Shift - 27 March 2026
Hello.We are back with another batch of news and screenshots. The DEMO version is getting closer every week. ːsteamhappyːIn Taxi Simulator, we are stepping away from a simple menu-driven mission structure. You don't just jump from one major cinematic event to the next. The city dictates the pace, and you are left to navigate the space between major story beats. This downtime is not just empty space - it is the foundation of the game's pacing. Random encounters and conversations build up to the next big moment in the plot. The Anatomy of a MissionWe have designed a direct link between your routine work and the unfolding narrative. Progression is tied to the physical state of the world, not just a linear checklist. To move the story forward, you participate in a specific sequence. A typical narrative job goes like this: The Call: It always starts with a ringing phone. You receive an incom…
- RAQ #1 - 4 November 2025
Q: So, does it work now or what? A: It works. The build boots without ceremony, streaming streams. Drama’s over, you can crunch in peace. Q: What was broken and how bad? A: For 1.5 months the streaming was busted. Builds died after a few minutes. We tore it down, cleaned it up, put it back together. We suffered, but only the result matters. Q: What’s the performance NOW? A: A steady ~50 FPS on mid-range hardware. No tricks and no “recorded at 0.75x.” Q: What changed in the game world? A: New city zones; the horizon isn’t empty anymore. Curbs went back to being curbs. No more budget flights. Buildings grew windows and textures, and shed a few triangles. Vegetation behaves like vegetation; rocks behave like rocks :*. Q: Does the AI still beg for mercy at intersections? A: Not anymore. Better lane choices, less desperation near curbs, calmer merging. Not perfect, we’re not pretending to be…
- Fitter, Happier, More Productive, Comfortable - 4 August 2025
Taxi Simulator – Devlog: AI and Environment SystemsIn recent weeks, we’ve mainly focused on developing our AI systems, improving NPC interactions, and further optimization.The pedestrian system is now fully integrated with collision detection. Hitting a pedestrian results in a fine, and the pedestrian always gets back up—unless the player stops the car directly on them, in which case they get up only after the vehicle drives away. We’ve taken care of proper animations and environment reactions—after an incident, nearby NPCs respond appropriately and avoid the area for a while.NPC AI is already working across most of the city. Pedestrians and vehicles can avoid each other and interact with simple objects (like phone booths). The system has been tested with 1,000 active NPCs near the player, consistently delivering around 50 FPS.We’ve added support for destructible objects—vehicles can ra…
- Even GTA VI Had a First Day — How We’re Building Taxi Simulator - 28 May 2025
We’re doing something new. For the first time, instead of writing a traditional devlog, we decided to prepare a short video too. Yeah, I’m aware my commentary is still pretty rookie-level — give me a few episodes to warm up. This first devlog dives into Taxi Simulator. No visual sugarcoating yet — just raw functionality and systems we’re building for the MVP. If you're curious how a game takes shape from the ground up, it's worth a watch. Here’s what I mentioned in the video: 🔹 Mission Structure Laying the foundation for a playable demo, including quest logic. 🔹 Phone System A working in-game smartphone with call history, contacts, and even Spotify. 🔹 Fuel System Fuel management without the frustration — dynamic delivery based on your location. 🔹 Map & Navigation Fully functional map system with zones, GPS, and POI descriptions. 🔹 Tuning & Garage Upgrade your ride and watch it go f…
- Whole Lotta Yellow - 7 April 2025
Yello. We had an unusually hands-on March, which mostly went into improving the existing content, but a few new things were added, too. The biggest ones are: 1. Traffic System. Standard feature for this kind of game; no need to elaborate. There are roads, AI cars drive on them. A classic, standard feature, but we've implemented it, so we're letting you know. 2. Game Structure. The loop roughly looks like this: cutscene (a few dozen seconds) - mission (a few minutes) - grind (a few minutes) - cutscene (a few dozen seconds) Of course, the time spent on missions or grinding will depend on your skills and preferences. I recommend imagining the flow of Taxi Simulator as something similar to what’s known from Underground 2. So, we have an open world with missions to trigger (which can be repeated in case of failure), and in between missions, we can do taxi orders to earn money, upgrade the ca…
- Swing down, sweet chariot, stop and let me ride - 28 February 2025
We’re alive, unfortunately. Gotta keep going. The biggest addition this time is the tuning system. Technically, we took inspiration from the best racing series ever—Need for Speed Underground. The system will keep evolving because we’re watching every season of Pimp My Ride. For now, you can tweak the basics—engine, suspension, tires, etc. We also added a bunch of visual customization options. The driving model got another round of improvements. Still looking at NFS, but also at Forza. It won’t be that good, because we’re not in that league, but it’s pretty solid. We added a save system. Now you can safely turn off your computer. The Journal is in—stats, story progress, everything in one place. It’s clear and easy to check where you stand. We made our own taxi model. Until now, we were driving some junk from the marketplace. Now, we have our own junk. There’s also a maintenance system.…
- Outskirts - 13 January 2025
Basically, we’re writing to let you know we’re still alive. We’re bouncing back after the first delay. While the city is steadily improving—blockouts replaced with shiny placeholders—the countryside has been razed to the ground twice already. The original concept looked great on paper, but practice said otherwise. This is our third attempt, with the same hope but a lot more experience. For now, we’re focusing on the bare basics—terrain, minimal vegetation (driving on blockout concrete is a nightmare), and roads. Obviously, road design is key, so we’re holding off on further stages until testing proves the level design delivers fun. Buildings will come last since they’re time-consuming to make and don’t impact gameplay much. Aesthetic polish is the cherry on top we’re saving for later. On the bright side, features are progressing as planned. In the next devlog, we’ll sum up how the featu…
- December 2024 - 9 December 2024
Greetings, comrades. As the year draws to a close, here’s a quick rundown. Before you tune out, let me present the agenda—maybe one of the topics will catch your interest, and you can jump straight to it: 1. **Priest Simulator** 2. **Mercyful Flames** 3. **Taxi Simulator** 4. **Your Principal** Priest Simulator Our most recognized franchise so far is keeping us busy: The **Vampire Show** has left Early Access. However, we’ve already received feedback about some messed-up lipsync and issues with the final raid not registering correctly. We’ve fixed the first problem, and we’re working on the second. A patch is on its way. https://store.steampowered.com/app/2947900/Priest_Simulator_Her_Ghost_DLC/ We’ve released *Her Ghost*, a DLC for *Vampire Show*, offering about an hour of new gameplay. Some of you may remember that we declared the game finished months ago, but for various reasons, the…
- December 2024 - 9 December 2024
Greetings, comrades. As the year draws to a close, here’s a quick rundown. Before you tune out, let me present the agenda—maybe one of the topics will catch your interest, and you can jump straight to it: 1. **Priest Simulator** 2. **Mercyful Flames** 3. **Taxi Simulator** 4. **Your Principal** Priest Simulator Our most recognized franchise so far is keeping us busy: The **Vampire Show** has left Early Access. However, we’ve already received feedback about some messed-up lipsync and issues with the final raid not registering correctly. We’ve fixed the first problem, and we’re working on the second. A patch is on its way. https://store.steampowered.com/app/2947900/Priest_Simulator_Her_Ghost_DLC/ We’ve released *Her Ghost*, a DLC for *Vampire Show*, offering about an hour of new gameplay. Some of you may remember that we declared the game finished months ago, but for various reasons, the…
- m.A.A.p of the City - 3 December 2024
Since the last time we shared a devlog with you, the project has consumed hundreds of work hours. We've managed to create a pretty solid driving model and the core systems needed to build the heart of the game—delivering customers. We've already implemented essential features like a clock, bank account, job management, GPS, penalties and rewards, and a client generator. We've also designed the city map. The area is fictional, though it serves as a tribute to one of our favorite games. We won’t reveal the title just yet—maybe some of you can guess the reference. For now, the terrain is flat, but milestone by milestone, we’ll add unique landmarks and terrain details inspired by real-world locations, primarily in the U.S. In Taxi Simulator, you’ll also be able to venture beyond the city limits. Rural areas are part of the plan. Right now, the entire map is a single monolithic space, but we…
- Your Expectations - 1 November 2024
Guys, at some point, there will probably be a Q&A cycle where we report on what we broke, what we removed, what worked, and what still might work. But today’s plan is a little different. Since the game is in its early stages, we can still take the time to consider. Consider what might go sideways and what we should be thinking through. Let's call this the first phase of the project—the first of three. This is the phase where we can still design and test solutions. Once we enter the second phase, the core decisions from the first phase will generally be locked in and won't be up for changes. To put it plainly: now’s the best time to throw in your feedback, because with each day, the chance to act on it gets slimmer. We’ve got a table tracking all your suggestions, and we’re taking every little note into account. Huge thanks for the solid batch of feedback you left under the last devlog—k…
- Hello World - 4 October 2024
Good evening. We are Asmodev, and we’ve made two overwhelmingly positive games. That’s true, I’m not lying, feel free to check out our profile. We’ve just finished work on two other projects and reached an agreement with Ultimate Games to create what is, for now, the biggest title in our careers. Taxi Simulator is in good hands, you can rest easy. https://store.steampowered.com/developer/asmodev
- Vertical Slice gameplay video! - 6 September 2023
Skrrrrrrrt... Hey there, taxi enthusiasts and game lovers. You asked we delivered! 5 min gameplay showcase from our internal Vertical Slice Demo is here! Let us know what do you think and keep following us for more fun-filled news and surprises. See you soon! Love and taxis, The Taxi Simulator Dev Team 🚕💨 Join our community Woodland Games
- #21 We're still alive! - 25 July 2023
Skrrrrrrrt... Hey there, taxi enthusiasts and game lovers. We know you've been eagerly waiting for the latest scoop on Taxi Simulator, and we're here to serve up some juicy tidbits. So, fasten your seatbelts, because it's been a wild ride to get to where we are now! 🛑 SUSPENSION... but not in mid-air 🛑 Regrettably, the production of Taxi Simulator faced unforeseen challenges that resulted in an involuntary suspension for a duration of 1.5 years. These challenges encompassed a variety of complexities, which demanded careful consideration and strategic decision-making. 🛠️ Game Engine Switcheroo 🛠️ To address the production issues and ensure the delivery of a superior gaming experience, the development team made the critical decision to transition to Unreal Engine 5. This engine change required significant effort, but we firmly believe it will pave the way for the game's success and se…
- #20 Let's take a look at the progress! - 11 March 2022
Skrrrrrrrt... How are you doing drivers?! It's been a while since we were here and we know you're eager to hear some NEWS from us. 🚕🚖🚕 Those past months have been very productive if it comes to developing the city. Manhattan lays on a quite large piece of land and is filled with many different districts. Placing buildings and props in the highest detail is a tedious work but it's also something that's definitely worth the wait! Thanks to it, we hope you'll be able to feel the real atmosphere - which is our main goal! We are sharing a few screenshots of our amazing city and the famous yellow Taxi below 🚖 As we mentioned our goal is to make Taxi as realistic and immersive as possible, and that is why our city will also contain some of the most iconic places of NYC. In the background you can see one of the skyscrapers - Chrysler Building which was originally built in 1930 and is still…
- Devlog #19 - 24 September 2021
Skrrrrrrt! We advise you to pull over and stop your engine before you look at this, our dear Taxi driver! We know you're busy in The Big Apple, but so are we. Well.. why don't we take you on a quick trip through the city. Get in and buckle up if you're ready! While we're driving through the beautiful Manhattan and we're looking at the amazing scenery, it's time to tell you more about what we're working on. What's new? City improvements. We're constantly working on our scenery and we have added various decorations and props to make it as realistic as possible. We want you to get the real feel of New York City. Be ready to visit Times Square and look around for funny 'real life' inspired billboards. New mechanics that will spice things up even more! Did you know you'll be able to wash your taxi before you get off work after driving hundreds of miles with demanding passengers? Our team is…
- Devlog #18 - 25 June 2021
Hello Taxi Drivers! We don't know how you are, but our summer is soooo hot! We are starting to envy the people of New York that they can legally go topless 😎 But we're here to tell you a little more about the game's progress. So let's make a small summary: The city is ready (yuuuppi!) - we already have all the models of houses and streets, but due to the care with which it was made, we are currently working on... reducing the details or better call it optimaliation. The point is, it's just so polished that probably only NASA computers would be able to run Taxi Simulator :D Don't worry, we won't flatten the city - it will still be very clear, you will still have the opportunity to see many details! Decorations - we bring models of trees, garbage, benches and fire hydrants to the city. It take time, because after each game we have to test - if the board is too heavy, cause of bugs, etc.…
- Devlog #17 - 4 June 2021
Hello taxi drivers! Welcome to the new devlog! What do we have to say today? As always, a lot! 🚕🚕🚕 Let's start with... a mechanic 😉 You often ask us about the possibility of personalizing your taxis. Will it be possible? We answer: YES! What's more, our team of graphic designers is currently working on elements that you will be able to add, change and improve. These include: rims, bumpers, rims and skirts. But, but... personalization will also apply to the interior! Do you want luxurious leather? Why not! 😉 We are talking about such goodies 😉: On top of that, we have a new ad pack, which means that city building is slowly coming to an end! We implement decorations, and then we will take care of optimization, because each of these things weighs a lot, and you complain that your computers are like old vacuum cleaners - we do not promise that Taxi Simulator will work freely on all de…
- DevLog #16 - 14 May 2021
Hello taxi drivers! Today we want to say HI with this that song: We know, The Doors come from California, not New York, but today, as you guessed, the devlog will be about... light! 💡💡💡💡 We have already presented Manhattan several times, which looked like this: And like this: These are still the same streets, but their magic is determined by the lighting. It makes the game look more realistic, we enjoy not only completing missions, but also driving aimlessly... Although it's a detail, it is - in our opinion - especially important in open-world games. The very performance of the mission is one thing, but we want players to come back to the game also when they just want to ride and relax 😉 What does lighting work mean? - Color temperature - we set it to make the light effect spatial. It is thanks to this that the sun between the leaves seems real - Light propagation - how far is it t…