Pop Star Life 2
3/14 phases shippedNow Steam store page & announcement · Sep–Oct 2026
Next Closed playtests · Oct–Nov 2026
Full roadmap
Rakun Interactive is an independent studio making deep simulation games: long careers, living systems, and decisions that follow you. We build them in the open, with a production roadmap for every game.
Different worlds, same design philosophy: systems that feed each other, progression that lasts, and the pull of one more decision.

A 3D open-city music career sim. Leave your village with a guitar, perform your way through a living harbour city, and chase the stadium.
Explore the production
The text-based music career sandbox that started it all. Busk, write, tour and climb from nobody to icon.
Explore
Lead a football club's scouting department: scout the world, build the academy and live every season one decision at a time.
Explore
Take over your uncle's flower shop by day, and inherit the debt he paid off by night. A hands-on florist sim with a double life after dark, in a coastal town you learn by heart.
Explore the town
Restore your family's run-down rental on a Cycladic island, furnish it, photograph it and list it, then grow into beach businesses, yacht tours and a villa on the headland.
Explore the islandBuild 0.9.0 already has the full open city: 45 walk-in venues, 12 playable jobs, transit, driving, homes and live rhythm shows. Now we're going public and finishing the music career loop.


Small team, serious process. Every feature is designed on paper, proven by automated tests, played by bots in the real game, and reviewed frame by frame before a player ever touches it.
Every feature starts as a written design with concrete numbers: formulas, example values, where it happens in the world and which animation plays. Big features get several specialist design passes merged into one binding contract before code is written.
Systems are built in parallel with strict ownership. When one system needs a change in another, it files a hook request and ships a working fallback, so nothing blocks.
Small, data-driven modules that run outside the full game, so the same code the player uses can be exercised in seconds. Measured, never guessed: hit frames, prop sizes, floor heights.
Each system ships with a test that must report zero problems. The full verify pass runs in about 35 seconds and never touches a real save.
Scripts drive the real game with real key presses: a bot plays show notes, pays at the till, hails a taxi, works a shift, and writes a frame-by-frame report.
Capture tools render named camera angles, HUD states and screens at fixed resolutions, and every image is reviewed by a person.
Heavy scenes are measured against the 16.7 ms frame budget at their worst moment, fixed, and re-measured with the same tool.
Internal play, then invite-only waves built around one question each. Findings go back into the design docs.
Builds go out with save migrations, Steam cloud saves and patch notes, and the public roadmap is updated with every major update.
We publish a phase-by-phase roadmap for each game and update it as production moves.
Now Steam store page & announcement · Sep–Oct 2026
Next Closed playtests · Oct–Nov 2026
Full roadmapNow Balance & daily-loop polish · Q3–Q4 2026
Next Industry depth · H1 2027
Full roadmapNow Stability & balance · Q3–Q4 2026
Next More leagues & regions · H1 2027
Full roadmapNow Stabilisation & story tuning · Q4 2026
Next Alpha & Early Access scope lock · Q1 2027
Full roadmapNow Stabilisation & quest wiring · Q4 2026 – Q1 2027
Next Production & localisation · Q1–Q2 2027
Full roadmapNo spam. Just production news from the studio, and invites when we need players.