Now in production · Pop Star Life 2 · Early Access Dec 2026

We build worlds you live in.

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.

Games 5 In production Pop Star Life 2 Platform PC · Steam Genre Deep simulation
Production spotlight

Pop Star Life 2 is thirteen weeks from Early Access.

Build 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.

0Venues
0Characters
0+Test & capture tools
Build 0.9.0 · in-engine
Pop Star Life 2 in-engine: driving through the industrial district with traffic
Pop Star Life 2 character creator

Countdown to launch

  1. Sep 2026

    Steam app & store page

  2. Early Oct

    Coming Soon page + announcement trailer

  3. Mid Oct

    Early Access scope lock

  4. Late Oct

    Playtest wave 1

  5. Mid Nov

    Playtest wave 2

  6. Late Nov

    Release candidate & Steam review

  7. Early Dec

    Launch trailer & creator keys

  8. Dec 2026

    Early Access launch

How we build

A production pipeline you can see.

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.

  1. Design doc & binding contract

    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.

  2. Ownership & hook requests

    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.

  3. In-engine prototype

    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.

  4. Automated headless tests

    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.

  5. Bot play-throughs

    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.

  6. Visual capture review

    Capture tools render named camera angles, HUD states and screens at fixed resolutions, and every image is reviewed by a person.

  7. Performance budget

    Heavy scenes are measured against the 16.7 ms frame budget at their worst moment, fixed, and re-measured with the same tool.

  8. Playtest

    Internal play, then invite-only waves built around one question each. Findings go back into the design docs.

  9. Ship

    Builds go out with save migrations, Steam cloud saves and patch notes, and the public roadmap is updated with every major update.

Studio roadmap

Where every game is, right now.

We publish a phase-by-phase roadmap for each game and update it as production moves.

Pop Star Life 2

3/14 phases shipped

Now Steam store page & announcement · Sep–Oct 2026

Next Closed playtests · Oct–Nov 2026

Full roadmap

Pop Star Life

1/7 phases shipped

Now Balance & daily-loop polish · Q3–Q4 2026

Next Industry depth · H1 2027

Full roadmap

My Scout Life

1/7 phases shipped

Now Stability & balance · Q3–Q4 2026

Next More leagues & regions · H1 2027

Full roadmap

Midnight Bloom Simulator

2/14 phases shipped

Now Stabilisation & story tuning · Q4 2026

Next Alpha & Early Access scope lock · Q1 2027

Full roadmap

HelloBnb Simulator

2/15 phases shipped

Now Stabilisation & quest wiring · Q4 2026 – Q1 2027

Next Production & localisation · Q1–Q2 2027

Full roadmap
Mailing list

Updates, playtests and launch dates first.

No spam. Just production news from the studio, and invites when we need players.