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Fog of People Management sim · PCFor Publishers

Single-player management sim · PC · concept & prototyping stage

Fog of People

Everyone you hire is a number you can't quite read. So is your company. So, in the end, are you.

Football Manager's granularity  ×  Metal Gear's recruitment  ×  the detachment of the boardroom.

Deep personnel simRecruitment as the verbEthics as a systemSeeking publishing partner
Personnel ManifestResolution
001L1
002L1
003Vasquez, R. — guarding ▲ pinnedB ?
004L1
005L2
Select a subject to resolve. The rest are people you haven't paid to see.

The wedge · what a deep sim hasn't done before

A headline grade can be perfectly correct and a total lie at the same time.

Football Manager taught a generation that a person is a stat block under a fuzzy scouting layer. Fog of People takes that one cruel step further: it separates two kinds of not-knowing, and builds a whole game in the gap between them.

The honest lie

Vasquez reads "Guarding: B." True — it's a correct average.
It's also an S-grade static sentry and an E-grade patrolman wearing one letter. The grade misleads precisely because it's accurate. Reading it and trusting it is the most defensible decision in the game, and the one that damns you.

Two errors that don't behave alike

Observational fuzz - your read is noisy; a better scout fixes it.
Aggregation loss - even a perfectly-known grade has thrown the detail away; the only fix is to resolve deeper, not scout harder. FM models the first. Nothing models the second. That asymmetry is the design.

The proof it's a different kind of sim · subject 003 resolving ▸

Every role earns one axis no personnel sim has split before.
For the sentry, it's signal detection itself:

Detection Sensitivity — S Can he actually tell a real infiltrator from a fox in the wire? Vasquez grades S... almost nothing gets past him.

Response Criterion — shy How trigger-happy is he about calling it? Shy — he might let a real one walk before he'll risk a false alarm. Miss vs false alarm carry wildly asymmetric costs, and you staff for one or the other.

Four pillars

One loop: acquire under fog, deploy on a guess, live with the result.

01
Recruitment is the verb
Taking people: Scouting, courting, vetting, poaching, paying - is the core loop, not a side menu.
A two-sided market: while you appraise the recruit, the recruit appraises you.
02
Hidden truth, layered fog
A person resolves through four layers, from a one-letter grade down to ~70 atomic stats. You buy clarity by the inch — a glance is cheap, the truth is expensive — and most hires you never fully see.
03
Ethics as a system, not a slider
An atrocity-tolerant outfit attracts predators, who commit more atrocities, who attract more predators.
The company drifts toward a character you never chose from a menu — only nodded at, once, near a deadline.
04
Load the dice, then watch
You never touch the trigger. All skill is preparation; operations auto-resolve while you watch the bet you placed under fog pay out: Football Manager's match-engine relationship, pointed at a war.

The voice · a comedy with the lights about to come up

The same Approve button prices a coffee budget and a body count.

The register is dry, venal satire — vain operators, a CEO weighing lives like a fleet lease. You laugh. You're supposed to. The chrome is built so the flippant interface that clears an expense report clears the worst day of a hundred people's lives without changing a single pixel. Try it: the queue is live. The redacted notes only resolve if you choose to look.

Approved: 0Queue: 12Atrocity ledger: 0

Same font. Same button. The only thing that changes is the noun — and whether you bothered to read it.

Nobody changes the font when the noun gets worse. That was the deal you signed in the first hour.

At a glance

Genre
Single-player management / personnel sim with narrative & satirical weight. Premium, PC-first.
Core fantasy
Run a private military company through a fog of incomplete information — and find out, too late, what you built.
The hook
Aggregation loss & the honest lie: a granularity model that goes past Football Manager and means it.
Replayability
No scripted escalation. The campaign's shape emerges from your hiring — every run drifts to a different company.
Identity
A fully-realised art & tone direction (this site is built in it).
A classified-dossier house style.
Audience
The overlap of deep-strategy lifers and narrative-sim players: the people who read the wiki and the subtext.

Positioning

For the players who loved Metal Gear, Suzerain, Football Manager, and Crusader Kings. and wished one game had the spine to be all four.

It sits in a gap the market keeps proving is real: deep, legible systems on one side and authored, uncomfortable storytelling on the other. Stats show that a hardcore simulation with a strong point of view doesn't fragment its audience - it compounds it. Fog of People is engineered for that overlap: a sim hardcore enough to be tabbed-into for a hundred hours, wrapped around satire pointed enough to be talked about.

Status & the ask

StageConcept proven on paper. Full design bible drafted; core systems and tone locked.
[ prototyping ]
In handDesign bible, systems architecture, art, music, & UI direction, vertical-slice plan, funding plan.
Team[ solo dev with industry experience ]
[ community focussed ]
SeekingA partner comfortable with deep-systems games and a strong authorial voice; funding to vertical slice.

For publishers

We'd like to show you the build.

The full design bible and prototype materials are available. We're looking for one partner who reads "a granularity sim about the cost of not looking closer" and leans in rather than blinks.

[ bane williams ] · press@fogofpeople.com
[ linkedin ]

Fog of Peopleevery number is a lie you can afford

Pitch material · concept stage · not for public distribution · © bane williams