OpenTS3

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RoadmapPrivate pre-alpha In playtesting

Road to release

From the first working menu to a town you can settle into. Here’s what’s running, what’s still giving us grief, and what has to happen before you can play.

What changed since September

14 October 2026 · Private development and developer playtesting

  • Vulkan and .NET 10: a major engine and runtime refactor
  • Playable everyday life: cars, stairs, relationships, birth, aging and death
  • Most Build/Buy tools working, with remaining details and broad QA to finish
  • Pets, Seasons and Late Night gameplay; Riverview, Appaloosa Plains and Bridgeport
  • Launcher drag-and-drop for mods, custom content, Sims and saves

The focus is now heavy QA, performance and polish. The Windows launcher supports drag-and-drop mods, supported custom content, Sims and saves. Linux and macOS compatibility work is ongoing. Read the updated FAQ →

Where we are now

Playing, testing and polishing.

OpenTS3 is playable in private testing, with cars, stairs, household life and substantial expansion gameplay working. Vulkan and .NET 10 are in use. We’re now focused on performance, optimization, shaders, audio and broad QA across worlds, packs and hardware.

Private pre-alpha

No public download or release date. Working systems still have broken edge cases. Private playtesting and cross-platform work continue.

What needs to happen before release →

Alpha playtests come in stages. The full public release is for the complete game, including full expansion and stuff-pack compatibility. Private testing has expanded beyond base-game Sunset Valley; full compatibility is still the release target.

Choose a milestone to see what works and what comes next. Several stages are active together; this is not a completion percentage. Dates mark past progress, not deadlines.

Complete

Groundwork

April–May 2026

The Sims 3’s own gameplay code starts and drives its original menus on the 64-bit engine, using files from the player’s installation.

Working now

  • Original game scripts started in April; the main menu followed in May.
  • Current development now uses .NET 10 and Vulkan.

What’s left

  • The remaining work is in gameplay coverage, performance, visuals and release QA.

Milestone reached when

The installed game’s own code boots and drives its menus on the new engine. This foundation is in place.

Everything else builds on this foundation.

In progress

Sunset Valley & beyond

July–October 2026

Development has moved beyond Sunset Valley. Developer playtests include Riverview, Appaloosa Plains and Bridgeport too, using installed game content.

Working now

  • Vulkan renders worlds, lots, Sims, water, shadows, mirrors and portraits.
  • Private builds include world-specific roads, terrain alignment, distant buildings and map-view repairs.

What’s left

  • Polish shaders, lighting, reflections and material fidelity.
  • Check loading, streaming and graphics settings across worlds and GPUs.

Milestone reached when

Matched visuals, settings, streaming and agreed performance targets pass across the supported worlds.

Active alongside gameplay, Build/Buy, saves and pack testing.

In progress

Build & Buy

September–October 2026

Most of the original Build/Buy toolset is working in private playtests. Current work is completing the remaining details and testing combinations through whole-house play.

Working now

  • Construction, furnishing, terrain tools, decorating and undo/redo have working cases.
  • Create a Style and Edit Town Library-lot placement have received further fixes.
  • Built lots have automated save/reload coverage.

What’s left

  • Complete wall hover/drag details and remaining tools.
  • Check pools, basements, the full catalog and complete multi-storey houses.
  • Compare roof, opening, placement and material details with the original.

Milestone reached when

A tester can build, furnish, recolor, alter, save and reload a house with the complete toolset and no remaining tool errors.

Build/Buy is nearing completion in developer testing; complete coverage is still a QA gate.

Current focus

Gameplay & QA

Now · 14 October 2026

Developers are playing The Sims 3 in 64-bit through OpenTS3. Everyday life, relationships, birth, aging and death are working; the task now is finding and polishing the remaining broken cases.

Working now

  • Cars, stairs and ordinary household routines work in current private playtesting.
  • Original gameplay systems and substantial expansion gameplay are running.
  • Performance, recovery and interaction repairs continue alongside QA.

What’s left

  • Test many more interactions, households, speeds and interruption sequences.
  • Optimize demanding Live-mode scenes without losing authored behavior or visual quality.
  • Polish shaders, audio, carry/reset cases and other details that look or sound wrong.

Milestone reached when

Several in-game days across representative households, speeds and interactions pass gameplay, recovery, visual and performance checks.

Working gameplay is the starting point for QA, not a claim that every interaction and combination has passed.

In progress

Save & return

September–October 2026

OpenTS3 now defaults to its own save folder. Loading original worlds and preserving played state have progressed, with broader save/quit/reload testing still required.

Working now

  • Windows saves default to Documents/OpenTS3/Saves; Library and saved Sims also have separate storage.
  • Automated save/reload checks and several original-save, career and animation-load repairs are recorded.
  • The launcher accepts save copies through drag-and-drop.

What’s left

  • Check extended play, original-save copies and complete saved-world transitions.
  • Verify interruption handling, backups and state preservation across packs.

Milestone reached when

Repeated fresh-process save/quit/reload preserves household, lot and gameplay state, and failed or interrupted writes remain recoverable.

Keep backups and use test copies. Separate folders do not prove every save is safe or compatible.

In progress

A living town

October 2026

Town life is running in private playtests, including cars, stairs, relationships and more activity beyond the home lot.

Working now

  • Cars and cross-floor household play work in developer playtests.
  • School, career, service and pet travel have newer development fixes.
  • The latest automated Bridgeport candidate checks apartment departures, returns and subway recovery.

What’s left

  • Test parking, service arrivals, work, school and many Sims across long sessions.
  • Validate the latest apartment routes visually and after a full saved-world reload.
  • Continue path-query, obstacle and route-recovery work.

Milestone reached when

Over several days, households and town Sims travel, work, attend school, use services and return home reliably.

New automated route results are separate from developer normal-play acceptance of that exact candidate.

In progress

Worlds & packs

October 2026

Substantial expansion gameplay now works alongside the base game. The project is beyond Sunset Valley; the next task is touching more of each pack and checking combinations.

Working now

  • Pets, Seasons and Late Night gameplay is working in developer playtests, with Appaloosa Plains and Bridgeport in testing.
  • Riverview loads, and owned Store content has an optional loading path.
  • Private builds include animals, weather, autumn, frozen ponds and winter activities.

What’s left

  • Check every pack’s interactions, objects, worlds and saves through representative sessions.
  • Polish remaining pet, weather, shader and audio defects.
  • Broaden other expansion, stuff-pack, mod, custom-content and Store-script coverage.

Milestone reached when

The complete game and all owned expansion and stuff packs pass compatibility checks across gameplay, worlds, objects and saves.

Working expansion gameplay is a major step forward; full compatibility still needs broad QA.

Ahead

Full public release

When it’s ready

The release target remains the complete game with full expansion and stuff-pack compatibility. The game is playable privately; public availability depends on completing the remaining systems, optimization, polish and QA.

Working now

  • The Windows launcher checks setup, bundles the runtime and manages imports, packs, mods and saves.
  • Windows playtesting is active, with Linux and macOS compatibility work and testing ongoing.

What’s left

  • Complete broad gameplay and pack QA, performance work, shaders, audio and safe saves.
  • Test setup, graphics drivers and long sessions on more machines and platforms.
  • Complete source, dependency and distribution review, with clear player instructions.

Ready when

Complete gameplay, pack compatibility, reliability, performance and release checks pass. No public download or release date is announced.

OpenTS3 will always be free and will require your own installed game and owned packs.

How to read the results: automated checks cover repeatable cases; playtesting covers observed behaviour. Neither means every combination works. One original-game save loading is not full save compatibility.

Development update, 14 October: cars, stairs, birth, aging, death and relationships work, along with most Build/Buy tools and substantial Pets, Seasons and Late Night gameplay. There are still broken details and many combinations to test. See the remaining QA →

Before more people can play

Alpha playtesting

Base-game functions roll out to testers first, with more systems and packs added as they become ready. These are development builds on the way to the complete public release.

  • Broader clean-machine testing of the existing launcher setup, install detection and folder picker.
  • Save backups and repeated round trips using the existing separate OpenTS3 folders.
  • Manageable caches and logs, useful bug reports, and a known-issues list for each build.
  • Sessions on different PCs and graphics cards.
Full public release
  • Complete gameplay and town life, reliable saves, the full Build/Buy toolset, and full expansion and stuff-pack compatibility.
  • Retail and Steam install detection and version checks, tested setup and clear errors.
  • Measured stability, frame-rate and loading targets on stated reference PCs.
  • Source and dependency notices, distribution checks and release review completed.

Cars, jobs, school, pools, basements and Create a Style belong in the full public release. Staged alpha playtests help us get there; they are not the finished release.

Publishing the source

The repository currently uses GPLv3. Before publication, source and dependency licensing, release contents, documentation and privacy checks need to be completed. The repository remains private; there is no announced source-release date.

Platforms & PC requirements

Windows 10/11 64-bit is the current player-package focus. Vulkan is the main development renderer; OpenGL 3.3 remains a fallback. The .NET 10 runtime is bundled with Windows player builds, so players do not need the SDK.

Linux and macOS compatibility work and testing are ongoing. Hardware minimums, supported drivers and platform coverage will be documented from actual results; no universal performance or compatibility guarantee is announced.

A closer look

The work behind the milestones

Open a section for individual systems, reported problems and the fixes already in.

System-by-system progressWhat works, what remains, and the checks needed for each system.15 systems

Developers are playing the game in current private builds. These records distinguish working systems from the broad gameplay, visual, performance and save checks still to do; they are not a completion percentage.

What the progress labels mean
Planned
Planned work with no verified player flow yet.
Foundation
Supporting code exists; the complete player flow is unverified.
Working · QA ongoing
Working gameplay or automated cases, with broader QA and known edge cases still open.
Broadly verified
Repeated checks cover most of the intended scope.
Accepted
The defined gameplay, visual, reliability and performance checks pass.

Neighborhood routing

Cars, stairs and cross-lot travel work in current private playtesting. Apartment routes and recovery are receiving further QA.

Working · QA ongoing

Working examples

  • Cars and stairs work in current developer playtests.
  • The latest automated Bridgeport candidate completes apartment departures and returns after wall changes, plus subway cancellation and retry.

Remaining work

  • The latest apartment-route changes still need visible normal-play acceptance.
  • Path queries, route splitting, obstacle handling and crowded town routes remain incomplete.

Checks for a fuller pass

Travel from an upstairs home to another lot and back, cancel and retry, then repeat after construction and a fresh save reload.

Evidence reviewed 2026-10-14. Related systems: Time, needs & autonomy, World, lots & visual fidelity.

Animation, carry & interactions

Birth, aging, death, relationships and ordinary interactions are working in private playtesting. Edge cases and interruption recovery need polish.

Working · QA ongoing

Working examples

  • Developer playtests cover household life, including birth, aging, death and relationships.
  • Private builds also repair social alignment, pet idles, carried toys and saved animation recovery.

Remaining work

  • Carry and reset problems remain, including a reported newspaper T-pose.
  • Check complete cooking, eating, cleanup, pet and death sequences during normal play, including interruption.

Checks for a fuller pass

Complete and cancel ordinary interactions; verify hands, props, posture, queue recovery and saved interaction state.

Evidence reviewed 2026-10-14. Related systems: Neighborhood routing, Buy mode & object slots, Time, needs & autonomy.

Create a Sim & households

Households and pets can be created and moved in in tested cases. Pet coats, portraits and saved rigs have received further fixes.

Working · QA ongoing

Working examples

  • Existing household creation and move-in checks remain recorded.
  • Private builds repair pet coat layers, random pet parts, pet household portraits and selected-Sim portrait framing.

Remaining work

  • Test every panel across ages, species, outfits and installed packs.
  • Broader portrait, saved-Sim and long-session appearance coverage remains open.

Checks for a fuller pass

Create, save, reload and move in households with different ages and species; compare their outfits and portraits.

Evidence reviewed 2026-10-14. Related systems: Live UI & scene transitions, Time, needs & autonomy.

Buy mode & object slots

Object placement and attachments work in tested families. Pets, carried props and more catalog objects have received fixes.

Working · QA ongoing

Working examples

  • Chair/table and bar/stool placement and movement have recorded player tests.
  • Newer private builds include pet-toy attachments, reset-Sim footprints and placement repairs for toys, treehouses, hot tubs and rinks.

Remaining work

  • Check the broader catalog, group movement, sales, undo/redo and reload.
  • Newly admitted objects can still have visual or interaction defects.

Checks for a fuller pass

Place, move, cancel, sell and reload attached objects across several catalog families and floors.

Evidence reviewed 2026-10-14. Related systems: Time, needs & autonomy.

Live UI & scene transitions

The original menus and HUD remain in use. Map transitions, keyboard shortcuts and screen sizing have received further work.

Working · QA ongoing

Working examples

  • Private builds forward the original keyboard maps and add a launcher UI-scale setting.
  • Map zoom returns to Live mode, and rabbit-hole map tags and portrait handling have been repaired in development.

Remaining work

  • Check repeated menu/world/map transitions and input on different resolutions.
  • Some images and tools remain incomplete, including new-save lot thumbnails.

Checks for a fuller pass

Use menus, map view, shortcuts, dialogs and catalogs through repeated world transitions at several screen sizes.

Evidence reviewed 2026-10-14. Related systems: Create a Sim & households, World, lots & visual fidelity.

Performance & smoothness

Vulkan is the main development renderer. Loading, mirrors, shadows and memory use have improved; demanding Live-mode scenes remain a focus.

Working · QA ongoing

Working examples

  • Vulkan and .NET 10 are in use, with precompiled shaders and improvements to mirrors, draw submission and uploads.
  • Private testing identified and repaired repeated room queries, tooltip retention and expensive snow work.

Remaining work

  • Fast-forward, populated worlds, snow and long sessions still need matched measurements.
  • Results depend on hardware, world and camera; there is no universal FPS claim or retail benchmark here.

Checks for a fuller pass

Measure frame pacing, memory and loading during repeatable Live-mode sessions on stated hardware, with visual quality held constant.

Evidence reviewed 2026-10-14. Related systems: Reliability & cancellation, World, lots & visual fidelity.

Time, needs & autonomy

The original gameplay systems are running in private playtesting. The focus is checking more routines, speeds and household combinations.

Working · QA ongoing

Working examples

  • Developers are playing household life in the 64-bit engine, including relationships and life-stage events.
  • Needs, time controls, original option defaults and pack-specific activities are connected.

Remaining work

  • Check multiple households and speeds over several in-game days.
  • Smooth walking in one comparison does not establish faster simulation or complete autonomy.

Checks for a fuller pass

Play several in-game days at every speed with multiple Sims; verify needs, autonomy, schedules and interruption recovery.

Evidence reviewed 2026-10-14.

Save, quit & reload

Save/reload checks and original-world loading have progressed. The default save folder is now separate from The Sims 3.

Working · QA ongoing

Working examples

  • The Windows launcher defaults to Documents/OpenTS3/Saves, with separate SavedSims and Library folders.
  • Private fixes cover saved animation waits, career load ordering and several original-save load failures.

Remaining work

  • Broad original-save compatibility, extended play and complete saved-world transitions remain unaccepted.
  • Keep backups and test copies; separate folders do not prove interrupted-write safety or every save format.

Checks for a fuller pass

Save As a new test copy, quit and reload in a fresh process; repeat after ordinary play and verify household, lot and interaction state.

Evidence reviewed 2026-10-14. Related systems: Time, needs & autonomy, Buy mode & object slots.

Build mode

Most of the original Build/Buy toolset works. Remaining tools, visual details and complete-house QA are the next steps.

Working · QA ongoing

Working examples

  • Build/Buy is nearing completion in developer playtesting.
  • Construction, Create a Style, Edit Town and Library-lot placement have working cases, with newer diagonal opening and roof repairs.

Remaining work

  • Wall hover arrows and room dragging are still separate work awaiting acceptance.
  • Test complete multi-storey houses, pools, basements and the full catalog through save/reload.

Checks for a fuller pass

Build, furnish, recolor, alter and reload a multi-storey house using the full original toolset.

Evidence reviewed 2026-10-14. Related systems: Buy mode & object slots, Neighborhood routing, Save, quit & reload.

World, lots & visual fidelity

Vulkan is in use across Sunset Valley and newer worlds. Shader fidelity, streaming and visual polish remain active work.

Working · QA ongoing

Working examples

  • Developer playtests include Sunset Valley, Riverview, Appaloosa Plains and Bridgeport.
  • Worlds, lots, Sims, water, shadows, mirrors and portraits render using installed game content.

Remaining work

  • Matched visual checks and streaming budgets remain open across worlds.
  • A loaded world or checked object count does not establish complete pack gameplay or consistent frame rates.

Checks for a fuller pass

Compare terrain, roads, lots, objects and streaming against the original across cameras, worlds and graphics settings.

Evidence reviewed 2026-10-14.

Lighting, materials & day/night

Day/night, lamps, reflections and more effects are connected. Material and surface fidelity still need comparison with the original.

Working · QA ongoing

Working examples

  • Private builds include original ocean colors, material reflection blur, portrait lighting and outdoor-light repairs.
  • Thought bubbles, the censor mosaic and TV/computer pictures are present in Vulkan development builds.

Remaining work

  • Check Sims, hair, walls, floors and object materials at different times and light settings.
  • Effects and weather still need wider visual and performance acceptance.

Checks for a fuller pass

Compare the same rooms, Sims and outdoor scenes under matched lighting, with lamp placement and control changes.

Evidence reviewed 2026-10-14. Related systems: World, lots & visual fidelity, Time, needs & autonomy, Buy mode & object slots, Build mode.

Sound, music & effects

Audio uses OpenAL Soft. World ambience and Seasons sounds have been added to private development builds.

Working · QA ongoing

Working examples

  • The new audio path replaces Windows-only XAudio2 for game sound.
  • Private builds combine world ambience, weather loops, seasonal sounds, music fades and per-object sound limits.

Remaining work

  • Check common interactions, music transitions, indoor attenuation and sound synchronization during play.
  • Audio architecture alone does not prove Linux or macOS gameplay compatibility.

Checks for a fuller pass

Verify music, footsteps, objects and ambience in indoor/outdoor play, map transitions and saved sessions.

Evidence reviewed 2026-10-14. Related systems: Animation, carry & interactions.

Everyday life & town systems

Cars, household life and substantial Pets, Seasons and Late Night gameplay are working in private playtests.

Working · QA ongoing

Working examples

  • Cars, relationships, birth, aging and death work in developer playtests.
  • Current playtesting extends beyond Sunset Valley to Riverview, Appaloosa Plains and Bridgeport, with substantial expansion gameplay running.

Remaining work

  • Services, vehicles, work, school and other households still need full multi-day acceptance.
  • Specific Pets and Seasons successes do not establish complete expansion compatibility.

Checks for a fuller pass

Across several days, verify work, school, services, vehicles, pets and community visits, including a fresh save reload.

Evidence reviewed 2026-10-14. Related systems: Neighborhood routing, Time, needs & autonomy, Save, quit & reload.

Reliability & cancellation

Crashes, script errors and stuck interactions remain possible. Recent work contains more failures and improves diagnostics.

Working · QA ongoing

Working examples

  • Private builds repair known world-load crashes and improve animation/reset fault handling.
  • Slow-task and cache diagnostics help identify stalls; original reset commands are available through developer tools.

Remaining work

  • Newspaper carry/reset, some pet scripts and startup/shutdown errors remain open.
  • Long-session stability, reset recovery and safe saves require actual playtesting.

Checks for a fuller pass

Complete extended play, cancel and recover from interactions, save and quit cleanly, then reload without losing state.

Evidence reviewed 2026-10-14. Related systems: Time, needs & autonomy.

Setup & testing on other PCs

Windows playtesting is active, with Linux and macOS compatibility work and testing underway.

Working · QA ongoing

Working examples

  • The engine and runtime have moved to Vulkan and .NET 10.
  • The Windows launcher provides setup checks, drag-and-drop imports and separate save storage; native Linux has a separate Vulkan development path.

Remaining work

  • Cross-platform work is ongoing; a platform target is not a guarantee for every installation or graphics driver.
  • Broader hardware, clean-machine setup and complete gameplay/save coverage remain QA work.

Checks for a fuller pass

On a clean account and independently installed game, complete setup, play, save and reload without developer caches.

Evidence reviewed 2026-10-14. Related systems: Reliability & cancellation.

Known issuesThe rough edges and blockers still showing up in play.21 tracked

Apartment departures and town route recovery

Automated checks pass

The latest private Bridgeport candidate completes apartment-to-community-lot trips and returns in automated checks. Visible normal-play acceptance and broader path handling remain open.

Check before closing

Route to a second lot and back, including cancellation, lot boundaries and doorway traversal.

Related system →

Carry and reset animation recovery

Open

Private builds contain several carry repairs, but a newspaper carry/reset T-pose remains unresolved. The earlier cooking report is not a current-build retest.

Check before closing

Complete and cancel several carry interactions; verify hand, idle pose and attachment owners reset.

Related system →

Food placement and carry transitions

Needs repeat testing

The September food-position report is retained for regression testing. New carry and attachment repairs do not establish that every cooking sequence now passes.

Check before closing

Food stays on its plate while carrying, placing, eating and putting away.

Related system →

Eating, cancellation and cleanup

Needs repeat testing

The September stuck-eating report needs a complete current-build cooking/eating/cancellation retest before closure.

Check before closing

Prepare, serve and eat a meal; hunger changes and leftovers go away only through the appropriate action.

Related system →

Door timing and route interruption

In progress

Newer private builds repair door approaches and preserve required portal actions. Timing, cancellation and crowded doorway cases still need wider checks.

Check before closing

Open as the Sim approaches, remain open for traversal, close afterward; handle cancellation on either side.

Related system →

Repeated loading and UI transitions

Needs repeat testing

Loading, screen-size and UI changes have progressed. Repeated menu/world transitions and the earlier text-overlap report need current-build checks.

Check before closing

Keep a coherent loading screen until the active lot, selected Sim, HUD and input are ready.

Related system →

Vehicles, parking and saved travel

In progress

Cars work in current developer playtesting. Broader parking, service trips and restoring saved journeys remain QA cases.

Check before closing

Create a car, route to it, drive to a destination and return in later town-simulation testing.

Related system →

Portrait and thumbnail coverage

Partly fixed

Pet household cameras and selected-Sim portraits have received fixes. New OpenTS3 saves can still lack their lot thumbnail, and broader image coverage remains open.

Check before closing

Correct household portraits appear after creation and subsequent transitions.

Related system →

Map navigation and return to Live mode

Partly fixed

Map zoom returns to Live mode and rabbit holes receive their original tag types in newer private builds. Visual icon checks and repeated transitions remain open.

Check before closing

Open map view, choose a destination, travel there and return to the lot view with working controls.

Related system →

Text layout across resolutions

Needs repeat testing

The earlier trait-description spacing report remains a regression check after the newer font, viewport and UI-scale work.

Check before closing

Check long/localized descriptions, scrolling and multiple resolutions without overlap.

Related system →

Lamp lifecycle and room lighting

Partly fixed

Newer private builds repair outdoor lights and several room/portrait lighting cases. Placement, movement, removal and all surfaces still need matched playtests.

Check before closing

At a fixed camera, remove every lamp, add replacements, move them between rooms, change colour/brightness, switch one/room/house lights and Undo/Redo. Check walls, floors, furniture and Sims; repeat by day and night, with pause/fast-forward, no leaks or whole-lot rebuild stalls.

Related system →

Day/night and fast-time fidelity

In progress

Day/night follows the simulation clock. Check world and surface appearance, paused previews and accelerated-time performance together.

Check before closing

Play through sunrise, noon, sunset and night. Pause freezes lighting; speed changes advance it with game time. Compare the same camera against the original game.

Related system →

Stairs, elevators and upper-floor travel

In progress

Stairs and upper-floor travel work in developer playtests. The latest private automated apartment trips include elevators; broader routes and save reload still need QA.

Check before closing

Travel between floors, leave for another lot and return; repeat after wall changes and a fresh-process reload.

Related system →

Materials and reflection fidelity

Partly addressed

Private builds use authored material reflection blur and include further lighting repairs. Matched close-ups across materials are still needed.

Check before closing

Compare identical material, time, camera and settings with the original game; preserve authored specular values and check reflections and colour space.

Related system →

Visitor socials and interruption recovery

Needs repeat testing

Private builds contain newer social alignment and handoff repairs. The September visitor-crash report needs its exact current-build repro checked before closure.

Check before closing

Repeat visitor conversations and cancellation with different Sims without a crash.

Related system →

Recovery from stuck Sims

In progress

The original reset command is available in developer tools, and failed-reset loops have received fixes. Reliable recovery without new pose or queue problems is still being tested.

Check before closing

Recover from a stuck interaction without restarting or losing household state.

Related system →

Original-save compatibility

In progress

Several original-save and saved-interaction defects have been repaired in private builds. The earlier re-save failure is no longer presented as universal; complete save/quit/reload compatibility still needs testing.

Check before closing

Load an original save, play, save it through OpenTS3 and reload it successfully.

Related system →

World teardown and menu return

In progress

Shutdown handling has progressed, but full repeated saved-world/menu transitions remain unaccepted. The earlier world-retention report is kept as a regression case.

Check before closing

Return to the menu and start or load another game without leftover world state.

Related system →

Save safety across long sessions

In progress

OpenTS3 now defaults to its own save folder. Interrupted-write protection, long sessions and full original-save round trips remain separate gates.

Check before closing

Verify separate default storage and recoverable writes, then save and reload after extended ordinary play.

Related system →

Snow and fast-forward cost

Open

Snow accumulation and trail-query costs have been reduced in private builds. Populated snow scenes and accelerated time still need performance and visual acceptance.

Check before closing

Measure the same populated winter scene at each speed, with snow depth and effects intact.

Related system →

Complete Pets and Seasons coverage

In progress

Substantial Pets, Seasons and Late Night gameplay works in developer playtests. Coverage across pack combinations, individual activities and long sessions is still being expanded.

Check before closing

Play pack-specific routines through several days and a save/reload on supported installations.

Related system →

Fixed issues

5 resolved

Hair and hat crashes

The reported crashes when switching between hair and hats in Create a Sim have been fixed.

Updated 2026-09-26. Related system →

Magenta trait placeholders

The magenta placeholders in trait icons have been fixed.

Updated 2026-09-26. Related system →

Wall-building stalls

The long stall when building walls has been fixed.

Updated 2026-09-26. Related system →

Tree, bush and rock placement

Tree, bush and rock placement is now working.

Updated 2026-09-26. Related system →

Visible seams between lots

The visible gaps at lot boundaries have been fixed.

Updated 2026-09-26. Related system →

Recorded checkpointsSpecific results that brought the project this far.14 records

Each result has a limited scope.

The world is on screen

Sunset Valley renders in the x64 engine using resources from the installed game.

Still open

A working bridge is the foundation, not proof that every gameplay system is complete.

From the menu into a home

Household creation, move-in and saved-world loading have working development cases.

Still open

Every entry path and full saved-world transition still needs repeated acceptance.

We can redecorate

Chair/table and bar/stool placement and group movement now have accepted player tests, alongside earlier surface, wall-TV and outdoor-object checks.

Still open

Family-specific results do not mean every catalog object or attachment works.

Between floors and across town

Doors and stairs are connected; the latest private Bridgeport check includes apartment departures, returns and subway recovery.

Still open

Automated routes do not establish visible normal-play acceptance or complete town routing.

Player setup and an experimental Linux path

The Windows ZIP bundles its runtime and provides launcher checks; native Linux has a separate Vulkan development path.

Still open

Linux and macOS compatibility work and testing are ongoing. Broader hardware, clean-machine gameplay and platform acceptance remain open.

Vulkan and continued performance work

Newer builds improve rendering, uploads, mirrors, memory retention and repeated room queries.

Still open

Live-mode fast-forward, snow, crowded worlds and longer sessions remain active work. There is no universal FPS guarantee.

Build/Buy, style and Library lots

More construction families, wall/floor Create a Style and rotated Library-lot placement have development fixes.

Still open

Wall dragging, full-house acceptance, the broader toolset and save/reload remain open.

Indoor furniture gets room lighting

A shared lighting connection now lets enclosed furniture use local room lights instead of always taking the outdoor sunlight path.

Still open

Furniture response is verified in bounded lamp tests. Full lamp lifecycle, wall/floor/Sim lighting and material fidelity remain open.

Family photos survive the Library round trip

New household exports now include their rendered family portrait, with the image visible again after closing and reloading.

Still open

Existing households without stored portraits and other missing thumbnails remain separate work. Household export is not a played-world save.

Day and night follow the game clock

A normal-play run covers a full day/night cycle. Original Buy and Build previews can show day or night without advancing the paused simulation.

Still open

This is an environment checkpoint. Full surface lighting, stable household play and fast-time performance are not accepted.

Separate storage and broader save checks

The launcher defaults to OpenTS3 save storage. Private builds repair several original-save, career and saved-animation cases.

Still open

Broad compatibility, interrupted writes and long-play saved-world transitions remain gates.

Pets, Seasons and more worlds

Private builds include Appaloosa Plains, pet appearance/animation repairs, rain, snow, autumn, frozen ponds and winter activities.

Still open

Each result has limited scope. Pack-wide compatibility, visual fidelity and demanding scenes still need acceptance.

Apartment trips after construction changes

The latest private automated Bridgeport test completes upstairs community trips and returns, repeats after wall edits, and checks subway cancellation and retry.

Still open

Prepared in a private candidate; visible player movement, FPS and full saved-world transitions remain unaccepted.

Playing The Sims 3 in 64-bit

Current developer playtests cover household life, cars, stairs, birth, aging, death and relationships, with substantial Pets, Seasons and Late Night gameplay and worlds beyond Sunset Valley.

Still open

Private playtesting, not exhaustive QA or a public release. Performance, shaders, audio and remaining gameplay edge cases still need work.

What the full release includes

The complete game, with full expansion and stuff-pack compatibility. Cars, jobs, school, pools, basements, Create a Style and the other worlds are all part of that scope.

Alpha playtesters get features in stages, starting with base-game functions in Sunset Valley. Those smaller test builds are steps toward the full public release.

Longer-term ideas include optional fixes for original-game bugs, quality-of-life settings and enhanced lighting. Each still needs its own development and testing.

There is no release date or guaranteed order for every item. Priorities can change when playtesting finds an issue that blocks normal play.