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The Sims 4 Papercraft Skill Guide for Adventure Awaits

The Sims 4 papercraft skill introduced in the newly released Adventure Awaits expansion pack is one of four new skills and my personal favorite. There are tons of different items for sims to craft out of paper, so let’s take a detailed look at this new 10 level skill.

Sim creating Papier-Mâché

The Sims 4 Papercraft Skill Guide

Skill Building Activities

To build The Sims 4 papercraft skill you’ll need to purchase the DIY Delight Papercrafting Kit for §20. This item is found under the “Creative” section of the “Activities and Skills” tab of Buy Mode.

Sims 4 Papercraft Skill Object

Sims 4 Papercraft Skill Overview

LevelRewards
1Craft: Origami Butterflies, Paper Airplanes, and Papier-Mâché Funky Animals
2Craft: Papier-Mâché Plants and Magical Origami Butterflies

More Colors: Origami butterflies, paper airplanes, and papier-mâché funky animals
3Craft: Cootie Catchers

More Colors: Origami butterflies, paper airplanes, papier-mâché plants, and funky animals
4Craft: Origami Frogs, Friendship Cards, and Peculiar Plumbird Papier-
Mâché Masks

More Colors: Papier-mâché plants and paper airplanes
5Craft: Papier-Mâché (Better) Animals

More Colors: Origami frogs, friendship cards, and plumbird masks
6Craft: Origami Llamas and Love Cards

More Colors: Origami frogs, (better) animals, friendship cards, and plumbird masks
7Craft: Origami Cranes

More Colors: Origami llamas, love cards, and (better) animals
8Craft: Origami Jellyfish and Celebration Cards

More Colors: Origami cranes and llamas
9Craft: Consolation Cards and Wall-Mounted Papier-Mâché Animal Heads

More Colors: Origami cranes and jellyfish
10Craft: Totally Realistic Papier-Mâché Critters

More Colors: Origami jellyfish and animal heads

Skill Level Perks and Rewards

Hold on to your notebooks because there is A LOT to make with The Sims 4 papercraft skill. This is a Level 10 skill so they certainly didn’t skimp out.

Level 1

One of the first pieces of origami your Sim will be able to make with the Sims 4 papercraft skill is the origami butterfly. The starting colors are white, black, and red with more unlocking as your Sim levels up. This is consistent across all of the origami pieces.

By clicking on the butterfly in your Sim’s inventory, you can choose to make it attach to the wall or sit on a shelf.

On the top right is the Magical Origami Butterfly of which you will need to finish the butterfly and moth collection before you can make.

Origami butterflies

Your Sim will also be able to make a paper airplane right from the start. Once crafted, your Sim is able to toss them around the room and watch them fly.

Paper airplanes
Sim throwing paper airplane

Your Sim’s first papier-mâché projects will be none other than the Funky Animals collection in all their glory.

Funky animals

Two other papercraft items your Sim can make are actually mistakes when trying to make something else. They’re still worth a call-out because you can still display them in their monstrous glory.

Failed paper crafts

Level 2

For Sims who lack green thumbs, but have a surplus of creativity, papier-mâché plants are now a possibility. No watering necessary.

Paper plants

At level two of the Sims 4 papercraft skill you’ll also be able to craft Magical Origami Butterflies, but there’s a catch. In order to create this amazing critter you’ll need to first finish the butterfly and moth collection. It’s absolutely worth it because not only is the Magical Origami Butterfly gorgeous, it can also COME TO LIFE by placing it in a butterfly habitat.

Magical Origami Butterfly in habitat

Level 3

Fortunes foretold by the fold. You know them. You love them. It’s time to craft the always fabulous cootie catchers.

Cootie Catchers

These fully functional items can be used to tell the fortunes of friends, family, and total strangers. It’s not just for looks either, the Sim will earn a moodlet based how the reading goes.

This is by far my favorite part of the Sims 4 papercraft skill. The nostalgia hit hard with this one.

Sim getting fortune told

Level 4

Nothing too special here, just some lovely frogs.

Origami frogs

How cute are these friendship cards? Not only are they adorable, but they’re also functional!

Friendship cards

By clicking on the card either in the world or in your Sim’s inventory, you can opt to write in them. Each card comes with a specific default message for that card’s style, which is a really nice touch. I love how well thought out the Sims 4 papercraft skill is.

Writing in card

Once your Sim levels up to four, you’re probably wondering what the “Peculiar Plumbird Papier-Mâché Mask” is in the pop-up.

I guarantee you aren’t ready for it.

I know I wasn’t.

Plumbird Mask

When wearing the mask, your Sim will get a playful moodlet and default to using the creepy walk. It comes in 8 different colors and they’re all magnificent. Sadly it’s not an item that can be displayed.

Level 5

We had our funky animals and now it’s time for (better) animal papier-mâché. Better is certainly subjective in this case because I love the funky collection better in the Sims 4 papercraft skill. Sorry ’bout it.

Better animals

Level 6

Llamas. Because of course there are llamas.

Weirdly, the only origami animal in the Sims 4 papercraft skill that lacks an option to hang it on the wall.

Origami llamas

Love cards work just like the friendship cards in that each style has its own default message, but you can change it to anything you want before gifting it to another sim.

Love crafts

Level 7

Origami cranes are able to be placed on shelves or hung on the wall, but what I really would have loved was the ability to hang them from ceilings.

Origami cranes

Level 8

The residents of Gibbi Point take much pride in their jellyfish, so of course you’ll be able to make them out of origami in the Sims 4 papercraft skill.

Origami jellyfish

A celebration card for special occasions. Sadly, no variants as this is the only one you can make.

Celebration card

Level 9

When I first read “Wall-Mounted Animal Heads” I got sad, but upon making one and realizing it’s more a mask than anything I was happy. They’re incredibly cute. I only wish my Sims could wear them like the Plumbird mask.

Animal heads

Like the celebration card, the consolation card doesn’t have any variants, sadly.

Consolation card

Level 10

Not going to lie. The “Totally Realistic Papier-Mâché Critters” had me cackling. I respect the Sims Team so much for roasting themselves for their wild bird meshes that we’ve had in game for years and years.

None of the crafts in the Sims 4 papercraft skill is a better fit for level 10 than this.

Realistic birds

Follow along with all of our The Sims 4 Adventure Awaits coverage to stay updated on overviews, guides, articles, and more.

How To Reach The Top Of The Park Worker Career: The Sims 4 Adventure Awaits Guide

Expect Long Weekends Away With The Park Worker Career in The Sims 4 Adventure Awaits!

The Sims 4 Adventure Awaits comes with a brand new (and very unique) career in the form of the Park Worker! Throughout this career, your Sim will supervise getaways, summer camps, and even Meleci National Park itself! Unlike other careers in The Sims 4, your Sims won’t be working regular shifts. Instead, they will spend Monday to Thursday building their skills and exploring new hobbies, and from Friday to Sunday, they will be away at their job. Don’t worry, however, while they’re at work, their needs will be managed so they won’t come home exhausted, stinking, and hungry. Let’s take a look at what it takes to climb the ranks of the Park Worker career!

Screenshot 2025 09 22 00 27 04

What You Need To Know About The Park Worker Career

The Park Worker career in The Sims 4 Adventure Awaits is ideal for Sims who love connecting with nature and giving back to the community. The career initially starts with 7 levels, beginning as a Cabin Cleaner, all the way up to an Event Coordinator. At the point of next promotion, you can choose either the ‘Park Counselor’ or ‘Park Ranger’ branch, each consisting of 3 levels. As previously mentioned, Sims in the Park Worker career will spend most of their week at home with plenty of time on their hands for pursuing new hobbies in Gibbi Point, or levelling up their skills in pursuit of the next promotion. Sims will go to work at 4 pm on Fridays and return home at midday on Sunday. Also, unlike previous careers, Sims aren’t paid by the hour. Instead, they are paid per shift, meaning there is a flat rate for the entire weekend worked.

Park Worker Career Levels

Promotions in the Park Worker Career will see Sims building their Handiness, Logic, Charisma, Fitness, and outdoor activity skills. These outdoor activity skills could include activities such as Archery, Kayaking, Gardening, Fitness and more!

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Park Worker: Levels 1 – 7

LevelDescriptionWageDay/Time
1. Cabin CleanerEvery great outdoor career starts with a little elbow grease! For (Sim Name), that means cleaning cabins, unclogging the toilet occasionally, dodging spiders, and pretending not to smell whatever that is.§440/shift4:00pm Fri – 12:00pm Sun
2. Event Helper(Sim Name) may not be calling the shots just yet, but they are definitely picking up some useful tricks. Since helping with camp events, they have learned how to unfold a chair without pinching their fingers, how to stop a tug-of-war before it turns into a full-on mud fight, and identifying which lanterns are decorative but mildly explosive.§704/shift4:00pm Fri – 12:00pm Sun
3. Cabin LeaderBunk beds? Checked. Missing socks? Located. Bear-proofing the trash bins? Sealed. (Sim Name) is now a Cabin Leader, and it’s everything they imagined. With campers looking up to them (sometimes literally, from the bottom bunk), (Sim Name) is the glue holding cabin life together!§1408/shift4:00pm Fri – 12:00pm Sun
4. Activity Instructor(Sim Name) came here to lead archery, obstacle courses, and trust exercises under the open sky. Instead, they spend most of the day chasing runaway kayaks, dodging foam arrows, and reminding everyone for the fifth time that snack time is not a competitive sport. Still, if controlled mayhem counts as a team-building activity, (Sim Name) is absolutely crushing it.§1936/shift4:00pm Fri – 12:00pm Sun
5. Group CounselorGroup counseling sounds simple enough: guide the conversation, build trust, and help others open up. But not when there are clashing personalities, shifting alliances, and at least one Sim crying in the bathroom at any given moment. No pressure. It’s all fun and games until llama issues enter the chat.§2420/shift4:00pm Fri – 12:00pm Sun
6. Wilderness Safety Instructor(Sim Name) feels a strong sense of duty keeping fellow Sims safe from nature’s less cuddly side. After all, someone has to stand between them and bears, poisonous plants, or whatever’s doing the howling after midnight. That same sense of duty is what keeps them calm when yet another overconfident hiker decides flip-flops are acceptable trail gear. It’s a noble role, really. Nature has its challenges…but Sims? They’re downright feral.§4828/shift4:00pm Thur – 12:00pm Sun
7. Event CoordinatorCamp events don’t run themselves but with (Sim Name) in charge, they almost look like they do. Between last-minute activity swaps and campers who never stay in line, they keep it all together with calm, charm, and a dangerously detailed clipboard.§6052/shift4:00pm Thur – 12:00pm Sun

Park Counselor Branch

pc1

While some manage the nature side of camp, Park Counselors manage the campers. Whether calming down a homesick Sim or leading activity classes for restless kids, this branch will ensure (Sim Name) becomes the one campers look up to!

LevelDescriptionWageDay/Time
8. Assistant Counselor(Sim name) is stepping into a support role, helping lead group activities, manage camper dynamics, and keep the good vibes going. It’s not full responsibility yet, but it’s a clear step toward becoming a trusted leader at camp.§8976/shift4:00pm Thur – 12:00pm Sun
9. Camp CounselorForget just passing out glue sticks, (Sim Name) now leads with purpose. From meaningful campfire conversations to guiding group activities that bring Sims closer together, they have grown to become the emotional compass of the campground!§10,472/shift4:00pm Thur – 12:00pm Sun
10. Head Counselor(Sim Name) has reached peak camp stardom! Campers quote them, counselors take notes, and even the most chaotic Sims seem to respect the authority. Rumor has it parents and corporate sponsors race to secure a spot on the waitlist months in advance. And honestly? Who could blame them?§12,240/shift4:00pm Thur – 12:00pm Sun

Park Ranger Branch

pr1

Does (Sim Name) keep it cool when things get wild and keep a wrench in their back pocket just in case? Then Park Ranger might be the perfect fit. With practical know-how, steady focus, and a deep respect for the woods, (Sim Name) is ready to take the lead when nature calls.

LevelDescriptionWageDay/Time
8. Assistant Park Ranger(Sim name) is officially on patrol. Whether it’s clearing fallen branches, checking trail signs, or gently explaining to a tourist why wild animals don’t make great pets, they are keeping things in harmony. The uniform may still be a little stiff, but the ranger instincts are kicking in fast.§7208/shift4:00pm Thur – 12:00pm Sun
9. Ranger Survivalist(Sim Name) doesn’t even flinch. Armed with wilderness know-how and a sharpened skillset, they are now the park’s go-to problem-solver when things get wild, literally. The work is tough, but those quiet moments under a sky full of stars, with the forest hushed and still, feel like nature belongs to them alone.§9180/shift4:00pm Thur – 12:00pm Sun
10. Chief Ranger(Sim Name) is the final word on trail safety, wildlife weirdness, and which berries are snack-worthy or mildly cursed. They have finally made it to the top of Miceli Park and do it all with steady hands, a legendary field log, and boots that never seem to get muddy. Chief Ranger isn’t just a title, it’s a legend, and the whole park knows it.§11,220/shift4:00pm Thur – 12:00pm Sun

Career Rewards

As with every other career in The Sims 4, the Park Worker Career has its own set of unique rewards that your Sims can unlock through progression up the career ladder. Take a look at them below!

“A Helping Hand” Paper Mache

Unlocked at Level 10 of the Park Counselor branch

Ranger’s Esteem Archery Target

Unlocked at Level 10 of the Park Ranger branch

Daily Tasks And Promotions

Just like every career in The Sims 4, the Park Worker Career gives your Sim a set of Promotion Tasks and Daily Tasks. Despite being called a “Daily Task”, it isn’t actually daily in this career as your Sims are only working at the weekends. This career will mostly focus on Handiness, Logic, Charsima, Fitness, and a variety of skills that are built doing outdoor activities. As your Sim has Monday to Thursday free, there is plenty of time to increase these skills.

Living in Gibbi Point has its benefits. You have access to large open water spaces to practice the kayaking skills, an abundance of archery targets dotted around the world, and the wild woods to hunt for butterflies. Gibbi Point also has several festivals that your Sim can check out during the week that focus on a number of activities, such as fitness events and archery competitions.

Choosing your Sim as a Camp Counselor or Camp Director at Camp Gibbi Gibbi can add some immersion to this career, as well as an opportunity to both improve your Sim’s skills and mentor those who may need some help.

Sims in the Park Worker career also have the opportunity to ‘Research Sim Nature’ and ‘Study Park Lore’, allowing them to learn more about the national park and the locals of Gibbi Point.


What are your thoughts on the Park Worker Career? Let us know in the comments below, and stay tuned to Sims Community for all the latest on The Sims 4 Adventure Awaits!

The Sims 4 Adventure Awaits CAS Overview: 157 New Clothing Pieces!

Peek at the new Assets for The Sims 4 Adventure Awaits CAS!

The newest expansion pack, The Sims 4 Adventure Awaits, has finally arrived! It has a whopping 157 assets in Create-A-Sim to customize your sims getaway wardrobes before they head off to Gibbi Point for summer camp, fitness retreats, and everything in between!

Sims 4 Adventure Awaits CAS

The Sims 4 Adventure Awaits CAS Overview

Author’s Note: Some items may seem to appear more than once as the meshes come with variations to allow for different ages, style preferences, frames, etc. Similarly to other packs, this largely caters towards adults and children, with the youngest sims like toddlers and infants getting a few pieces.

Hairs will be shown with multiple swatches to show the texture quality on each item. Longer hairs or items with detailed backs will have multiple images. Clothing and accessory items will only be shown with their standard swatch.

Lastly, some items are unlockable through gameplay. To show them in the Sims 4 Adventure Awaits CAS, you can play through the game or use the cheat (with “testingcheats” true on) “cas.unlockbytag EP20” to unlock all items. The cheat will need to be reapplied when switching between sims, age groups, etc.

Hairs & Facial Hair (33)

The Sims 4 Adventure Awaits CAS and its hairs can be described simply as low-maintenance and perfect for a hike or hot summer day on the coast. The hair styles mostly consist of simple updos or protective styles, with most being available for multiple age groups and frames!

Hats (12)

Bird masks and cowboy hats are sprinkled in between simpler caps and baseball hats, creating a wide variety of style choices to protect your sims heads! All the hats come in adult and children’s sizes.

Accessories (20)

The accessories category mostly consists of a few socks, athletic braces and globes, jewelry, and some cute little bracelet stacks!

DISCLAIMER: Below is the Toasty Tootsie Socks from the Pre-Order bundle for The Sims 4 Adventure Awaits. Pre-order by November 13th, 2025 for these socks.

Tops (39)

Outside of the graphic t-shirts that scream summer camp, the tops fall back on the resurgence of vintage styles found in recent packs and recent real world fashion trends, with a lot of crewnecks, vests, bright and vibrant colors, and funky patterns and color blocking.

Bottoms (25)

The bottoms category caters heavily to the fitness side of this pack, with most items being loose and flowy, or stretchy and skin tight, (hypothetically) allowing for a full range of movement for the many activities that await within The Sims 4 Adventure Awaits!

Full Body (21)

The full body outfits do get a little funky when you include the imaginary friend costumes also found within the category, but this section mostly includes beachwear, outfits perfect for a hike or curling up next to the fire, and flowy summer dresses.

Shoes (7)

Shoes built for long hikes and rigorous activities are the star of this category, including a few sandals for the beach bums of Gibbi Point!


The Sims 4 Adventure Awaits is out now for $39.99 USD or your equivalent currency! It is available on the EA App (PC/Mac), Steam (PC/Mac), Epic Games (PC), the Microsoft Store (Xbox), and the Playstation Store (PS4/PS5).

What are your thoughts on The Sims 4 Adventure Awaits CAS items? Any favorites, or least favorites? Sound off below, and be sure to follow The Sims Community while we deep dive into the contents of The Sims 4 Adventure Awaits and find all it has to offer!

The Sims 4 Adventure Awaits: Build/Buy Overview

Take A Look At All The New Build/Buy Items With The Sims 4 Adventure Awaits Expansion Pack!

The Sims 4 Adventure Awaits is here, and with it comes over 190 new Build-Buy items to build your Sims a perfect woodland getaway. Check out our showcase of every single item available in the Build-Buy catalogue, plus Debug and Live Edit objects!

sims 4 adventure awaits build items Large

Build Mode

Doors

Windows

Floors

Wall Patterns

Fences

Gates

Columns

Spandrels

Stairs

Stair Railings

Foundations

Platform Trims

Roof Patterns

Roof Trims

Roof Sculptures

Wall Sculptures

Outdoor Plants

Pond Effects

Pool Objects


Buy Mode

Activities & Skills

Active

Creative

Outdoor Activities

Recreation

Appliances

Kitchen Appliances

Refrigerators

Comfort

Beds

Dining Chairs

Living Chairs

Love Seats

Sofas

Misc

Decorations

Clutter

Fireplaces

Indoor Plants

Mirrors

Paintings & Posters

Rugs

Sculptures

Wall Decorations

Window Coverings

Misc

Electronics

Televisions

Misc

Kids

Toys

Lights

Ceiling Lamps

Floor Lamps

Table Lamps

Wall Lights

Outdoor Lights

Plumbing

Showers

Sinks

Toilets

Tubs

Dressers

Storage

Surfaces

Accent Tables

Coffee Tables

Desks

Dining Tables

Displays

Misc

Transportation


Styled Rooms


Debug

Books

Collectibles

Papercraft

Smoothies

Misc

Live Edit

The Sims 4 Adventure Awaits – Build/Buy Style

The build style of The Sims 4 Adventure Awaits boils down to two concepts: rustic cabins with mesh doors and canopy-draped windows, and modern, sleek styles perfect for a high-end getaway destination. A major selling point of this pack is its expansive collection of gameplay objects, some of which have been requested since the Base Game’s launch in 2014.

sims 4 adventure awaits build screen new

What are your favourite new pieces available in the Build/Buy Catalogue? Let us know in the comments below, and stay tuned to Sims Community as we cover the latest Expansion Pack!

New The Sims 4 Update: Patch Notes (October 2nd, 2025)

Day 0 Patch for Adventure Awaits is here, along with Base Game improvements!

EA and Maxis have released a brand new The Sims 4 Update across PC, Mac, Xbox and Playstation consoles. Both fixing some day 0 issues with the now newly released Sims 4 Adventure Awaits Expansion Pack and Base Game improvements. Such as lowering the Playground Objects limit from six to four.

Find everything that’s been fixed, improved and changed in the official Patch Notes below:

The Sims 4 Update Logo

The Day 0 Update

Installing the Latest Sims 4 Update

You can get the latest The Sims 4 Update on the following official launchers and platforms:

  • PC: EA App, Origin, Steam, Epic Games
  • Mac: Origin, Steam
  • Playstation: PS4 and PS5
  • Xbox: Xbox One and Xbox Series X / S

You can download the latest Sims 4 Update by checking for a Patch through the EA App, Steam or Epic Games launcher for Desktop. If you have Automatic Updates enabled the update will automatically download through your client program. In case your EA App is not working properly ensure you’ve cleared your app cache!

If you play The Sims 4 on Xbox Series X / S and Playstation 4 and 5 you can request a new update by checking for updates under The Sims 4 game in the Main Menu. If you’ve enabled automatic updates the Patch should download right away.

Having problems with updating your old Mods and Custom Content? See our guide on the 50/50 method!

The Sims 4 Update

Official Sims 4 Patch Notes

Simmers,

We’ve released a small patch to resolve the community reported issues of water damaged Plopsy listings & a tuning change to lower the required items for playground venues from 6 to 4. Thanks for your ongoing feedback.

image 18
Source: EA Help

The Sims Direct on X

The update is around 600MB on PC / Mac.

sims 4 update filesize

What’s your experience with downloading and installing the latest Sims 4 Update? Join the comments below and stay tuned for more Sims News and Updates!

The Sims 4 Adventure Awaits Blog: Guide to Custom Venues and Getaways

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Get introduced to one of the main features coming in The Sims 4 Adventure Awaits!

The Sims Team has released a new Sims 4 Adventure Awaits blog. Diving deeper into creating your own Custom Venues and Getaways in the game.

In the official blog release, you’ll get to learn more about the customization options of Custom Venue activities, assigning roles, locations and much more!

Check it all out in the official guide release down below:

sims 4 adventure awaits icon

The Sims 4 Adventure Awaits Blog: Custom Venues and Getaways

Introducing Getaways

Hi, I’m Soo, Feature Producer on The Sims 4 Adventure Awaits Expansion Pack, we’re here to give you an insider look into two exciting new features coming in this expansion: Getaways and Custom Venues! One of the things I love most about The Sims is how every new feature inspires fresh opportunities for players to tell their own stories. With Getaways, our team set out to deepen storytelling while staying true to what makes The Sims fun–freedom, creativity, and a little challenge and chaos.

Hi, I’m Nikhil, Lead Designer of Getaways and Custom Venues.  I’ve always admired games that give players powerful creative tools. With Adventure Awaits and the Getaway system, we’re bringing new levels of customization to multi-day experiences in The Sims. Our team is incredibly excited to empower you with features like Schedules, Roles, Activities, and Rules to shape your Getaway–and we can’t wait to see the inventive twists you’ll create!

So let’s dive in together!

What is a Getaway?

A Getaway can be many different things in The Sims 4. It can be, quite literally, a way for your Sims to get away from everyday life and stay with other Sims in a new location, with a schedule of activities that guides what they do. Getaways can be camps that orient Sims around developing skills together, or retreats where Sims focus on their relationships or creative pursuits. But Getaways can also be a weekend away at Grandma’s house, or even a weekly workout class. You can decide your home is the perfect base for a Getaway and have an entourage of Sims stay at your residence.  

What is a Custom Venue?

A Custom Venue is a new type of Lot that goes beyond standard Venues (i.e. Museums) by letting players design the experience. The Venue builder allows you to set rules and assign roles to Sims–and, yes you can enjoy Custom Venues without the Getaway System if you’d rather focus on world building. Not a builder but still want new Custom Venues? Check out the Gallery for inspiration!

What Kind of Getaway Should I Make?

  • When planning a real adventure, you might ask yourself:
    • Where do I want to go?
    • Who do I want to go with?
    • What activities will we do there?
    • When should it happen?
    • And most important for yourself: why are we going there?

You might know some of the answers to these questions, and as you answer one question, the other answers may become more clear. We wanted Getaways to begin with whichever of these questions inspires you. Start with an idea—a place, a goal, or even just a vibe—and then shape the rest of the experience from there. This is your simulation within a simulation!

A Player’s Story: Bonfire at the Beach

Let’s take a look at how Getaway’s provide choices to help you create your “who, what, when, and where” in game.  As for the why—that is discovering what motivates you to take on something different for your Sims, create your own storyline, and perhaps even bend a few rules or embrace new challenges.

Where do I want to go?”

  • I want to go to the beach.
ts4 dev diary getaway asset 1

“Who do I want to go with?”

  • I want to go with my friends, but I want to meet new people too.
ts4 dev diary getaway asset 2 1

When are we going?”

  • I want this to last at least 4 days. But who knows? Maybe I’ll extend it again and again…
ts4 dev diary getaway asset 3

What are we going to do there?”

  • I don’t just want to party or lay around, I want to get in shape by swimming and diving, maybe even get out of bed early and do some sunrise yoga.
  • And I want there to be a beachside bonfire with some dancing and maybe even a musician.
ts4 dev diary getaway asset 5 2

“What’s this Getaway called?”

We’ll call it Bonfire at the Beach!

ts4 dev diary getaway asset 6

Why are my Sims going here?”

  • We just want a relaxing beach vacation with friends where we can do a little bit of everything, from making new friends to building new skills to kicking back and just taking in the view.

Small Changes Transform the Getaway

  • As this Getaway unfolds, imagine if we answer these questions a little differently:
    • What if this Beach Retreat is for Sims to get in great shape and compete to see who’s the most fit Sim? What if we change the competition to be about finding love?
    • What if the next round of the Beach Getaway is about couples who are returning here to work on their strained relationships – or give up and find new romantic options?
    • What if we removed the staff and trainers and supporting Sims, and beach visitors had to fish, cook, clean, and support themselves from the natural environment around them?
    • What if you purchase this lot, and earn money by letting visitors stay here and enjoy a luxury villa experience?
    • With Getaways, you can take the same idea and evolve it into something entirely different.

The Building Blocks of Getaways

When you create a Getaway, you’ll use 5 core building blocks that each work together: Roles, SchedulesLocationsActivities, and Rules.

SchedulesRoles and Activities are your strongest tools as a Getaway creator. The Lot you set up (including a Custom Venue that has its own behavior you can define) gives you control over a place, so you can make anything from a rustic survival camp to a lavish mansion. And Getaway Rules let you add elements of competition, challenge, special layers of gameplay that “remix” your Sims experience.

Roles – The Who

Roles are all about the who of your Getaway. Each role contains 3 important parts: Sim CriteriaRole Activities, and Outfits

Sim Criteria

When you decide on what kinds of Sims you want in a Role, you can choose what kind of Sims you want through Sim Criteria, as well as choose the specific Sims you want to be included in that role. When you use Sim Criteria, you are choosing what Traits, Skills, Relationship Status, and other gameplay and personality factors you want Sims in this role to have. Sim Criteria also gives you the choice of whether you want to require Sims to fit that criteria, or whether you wish for that criteria to be more of a preference.

When you don’t have specific Sims in mind, by setting the “Total Sim Count” to whatever number of Sims you desire, the Getaway will find the right Sims that match your criteria and bring them in for you.  

Role Activities

Setting a Role’s default Activities allows you to decide what a role generally cares about doing, so when you add this role into your Getaway’s schedule, the Role already focuses Sims on behavior that’s important to them. This makes it easy to start shaping your plans right away. However, Roles are not limited to their Role Activities – when you make a Schedule, you’ll have the ability to give Roles different Activities during specific Time Slots. For example, you could have a Fitness Instructor (Role) who has the default activity of Mentoring Fitness, but you can still have this role leading spin class in the morning and hosting a dance party at night.

Outfits

Lastly, you can set default outfits for your Roles! You can go in depth and style each of their outfit categories, or keep it simple and pick a Style, a Color, or an Outfit Category that represents what this Role is all about. Each Time Slot will also let you swap outfits too, so when you are choosing your Role Outfits, think about what this Sim generally likes to wear.

Schedules – The When

Now, Schedules are the “managers” of your Getaway. They decide what happens, when it happens, and who is involved. Time Slots allow you to create periods of time and decide what Sims care about doing within those hours. You can create many time slots or even stick to just one time slot and you can arrange the hours in the day as you wish – which allows you to create Schedules that can feel simple and laidback, or busy and packed. 

Each Time Slot can have its own Activity, Roles, Outfits – allowing you to create different combinations of Sim behavior throughout the day. Your Getaway can be a relaxing fishing retreat in the morning and turn into a flirty dance party by the evening. 

And remember, you don’t have to plan everything out perfectly (or at all) when you get started. Schedules are flexible and nothing is “locked in”. 

You can make changes before the Getaway begins, or even switch things up while it is happening. Change up Activities, bring more Sims, or just clear out a time slot and give your Sims a little free time. It is entirely your choice whether the schedule becomes a detailed itinerary or something a little bit more spontaneous. 

Activities – The What

Sims Care About Doing Activities

Activities are the experiences that bring the schedule to life. Think of them as strong suggestions that your Sims care about doing, but not absolute rules they must follow – Sims will try to do interactions that relate to an Activity, but if they can’t or if they have more pressing wants or needs, they might choose to do something else. Maybe the plan calls for a group hike, but if you stayed up too late the night before, you might decide a long nap is the better option.

Activities are one powerful layer that influences how Sims at a Getaway behave, but Sims at a Getaway will respond to possibilities and objects they have on their lot, the things they see in the world around them, and the moods, wants, needs, and relationship influences that they experience at the Getaway. 

Multiple Activities

When you give Sims multiple Role Activities as well as a Time Slot Activity – Sims try to make the best decision possible, beginning with their Role Activities that will generally take priority. As you add multiple Role Activities within the same time slot, Sims will try to find clever ways to do two things at the same time – but if multiple Role Activities can’t be done at the same time (ie, Play Video Games and Go Fishing), Sims make a choice which is influenced by their motives and dozens of other factors that make up Sim autonomy. 

Activities Grow with Packs You Own

The list of activities with Getaways is already full of options, but if you happen to own other packs, Activities from those other packs will also appear, letting you take full advantage of the content you already have. That could mean yoga with Spa Day, horseback riding with Horse Ranch, snowboarding from Snowy Escape, or scuba diving in Island Living. There are also individual Activities available with Adventure Awaits, like “Water Activities” or “Cause Mischief and Mayhem”, which grow based on which packs you own. 

Earning Rewards from a Getaway

Activities, simply put, are what your Getaway is all about. Whether you choose one activity or several, these Activities shape how your Sims experience the Getaway, from how they spend their time to the lasting impact once the Getaway ends! Sims don’t have to do every Activity or follow a schedule rigidly to earn impactful Rewards from their Getaway – whatever your Sim tends to do more often, whether it’s cooking and crafting, or outdoor exploration, or socializing and making new friends – that will determine what Rewards your Sims earn when the Getaway is done. 

Locations – The Where

Every great Getaway starts with the right location, and now you have more choice than ever. With the new lot type filter, you can browse and select from a wide variety of lots. Most venue types are available to choose from, like bars, gyms and lounges, and even other Sims’ residential homes!

Ever dreamed of hosting a black-tie piano recital at the Goths’ mansion? Now you can! (Though your Sims will have to pay for the cost of using their home). With such an expansive list of locations to choose from, the possibilities are nearly endless.

You can even host a Getaway at your own home. Doing so earns you Simoleons (and maybe even a few tips) from your guests, turning your residence into both a destination and a source of profit. Hosting more Sims on your lot and increasing your residence’s lot value will allow your Getaway to earn progressively more Simoleons per day!

Rules – The Why

Getaway Rules allow you to “remix” your Getaways with additional gameplay that could involve challenges, eliminations, gameplay boosts, and other elements that modify Sims’ experiences. Rules can be combined – you can choose up to 5 Rules and you can choose which Roles in your Getaway these Rules apply to. This gives you control to set up groups of Sims who are contestants up for elimination, or judges whose relationships will dictate the fate of others. As you find different combinations of Rules to apply, you can create your own versions of survival camps, reality TV drama, romantic retreats, focused goal-based camps around learning skills or boosting productivity. Rules give you one more way to bend the simulation to suit your story. 

Taking It to the Next Level

Once you have the basics down, Getaways can grow beyond the expected answers. You can make Getaways that don’t really sound at all like Getaways – but, they use the core components of a Lot to stay in, a Sim or group of Sims to participate in the Getaway, and a Schedule that defines what your Getaway is all about.

You can set them as recurring events so they slip right into your Sims’ weekly routine, choosing both the duration and the days they repeat! Maybe it’s a Weekend Boarding Camp for your kids, or maybe it’s a Friday Night Retreat the adults can’t wait for. 

Rules are where things really heat up, letting you layer on custom challenges or even eliminations, where each day the Sim with the lowest skill or progress has to pack up and head home. Suddenly your relaxing vacation could feel more like survival camp, a cutthroat competition. And yes, our personal favorite is Love Highland, but you can always put your own spin on it! 

When you’re ready to share, you can build a Custom Venue, attach your schedule preset, and upload it to the Gallery for everyone to enjoy, or even grab someone else’s creation to shake up your own saves. Over time, we hope these Getaways will grow into The Sims 4’s larger ecosystem, turning Getaways into stories that are as wild, heartfelt, or hilariously messy as your imagination allows.

Playing Getaways YOUR Way

Start with Your Favorite Areas of The Sims

Making a complex Getaway completely from scratch involves digging into several areas of the game – and every Sims player has areas of the game they love to tinker with, as well as areas of the game they put less attention into. We encourage you to pour your effort and creativity into the Building Blocks that appeal to you, and make use of our Premade Schedules and Roles, Builds from the gallery or in world, and Sims you already care about to get a strong foundation going in the areas you don’t feel like digging into right away. 

Dive Into the Details that Interest You

If you love to build, create the Custom Venue of your dreams, pour your eye for detail and construction into the lot – and then complete that venue with a simpler schedule filled with premade roles.

If you love to tell romantic and dramatic stories between Sims – start out with a great Getaway lot for romance – the Addams Residence, which has private areas to woo Sims and little details like mirrors and flowers to boost your romantic success. And pour your heart into the Roles, Schedule and Rules, thinking through the details of which Sims need to be there, how they should behave, and how jealousy and past history might come into play.

If you like to achieve as much as possible, with a sense of efficiency and creativity to power your Sims to great heights… think carefully about how you can economize the Getaway’s cost (or perhaps, host it on your lot), making clever decisions around whether to have the highest quality objects. Design a legion of helping Sims – staff to clean, chefs to make meals, skillful Sims to mentor. Add the Rules to boost your Sims success.

You certainly can do it all if you want to – but it’s not a requirement of making a great Getaway. As you begin to plan out your Getaway and you consider all of the many options for what your Getaway can be, start by asking yourself not only “what are my Sims doing here?” but also, “what kind of player am I?” What do I enjoy tinkering with and experimenting with the most? Getaways are not a feature we designed for you to play any one specific type of way – we’re excited to see you look inwards and ask, what kind of adventure awaits me? 

Source: The Sims Blog


What are your opinions on the brand new The Sims 4 Adventure Awaits features and possibilities you can do with Custom Venues and Getaways? Join the discussion down below and stay tuned for more extensive guides on this Expansion Pack!

More Information About The EA Buyout Shared in Internal FAQ Thread

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Frequently asked questions about the EA buyout have surfaced online.

We’re getting a bit more clarification about the recent EA buyout from the official EA FAQ thread shared internally to its employees.

In case you missed out on the news, Electronic Arts announced on Monday that they’ll be going from a public company to a private invested one. After receiving a $55 billion dollar investment from private investment firms like Saudi Arabia’s PIF, Jared Kushner’s Affinity Partners and Silver Lake.

SIMS EA SOLD

A new Frequently Asked Questions thread, shared internally to its employees, has been shared by gaming journalist Stephen Totilo. The thread sheds some light about the future of internal structuring, including answered questions about layoffs, changes in internal culture and values and more.

It’s worth noting that this thread could be painted with more optimism for PR value. Insider Gaming reports that employees at Bioware are already expecting the worst, with some already preparing their portfolios in case the entire studio gets the cut.

We’ve gathered all the important information from the internal Frequently Asked Questions thready by EA down below. Check it out:

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Why did the Board accept this offer to take EA private? What is their responsibility to stockholders?

  • EA is a public company, which means anyone can invest in us, decrease or increase their stake, or make an offer at any time.
  • The Board is elected by our stockholders and it is the Board’s fiduciary responsibility to act in stockholders’ best interest.
  • This includes reviewing any credible offer and accepting it if they believe it’s in the best interests of our stockholders.
  • The Board carefully evaluated this opportunity and concluded it delivers compelling value for stockholders and is in the best interests of all EA stakeholders.

Why is this Consortium interested in acquiring EA?

  • PIF has been a significant stockholder in EA, and the broader gaming industry, for many years.
  • This Consortium understands that EA is uniquely positioned to lead the next era of entertainment.
  • The Consarium shares our vision, and is decision to make this historic investment reflects conviction in our strategy.

What are the differences between being private vs. public?

  • As a public company, EA operates within the framework of public market expectations.
  • Being a private company allows EA to adopt a longer-term investment horizon, with greater latitude to pursue bold strategies without quarterly public market response.

What are the implications of this possible transaction?

  • This partnership gives us the ability to move faster and unlock new opportunities on a global stage.
  • With a longer investment horizon – and the same discipline, focus, and operational excellence that has fueled our success – we’ll have greater creative and operational flexibility to drive innovation and build the next generation of entertainment experiences.
  • We will continue to take bold creative bets and invest in our largest growth opporunities in service of our global e ommunies of fans and players.

Does this mean EA is in financial trouble?

  • EA is in a strong financial position.
  • This partnership gives us the ability to move faster and unlock new opportunities on a global stage.

How will I be kept informed about the status of the process?

  • We are committed to keeping you informed during this process and will provide regular updates through emails, EA World, and other employee channels.

When is the transaction slated to close?

  • We expect the transaction to close in the next six to nine months.

Will there be any changes to management?

  • Andrew will remain CEO, and there are no changes to the executive team as a result of this transaction.

Will EA move its HQ?

  • EA will remain hedquartered in Redwood City.

Will our culture change as a result of this deal?

  • Our mission, values, and commitment to players and fans around the world remain unchanged.
  • We will continue to be guided by our cultural values of creativity, pioneering, passion, determination, learning, and teamwork.
  • The Consortium is supportive of and committed to investing in our exceptional employees and our strong culture.

Will private ownership lead to layoffs?

  • There will be no immediate changes to your job, team, or daily work, as a result of this transaction.
  • Our focus is on driving innovation, and expanding our global reach, all of which require world class teams, who are excited to shape the future of entertainment.

Two anonymous employees at Electronic Arts already shared their sentiment about this buyout. One stating that this feels like “a big f you” from Andrew Wilson to all women and LGBTQ+ employees at EA. With another being worried about what this could mean for potential future layoffs at the company.

Stay tuned for more EA News as they surface right here on Sims Community.

Maxis shares progress on The Sims 4 Save File Issues

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The Sims Team gets transparent on fixing the game.

A new statement from The Sims Direct Team has been shared online. Letting players know where Maxis is currently at with fixing the corrupt Sims 4 Save Files. Including reports about the For Rent Expansion Pack, new tools they’re implementing for error prevention and more.

The team is currently testing various instances of scratch file concerns, lot data issues and other areas of focus. Find out what all that means in the full statement below:

CONVERSATION 2

Sul Sul Simmers,

In our last blog, we shared our commitment to investigating concerns that some players had around save file corruption, and we’re here to update you on what our team has been working on and where our investigation currently stands. 

In this update, we’ll share our progress, what we’re still investigating, and the next steps we’re taking. From collaborating with players to analyzing save data and exploring technical leads, here’s where things stand today.

We’re committed to being transparent with you about our processes, and while we don’t have all the answers yet, progress is being made every day. Thank you for your patience, your feedback, and your passion for The Sims.

The Sims Team

Our Progress So Far

We’re focused on identifying any potential causes of corruption, implementing preventative measures to avoid future issues, and resolving any identified problems to ensure your gameplay experience remains safe and reliable. When we refer to “save corruption”, we mean situations where the game itself won’t load, a save file fails to load, or a save loads but is missing assets, such as thumbnails or Lots.

To tackle this, our specialized team is focused on save integrity. Here’s what’s been happening: 

  • Community Collaboration: We asked you to share your impacted saves, and we’ve received dozens of them so far. Thank you for providing these, please keep them coming!
  • New Tools: We’ve developed a new Python-based tool that helps us extract, analyze, and summarize the data in save files provided by our players. This is helping us provide more actionable data to investigation teams.
  • Player Save Database: We’ve organized incoming reports to better understand potential patterns, such as file size, code versions, number of packs, use of mods, and more.
  • Review of Past Fixes: Our team has analyzed historical corruption cases to learn from previous solves and spot any recurring causes.

Our Current Investigations

From attempting to reproduce the issues reported by players both with and without mods, we’ve identified the following issues as strong leads. These require more time to investigate before we can confirm anything concretely, but we wanted to keep you updated on what we’ve learned so far.

Scratch File Concerns:

One of our most pressing leads involves scratch files. These are important but temporary files the game relies on, and reports suggest they may be disappearing or getting deleted, which could trigger corruption. 

We’re looking into the root cause of these deletions now, focusing on any areas where The Sims 4 files would come in contact with other systems, cloud backup services, and other external factors that could be deleting or overwriting these files.

Lot Data Issues:

Another major area of focus is Lot data:

  • Some Lots provided to us show up with missing or extremely minimal information in saves.
  • We’ve reproduced cases internally of endless loading/white screens linked to certain build behaviors like super-stuffed Lots, with and without mods.
  • We’re also tracking any potential links to specific expansion packs or objects, though corruption reports predate packs like The Sims 4 For Rent.

Other Areas of Focus:

  • Excessive rental units alone don’t seem to be the primary cause of corruption at this time. While more units do increase error reports, data also suggests it’s likely tied to overall save complexity rather than unit count alone.
     
  • Instances of corruption existed before the release of For Rent, and our investigations into individual packs remain a top priority.
  • In some cases, specific types of mods called script mods are leaving behind files after the mod is removed that can cause issues in The Sims 4, though we have not yet linked this to corruption. 

Our Next Steps:

  • Continuing to test venue type data transfer across saves.
  • Deepening our investigation into scratch file deletion and common external programs.
  • Exploring historical cases of save bloat to understand potential connections.
  • Out of an abundance of caution, we’re removing the bb.increaserentalunitcap Residential Rental Unit cheat in an upcoming update, as a preventative step while broader fixes are developed. This step is needed to mitigate any potential risk.

We know how much your saves mean to you – they represent countless hours of creativity, storytelling, and play. Please keep sharing reports with us, as each one brings us closer to understanding and solving these issues.


What are your thoughts on the current progress of fixing The Sims 4 Save files and improving the game stability? Join the discussion below and stay tuned for the latest Sims News!

The Sims 4 Forever Friends Event Week 2: Guide and Rewards

The Sims 4 Forever Friends Event Week 2 Has Begun – Here Is Our Full Guide And Overview!

Welcome to The Sims 4 Forever Friends Event Week 2! If you haven’t caught up on last week’s quests and rewards, make sure to check that out first before jumping into everything week 2 has to offer. Players have until November 4th (subject to extension) to complete all quests and claim all the rewards before they are gone for good. Let’s take a look at how to complete week 2 of the Forever Friends event!

‘The Lens of Imagination’ Quest Steps

Starr

The first quest of Week 2 is called “The Lens of Imagination“. This quest will have our child Sim put their creativity skill to use once again, and travel to other parts of town!
The quest will begin as soon as you load into your game, or once you have completed the quests from Week 1 if you are not already caught up.

Task 1A Buy Camera

Our first task is to purchase a camera. These can be found in ‘Activities & Skills’ > ‘ Creative’ in Build/Buy mode. Any camera will do, no matter if it’s a Base Game, Island Living, Moschino, or Comfy Gamer Kit Camera! Place it down and then add it to your inventory.

Task 1B Ask About Camera

Before we take any snaps, make sure to ‘Ask a Stuffed Animal about Cameras’. Their response shows enthusiasm for Iggy’s latest creative endeavour.

Task 2A Take Pic of Animal

Next, it’s time to take our first photo. Click on your Stuffed Animal and select ‘Take Imaginative Photo’. I’m not sure why he looked so sad! You can change the rotation of the photo by clicking the arrow circle button, turn the flash on/off with the electric symbol, and finally take the picture with the camera icon. Depending on the model of your camera, you can adjust the image size in the bottom left corner.

Task 3A Claim

We need somewhere to display our picture, so head over to the Event Rewards tab and unlock the Modern Photo Frame.

Task 3B Photo Frame

Place it down anywhere, and when clicking on the frame in Live mode, select ‘manage Photo Inventory’. You can place multiple pictures in the frame, and they will rotate as the frame is digital! You can adjust the speed at which they transition by selecting ‘Adjust Speed’ on the frame.

Task 2B Put in Inventory 1

With the memory of our friend captured forever, it’s time to go on an adventure. Add the Stuffed Animal to your Sims’ inventory by dragging or by clicking ‘Put In Inventory’.

Task 3C Travel to Park

It doesn’t matter which park you visit, as long as it is set to the park lot type. I chose Magnolia Blossom for this playthrough.

Task 4A Selfie

Place your Stuffed Animal on the park lot and select ‘Take Imaginative Selfie’. You can chnage your Sims pose by selecting the pose of the left hand side, and you can adjust their rotation with the slider at the bottom.

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And that’s it for The Lens of Imagination! As soon as you finish this quest, the next one should start quickly.

‘Shattered Visions’ Quest Steps

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The second quest should immediatly begin as you finsih the last. This time were going much further (and much more magical than the park)!

Task 1A Inventory

Before leaving, we need to make sure our fluffy friend is safely back in our inventory. You can live drag them back in if they are on a lot, if they’re off-lot, click ‘Put in Inventory’.

Task 1B Optional adopt Cat

As with last week, optional quests may appear. This week, I was tasked with adopting a cat. To do this, you can click ‘Adopt…’ under ‘Household’ on the computer or phone.

Task 1c Cat Monster

I decided to have a little fun with the cat and gave him a makeover to match our Stuffed Animal.

Task 1C Optional laser

I was also tasked with teasing the cat with a laser pointer. You don’t have to do the optional quests. Players without the required packs won’t be able to partake in them.

Task 2A Foundry Cove

Back to Iggy and our stuffed animal! We are now on our way to Foundry Cove. This is the neighbourhood in Willow Creek where the BFF Household lives.

Task 3A Tree Location

Our final destination is the Sylvan Glade Tree. Long-time players of The Sims 4 will be familiar with this. I have circled it above for anyone unaware of its location.

Task 3A View Tree 1

We are now tasked with viewing the tree 6 times. This may seem excessive, but trust the process!

Task 4A Talk to tree

After taking a long look at this mysterious tree, we have to talk to it. This interaction is called ‘Discuss Nature’ when you click on the tree.

Task 5A Explore

After you’ve had a chat with the tree a doorway will open up on the side. Click the tree and select explore.

glade tree

We are now presented with a little text adventure as Iggy Pancakes makes his way through the tree. The answers are as follows:

  • Follow The Sound
  • Follow Downstream
  • Enter the Mist
  • Travel to Glade
Task 6A Travel to Glade

Welcome to Sylvan Glade! The budget version of Innisgreen. This little spot can be used to fish and find frogs, and is home to a little lot that can be built on by entering ‘bb.enablefreebuild’.

Task 7A Play in glade

Place down your stuffed animal either on the lot by the pond or ‘Place in World’ from the inventory.

Task 8A Frogs

Let’s take advantage of Sylvan Glades wildlife. Click on the pond and search for frogs.

Task 9A Photo

Let’s capture this moment forever. He looks happier than he did in the last picture. Click on the Stuffed Animal and select ‘Take Imaginative Photo. Make sure to get a good shot! After taking a photo, it appears the lens has broken.

Task 10A lense

Ask your Stuffed Animal about the lens. They explain that the magic that keeps them alive seems to be fading.

Task 10B Walking

After this rough news, it’s time to travel home. Once your home, you will be given Event Points, and you are free to claim all of this week’s rewards.

Screenshot 2025 09 30 18 29 00

Week 2 Rewards

After completing The Sims 4 Forever Friends Event Week 2, make sure to head to the Event tab in the top left of the screen to redeem your rewards. There are a total of 4 rewards to be claimed this week. Let’s take a look at this week’s bounty!

Modern Photo Frame

The modern photo frame comes in two varieties, vertical and horizontal. Both frames come in 7 simple swatches. You can add multiple photos to each frame that will display on a rotation.

Flex & Form Top

There’s a new vest available for Teen-Elder Sims with a Feminine fashion choice. Unfortunately, this vest is just a recolour from an existing vest available with The Sims 4 Spa Day Game Pack.

Glimmerbrook Magnet

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There’s a fourth addition to our magnet board that we unlocked last week. This time it’s of the Magic Portal from Glimmerbrook in The Sims 4 Realm of Magic Game Pack.

Super Chill Pillow

Screenshot 2025 09 30 17 59 41

The final reward of the week is a new cushion. This can be found in the Decorative category of Build/Buy mode. Some of the swatches come with different designs on both sides!

Future Rewards

You can check out our recent article for a complete overview of all reward items if you’re impatient, and also see the official rewards overview below!

That’s all for this week, but make sure to check back next Tuesday for a full walkthrough of Week 3 of the Forever Friends event!

the sims 4 forever friends event map

What rewards are you most excited about unlocking? Let us know in the comments below, and stay tuned to Sims Community for all updates regarding Live Events in The Sims 4!

The Simstalgia: The Sims 2 Nostalgia Zine – Interview with the Team!

A Trip Back to Pleasantview

Our community is the heart of The Sims franchise—full stop. From the 1950s-inspired whimsy of The Sims to the current excitement around the release of The Sims 4 Adventure Awaits. The love and creativity that The Sims has embodied within its playerbase has spanned almost three decades for a reason, because, despite any faults, it’s meant something. What it means, exactly, varies from person to person, but we can all say that this silly little LifeSim has touched us deeply. It embeds itself in our hearts and minds, and possibly was the start of each of our respective gaming journeys.

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The iteration that could be argued to be the most meaningful is The Sims 2. The most foundational game of the lot, The Sims 2, has not only given us the brunt of iconic premades that still get Simmers hyped by their very mention, but also is the heart of a variety of features and story beats that continue on even in The Sims 4 today.

The Simstalgia: The Sims 2 Nostalgia Zine is available now, and hopefully, after this article, you’ll not only read it but also come to appreciate the effort and expression of those who’ve taken their time to help bring it to life.

What is the Simstalgia: The Sims 2 Nostalgia Zine?

As the title implies, Simstalgia: The Sims 2 Nostalgia Zine is a zine (a fan-made, independent magazine) made to celebrate the lasting legacy of The Sims 2. The zine is heavily inspired by the 2000s, positively oozing Y2K teen magazine charm with additional homages to gaming guides of the era.

In my opinion, the zine is the perfect balance of Noughties cheese and genuine adoration for The Sims 2. It embodies those feelings of deep wistfulness that make you homesick for beige desktop towers and late nights in the glow of a CRT monitor. It makes you want to hear the “click!” of a disc drive, a brief moment of silence, and then the hiss of the whirring machinery. It’s the feeling of returning to something beloved and then, suddenly, realizing that love is reciprocated, and multiplied by a thousand by dozens of like-minded folks. All of which have had an array of different, but equally as happy experiences just like you.

Examples of the first few pages, no spoilers after that, ‘kay?

The many contributors to the first issue of the Simstalgia zine! The project drew in a variety of creatives—from simblr stars to YouTube giants, many members of our vast community came together to add their touch to the zine!

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Though it wasn’t just influencers who put their hand in to this project. I was able to get in contact with the team behind the zine, who were kind enough to give us all a look behind the scenes.

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Interview with the Simstalgia Team

How did the project start? Did you have any initial goals? Was it initially just “vibes”?

Microscotch: “I had briefly thought about it a few times, but wasn’t quite sure if I wanted to take on the responsibility and the degree of management a project like that would entail, even with help. In the middle of last December, though, after the thought came up again, I simply decided to go for it! Once I decide that I, in fact, want to do something and excite myself over it I immediately have to act on it, and within the span of probably 2-3 days already started asking and collecting people who might be interested in helping out in different areas. And with that, the application post for contributors was already up December 30th!”

Can I ask about the composition of the team? Did you start small and grow with interest, or something else entirely?

Microscoth: “I got everybody on from the start to ensure I wouldn’t get overwhelmed! And funnily enough, I still ended up practically managing the communication with every participant myself, few instances aside, simply ‘cause I realized I was able to and it somehow didn’t stress me out.”

“Pino helped me so much on the graphic design front (I especially love the UI adjacent elements she did a large chunk of!), and she kindly did the Instagram side of social media after she posted some sneak peeks and I proposed creating an account there to mirror Tumblr. Alelelesimz also designed a bunch of graphics (namely the feature with Marticore and Acottonsock, CrazySims, and Sammy Sundog!) Kamiiri served as the editor as it’s also her IRL job, and Lisspeed I had initially on to help a bit with server management, but our participants were, frankly, super well-behaved, so she was a little under-utilized, haha!”

Was the admin difficult initially? I imagine you had a lot of eager Simmers interested in the project, but otherwise unaware of the scope/responsibility required in its production?

“I will be very honest, it went much more smoothly than I anticipated. I checked a few guides on zine production, but other than that just went right in, and literally kept repeating to the other mods over the course of the project too that I was, indeed, shocked over how easy of a time I had managing it, especially because I didn’t divide communication with the participants amongst the mods, aside from a few cases who weren’t replying and asking Lisspeed to reach out, or the few who very belatedly expressed interest through Instagram which Pino managed. Were we entirely free from inconveniences? Or course not, but as I mentioned before, I cannot stress how cooperative 99% of participants were, I don’t think I could’ve pulled that off otherwise. Either way, I’m sure we will expand the amount of people we’re letting on next time, and in that case I WILL need more help managing emails and participant feedback! TL;DR: Absolute dream in terms of admin difficulty, I sure got some perspective reading different accounts over how time-consuming and taxing it can be and it genuinely makes me appreciate how good we had it with this run!”

The community aspect of the zine can’t be understated; did you anticipate the level of support you were given for the project?

“Absolutely not. I don’t think anyone could’ve, considering the proportions you’d normally think in with something so niche and fan-made, that outcome was almost inconceivable. The flipbook alone had 28k views in 17h and we’re over 100k now. The pdf briefly broke the drive link on release and we got tons of comments about it. I think once Strangetownie and Pino posted teaser mockups of their contributions and it effectively reached Instagram, (as Tumblr is definitely more closed-off), that’s where it took off, and we started receiving multiple messages and even emails!”

The Y2K aesthetic is out of this world! I’m aware that your inspo was teen/tween mags of the 2000s, but do you have any other inspirations you drew from in terms of composition?

“We wanted to connect the tween mag aesthetic with the in-game UI. That was sort of my main vision when I thought of it and started drafting up the guidelines!”

Was there anything you wished you could have done, but didn’t have the time/ability to add?

“Hm, not really. While we had a tight schedule for participants, we were considering this our only opportunity to do all these things! So whenever something crossed our minds, we pulled all the registers and still shoved it right in there!

You have some pretty big names in the community on your roster! Were you all a bit starstruck? How easy was it to communicate with bigger influencers like Juno Birch?

Juno was actually already mutuals with me (Microscotch) and Pino, so that definitely made it a little easier for my message to not get filtered out! I hadn’t talked to her before, but honestly just went ahead and asked. At worst I’d get an unanswered message, but she was all for it and replied within probably a minute! Our team as well as our participants were super excited!!  But even with simfluencers I wasn’t mutuals with going in, again, I just went right ahead and asked, and everyone was immediately up for it! Lisspeed had requested an unrelated interview with Ian Stocker a long time ago, but due to health-related reasons, it took him some time to reply, and when it happened, it just conveniently fell right into our production time. After getting his blessing, we got to release it!

We were very lucky on all fronts, haha!

Do you (or any other members on the team) have any specific fond gameplay moments from TS2 you’d wish to share?

Micorscotch: “I had a brief period where I tried pulling off a lepacy with story progression and ACR (not a good idea with Strangetown’s limited gene pool) and Tycho Curious as well as the Beakers’ first-born daughter clearly had a thing for each other, but sensing the impending genetic doom I discouraged them wherever possible. That said, once they were shipped off to college with plenty of other young adults to choose from while I focused on raising the remaining siblings, they couldn’t be stopped and immediately got engaged off-screen, and also, once I played college with the siblings, married and procreated off-screen. The first time I checked in again, their child was already a toddler. I would now like to share with you what exactly I was facing when loading the lot:

whaoalien

Alelelesimz: “I remember that i was TERRIFIED of Emperor Xizzle and hated when he invaded Strangetown and YET I always changed the time on my DS so he would invade literally everywhere which made me cry cause I hated him so much, so I had to ask my neighbor’s older brother to defeat them for me otherwise I couldn’t keep playing.”

Lisspeed: “Back when I was a child who had just learned to read and had just gotten the game I had a rather unorthodox way of playing the game. One such case was not realizing children came back with homework. As a result the social worker would always show up sooner or later to retrieve my tiny crew. Unsure about how to fix this problem (and not really understanding most of the internet at the age of 7) I did the only logical thing…I moved my household every single time my kids’ grades got low. Somehow little me had figured out that by moving my family the grades would automatically reset, giving me more time to play with the kids until they got old enough to grow into teens. This of course was quite a hassle…Of course there eventually came a time where I had more reading comprehension and was able to look it up, but for a while this was how I kept the Social Worker away. I will never understand how my young mind worked, but it does give me a hilarious memory to look back on.”

Pinokokoshka: “So, I was filming one of my videos. It was about a female astronaut who crashed and got lost somewhere in space. I was shooting the scene with her husband, when he finds out about the tragedy from the news. It’s a very dramatic moment: he realizes what happened, starts crying, and then stops, turns to the camera, and smiles just like this.🙂 It looked exactly as if he was like, “WELL?? Did I do good? Am I a good actor?? Are you happy with this take?”

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Kamiiri: “As a child, I would always come up with a bunch of stories and I’d make questionable machinimas and, of course, force my friends to watch them! This was a long-standing hobby though, so even in high school I still kept going and even had a pretty regular audience. Reading the comments made me so happy!”

Is it one and done for the Simstalgia zine, or do you anticipate a sequel…or perhaps, a TS3quel?

“Well, I kinda teased this earlier, didn’t I? We totally thought it was a one and done deal. Actually, the same way we thought this is going to be an e-zine and we will never make prints. Look at us now! Again, we really didn’t anticipate the love! So, of course, there will be a second edition!”

How Can The Community Support Simstalgia?

Is there anything the community at large can do to support you and your ongoing zine project? I see that you plan to sell physical copies of the zine at a no-profit (production and shipment only) price point, but do you have any other bigger plans for the zine?

Microscotch: “As of now we are mostly occupied with doing some formatting work to the physical versions. It will not be perfect since the zine, and thus some contributions, simply weren’t conceptualized that way and the degree to which we can edit them greatly varies, but with this one we’re genuinely glad we even made it to physical territory considering the initial scope. So honestly, we’re just happy over everybody following and sharing our project. Sharing is caring and that’ll help our footing next time we get a zine started. Then we can entertain the thought to also offer some merchandise and perhaps different “editions” with extra goodies for our next release!”

Where Can You Read the Zine?

Simstalgia: The Sims 2 Nostalgia Zine is out now and completely free to read online in flipbook form!

As mentioned above, the Simstalgia team plans to do a “no-profit” run of physical prints for the zine. No-profit, meaning that they plan to make no financial gain from the production. It’s the bare minimum to print and ship the zine out to those interested in owning physical copies. Be sure to keep an eye on their official Tumblr page for any more updates on their progress!


I hope you enjoyed that look behind the scenes of The Sims 2 Nostalgia Zine! Our community is stronger together, and efforts like this prove it. This zine not only touched many a seasoned Simmer, but also myself, and that’s why I wanted to share it with you all.

Did you know about the Simstalgia zine before this article, or did I introduce you to the project? Let me know in the comment section down below!

Everything We Know About Paralives So Far

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Everything confirmed to come with Paralives, the brand-new life simulation game releasing by the end of this year.

Paralives is an upcoming brand-new life simulation game described by the team as a dollhouse life simulation indie game. It will be available for PC and Mac on Steam on December 8, 2025.

Here is all the information and the features the Paralives team has confirmed for the game’s Early Access release, along with what to expect when it launches!

Paralives SC EverythingWeKnow 1

Price and DLC

The Paralives team has confirmed that the game will cost $39.99 USD when it launches in Early Access and that the price will increase after the full release. It hasn’t been confirmed if regional pricing will be available. Regional pricing means the cost is adjusted based on the player’s location, making the game more affordable in countries with weaker currencies and better aligned with local economies.

The team also confirmed that the game will only receive free updates and that they will never have paid DLC, even after the Early Access period.

Rating

The Paralives team has stated on their Discord server that the game is aiming for a Teen rating. It will not include mature themes such as drugs, murder, explicit violence, or gore. In addition, the game will not feature any kind of religious content.

Platform and Requirements

  • Paralives will be available for PC and Mac on Steam and there are no plans for a phone or tablet version in the future.
  • The game will be a single-player experience and will not require an internet connection to play.
  • The system requirements have not been made public yet, but the team is ensuring that the game will be as accessible as possible for all players.

Mods

The community will be able to share their custom content, mods, and other creations through Steam Workshop. However, there are no plans to allow script mods for now.

Open World and Weather Systems

The Paralives team has confirmed that the game will be open-world. On day one of the Early Access release, there will be one town available, with more worlds being added throughout the Early Access period. They have also confirmed that players will have access to tools to edit and customize the worlds. In the town, Parafolks will have access to shops, restaurants, museums, and collections.

It is also confirmed that the game will feature a day-night cycle on launch day, while weather effects and seasons will be added in a free update later during Early Access.

Paralives World

Build Mode

The Build Mode will introduce several new and exciting features to the game, such as grid-less construction with snapping and an optional grid for alignment, as well as curved and straight walls of any precise length. A terrain tool will also be available. Lots will be fully customizable and resizable, and pre-made houses will be provided for players who don’t feel like building from scratch. Later, during Early Access, players will also be able to create boathouses.

Furniture will be resizable, stackable, and flippable. Everything can be customized using pre-made swatches, a color wheel, or pattern customization.

Paralives BuildMode

Live Mode

It’s confirmed that Parafolks will have advanced personalities, character autonomy, skills, emotions, personality traits, needs, and the ability to age, have children, and die. A family tree is not planned for the first release, but it is one of the promised features that will come in a free update during Early Access.

Parafolks can have careers and go to work (rabbit hole) and will need to pay bills. Gameplay will include cars, bikes, and boats, a cooking system, the possibility of house fires, the ability to swim, garden, and fish, and the option to organize social events such as parties and weddings!

Parafolks will have a wide range of social interactions for relationship development, and players will be able to multi-select characters to perform actions as a group. NPCs will have story progression.

Cats, dogs and horses will be available in a future update after the release, but they are also confirmed to come during Early Access!

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In-game Language

The Paralives team confirmed that the Parafolks will use a simple gibberish language when talking to each other. The written text will be in real language by default, but it will be fully customizable, allowing players to edit the phrases and use any language or text they want.

Paralives Town

Paramaker

In Paramaker mode, players will be able to equip any outfit, facial hair, or body hair regardless of the Parafolk’s gender, with customizable patterns available for certain clothing items. A color wheel will allow customization of hair, skin, eyes, clothes, and even skin tones. To edit the Parafolk’s body, players will have access to a height slider, body and face sliders, realistic fat and muscle sliders, and precise placement for tattoos, moles, and scars.

Paralives Paramaker

You can watch the Paramaker Overview here, which includes a demonstration of how the height slider works:

Disabilities

The Paralives team has stated that they understand the importance of representing disabilities in the game, but items related to physical disabilities will be decorative in the initial release. In their own words:

Many people have been speculating on our view regarding disabilities in Paralives. As devs, we feel it is important for us to be able to represent as many people as we can with our game. Disabilities are everywhere around us; be it our friends, our families, or even us, devs. Be it visible, or invisible.

There are many things to consider regarding disabilities in the game, especially with gameplay features. It requires a lot of design (for instance, how to tackle pathfinding with Paras with mobility restrictions), research, even consulting, and programming, to get things right.

While we won’t be able to do more complex Live Mode features related to disabilities for the Early Access launch, we thought there must be a way to at least represent our player base living with disabilities in the game. (…) Nevertheless, we hope it will help you better represent your Paras individualities as you decorate your house with items that truly embody them.

Quote from the Patreon post Build Mode Clutter & Decor + Showing Some Disabilities-Related Items!

The Paralives team have also confirmed that they will not include any form of direct diagnosis for neurodivergence in the game, and that they don’t want to gamify real-life mental health conditions. However, players will still be able to represent certain effects using traits and other customization options.

Paralives Diabilities

LGBTQIA+

The Paralives team has been presenting LGBTQIA+ themes in a very natural way and even featured a lesbian couple in the release trailer. They also confirmed that the game will include functional binders!

Paralives LGBT

Soundtrack and Sound Effects

The soundtrack and sound effects are being created entirely with original material, and the team has shared parts of the creative process behind the scenes, including one of the community’s most iconic videos, where Andrei Castañon demonstrates how the sound effects for footsteps were recorded. You can watch the full video here:

You can learn more about the sound effects in our article Sound Effects in Paralives: A Behind the Scenes Look.

Features not included in the initial release

The team has confirmed some features that will not be included in the initial full release, though some of them may be added in future updates.

  • Active jobs and schools
  • Supernaturals and occults
  • First person mode or WASD/arrow keys control mode

Even though they mentioned that occults will not be included in the first release, they teased a Parafolk dressed as a vampire in their Halloween 2024 post and have not completely excluded future implementation of any of the mentioned features.

Paralives Halloween Custom

If you want to learn more about the features that will be available on Early Access you can check our article What is coming on Day 1 of Paralives Early Access? Answered!.


Paralives is set to release on PC and MAC on Steam on December 8, 2025.

What do you think about all the revealed features coming with Paralives? Let us know in the comments!

EA Employees Voice Concerns Over The EA Buyout

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Trusted source reports on sentiments inside the EA developer team.

The story about EA’s buyout by private investment from Affinity Partners, Saudi Arabia’s Private Investment Fund and Silver Lake hasn’t just made a stir-up within the community of players and creators.

Trusted gaming journalist Stephen Totilo has wrote an insightful article today about the acquisition for the Game File website. Where they also got a chance to speak anonymously to some of the EA employees and share their concerns about the new acquisition.

Two anonymous employees at EA voiced that they’re very concerned about this acquisiton. One stating that they’re afraid of layoffs that might occur with this buyout, with the other stating that this feels like a big “f you” to all women and LGBTQ+ employees currently working at Electronic Arts.

TALKING

In his note to workers, Wilson said today that “[o]ur values and our commitment to players and fans around the world remain unchanged.”

That didn’t convince one current EA worker, who told Game File that “Andrew Wilson basically said ‘f you’ to all women and LGBTQ employees at EA with this deal.”

Speaking anonymously because they were not authorized to discuss company matters publicly, they also said: “It just shows how many people have been collateral this past year for executives to make out rich. Nothing feels great. And we know, when the deal closes, it’s going to get worse before it gets better, if better is even possible.”

Said another: “I’m nervous about what this means in terms of workforce once the deal is closed, as layoffs usually follow those type of acquisitions.

“And on a personal level,” the second person added, “those future owners are really not in line with my values and beliefs.”

Source: gamefile.news


CEO of Electronic Arts Andrew Wilson remains hopeful about the future of EA games in his official press release and insider note to employees. However, it seems that EA employees do not share the same sentiment as him.

We’ll be reporting more about the news of this buyout on Sims Community as new information unfolds. Stay tuned.

Thanks to our reader BugFixes for the heads up!

The Sims Community Reacts to EA’s $55 Billion Buyout

The community shares opinions about the big $55 billion buyout by private investors.

The Sims Community already had strong opinions about the potential buyout of Electronic Arts and its catalogue when the news first broke over the weekend. The official press release from today about the $55 billion buyout has sparked additional comments and opinions, both from The Sims community members and video game industry experts.

Gaming Industry Expert Comments on EA Buyout

Even though the CEO of Electronic Arts Andrew Wilson reassured players that things are looking “bright” for the future of EA, gaming industry expert Jason Schreier comments on the potential downside of the buyout. Including the $20 billion debt, which could eventually turn into mass layoffs, more aggressive costs and other big cost-cutting features. Such as the introduction of AI for game development.

A lot of people are (understandably) focused on the Saudi Arabia and Kushner part of this, but the far bigger immediate impact will come from the new private EA being on the hook for $20 billion in debt. That could mean mass layoffs, more aggressive monetization, and other big cost-cutting measures

— Jason Schreier (@jasonschreier.bsky.social) September 29, 2025 at 2:52 PM

this feels catastrophic in ways few other big industry deals have

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— Luke Plunkett (@lukeplunkett.com) September 29, 2025 at 2:33 PM

Sims Content Creators Weigh In

Several gaming content creators for The Sims have commented on the acquisition, negatively expressing their concerns about the future of The Sims Franchise.

I am deeply concerned about what this means for myself and others as a sims creator. But my heart also goes to the sims team. I can’t imagine how tough this is especially on a pack launch week. I hope everyone gives each other grace whilst we all learn + figure out what it means in the long-run.

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— RiRi🌸 (@ririthelondoner.bsky.social) September 29, 2025 at 6:24 PM

Popular Sims YouTuber, streamer and creator lilsimsie has released a written statement on her YouTube community page, where she expressed her opinions and concerns about the current buyout.

PIF already owns 10% of EA, and this isn’t the first time they’ve made major investments in gaming. They’re also major investors in Nintendo, Take-Two, Capcom, Ubisoft, etc. but it’s important to note that this is different since it’s a private sale and this investment group will own 100% of the company. My hope is that we won’t actually see too much change with The Sims specifically, but who knows. I’m obviously going to be keeping a close eye on it. This news feels devastating to me, and I know that a lot of you feel the same way.

lilsimsie statement on ea buyout

lilsimsie

The Sims Players Express Their Concerns

While some The Sims players are worried about what the new acquisition could mean for future representation in the game, others are carefully remaining calm. Saying that the new buyers of Electronic Arts are aiming for profit over anything else, the hopes about the future representation of marginalized communities remain somewhat present. The bigger concern from some players is on the monetary side of things, wondering if the game will become even more of a cash cow than it is now.

Meanwhile, some are considering cancelling their Pre-Orders for the upcoming release of Sims 4 Adventure Awaits Expansion Pack. And even retiring from playing the game indefinitely.

insane timing considering a new expansion pack is coming out on thursday… it'll be interested to see if people's statements of boycotting match the sales numbers. this is extremely disappointing news though ugh 😭

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— robbie ⋅⁺⁎ (@twnky.bsky.social) September 29, 2025 at 4:53 PM

If true and completed, after 10K play hours and modding for 5 years, I will be done with Sims 4 and EA.

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— The Two Gees (2Gs) (@thetwogees.bsky.social) September 29, 2025 at 6:45 PM

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Community Poll and Your Thoughts

What do you think about the direction of The Sims Franchise and where the game might be headed with the recent news of the Electronic Arts buyout?

We’ve created a simple (fanmade) community poll down below where you can express your opinions.

Do you think The Sims Franchise is headed for better or for worse with this EA buyout?

Will you be supporting EA and buying new Sims content considering the new ownership / buyout?


For more news about Electronic Arts and The Sims Franchise, stay tuned on Sims Community.

The New Owners of EA Are Betting Into AI for Cutting Costs and Boosting Profit

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Insider report claims that EA’s new investors are betting into AI technology for maximizing profit.

A new report by the Financial Times (currently paywalled) claims to have more knowledge about the operational hopes and plans that the new investors have in Electronic Arts.

In case you’ve missed out on the news, EA has officially announced today that they’ll be bought out and go private after a $55 billion dollar deal from multiple investors. Including Donald Trump’s son-in-law Jared Kushner from Affinity Partners, Saudi Arabia’s Private Investment Fund by controversial prince Mohammed bin Salman and Silver Lake company.

The deal, noted to go in full effect in the first quarter of Fiscal Year 2027, also puts pressure on the company with its $20 billion dollar debt. How does the company plan to keep up with maximizing profit and cutting cost? Apparently, with AI technology.

CONVERSATION 2

Electronic Arts’ (EA) new owners are banking big on AI in the future for the company. According to a new report from the Financial Times, the ownership group is betting on AI being able to “significantly cut CEA’s operating costs”.

Per the report (paywalled), the enhanced use of AI will be used as a way to also “boost EA’s profits in the coming years”. This will allow the new owners “to manage a large debt load on a company that historically carried limited net debt.”

Insider Gaming

For The Sims Franchise, we’ve already seen new AI technology being advertised last year during EA Investors Day. However, the talks mentioned here probably don’t allude to player-facing AI features. But rather behind the scenes operational costs and game development.

The Future of The Sims Franchise Upcoming Releases 5 43 screenshot

There’s no information if the current buyout will have an effect on the number of employees within Electronic Arts and Maxis studio. Still, the mention of speeding up the game development process and cutting operating costs could allude to future layoffs within the company.

What are your thoughts on the new claims about cutting development costs through AI? Join the comments below and stay tuned for more EA and Sims news.

Electronic Arts and The Sims Franchise Officially Sold for $55 Billion to Concerning Private Investors

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EA officially announces that they’re going private after selling their company to Saudi Arabia’s PIF, Silver Lake and Affinity Partners

ARTICLE UPDATE: We previously noted that Fiscal Year 2027 begins on January 1st, 2027. We’ve made updates to the article with more clear information about when Q1 FY2027 begins.

Electronic Arts has released an official Press Release just now after concerning rumors that went out this weekend. The rumors of EA going private for $50 billion have been confirmed today, with private investors including Saudi Arabia’s PIF fund, Jared Kushner’s Affinity group and Silver Lake.

The entire Electronic Arts brand and its catalogue, including The Sims Franchise, have been sold to private investors for $55 billion.

As noted in the official Press Release, the deal will close through and be finalized in Q1 FY2027. The private investors will have ownership of Electronic Arts and its franchises from October 1st, 2026 to December 31st, 2026 when the first quarter of FY2027 begins.

We report the full press release from EA in full:

POLICE SIREN 2

REDWOOD CITY, Calif.–(BUSINESS WIRE)– Electronic Arts Inc. (NASDAQ: EA) (“EA” or the “Company”), a global leader in interactive entertainment, today announced that it has entered into a definitive agreement to be acquired by an investor consortium (“the Consortium”) comprised of PIF, Silver Lake, and Affinity Partners in an all-cash transaction that values EA at an enterprise value of approximately $55 billion. The transaction positions EA to accelerate innovation and growth to build the future of entertainment.

Under the terms of the agreement, the Consortium will acquire 100% of EA, with PIF rolling over its existing 9.9% stake in the Company. EA stockholders will receive $210 per share in cash. The per share purchase price represents a 25% premium to EA’s unaffected share price of $168.32 at market close on September 25, 2025, the last fully unaffected trading day, and a premium to EA’s unaffected all-time high of $179.01 at market close on August 14, 2025.

PIF, Silver Lake, and Affinity Partners bring deep sector experience, committed capital, and global portfolios with networks across gaming, entertainment, and sports that offer unique possibilities for EA to blend physical and digital experiences, enhance fan engagement, and create new growth opportunities. The transaction represents the largest all-cash sponsor take-private investment in history, with the Consortium partnering closely with EA to enable the Company to move faster and unlock new opportunities on a global stage.

“Our creative and passionate teams at EA have delivered extraordinary experiences for hundreds of millions of fans, built some of the world’s most iconic IP, and created significant value for our business. This moment is a powerful recognition of their remarkable work,” said Andrew Wilson, Chairman & CEO of Electronic Arts. “Looking ahead, we will continue to push the boundaries of entertainment, sports, and technology, unlocking new opportunities. Together with our partners, we will create transformative experiences to inspire generations to come. I am more energized than ever about the future we are building.”

“PIF is uniquely positioned in the global gaming and esports sectors, building and supporting ecosystems that connect fans, developers, and IP creators,” said Turqi Alnowaiser, Deputy Governor and Head of International Investments at PIF. “PIF has demonstrated a strong commitment to these sectors, and this partnership will help further drive EA’s long-term growth, while fueling innovation within the industry on a global scale.”

“This investment embodies Silver Lake’s mission to partner with exceptional management teams at the highest quality companies. EA is a special company: a global leader in interactive entertainment, anchored by its premier sports franchise, with accelerating revenue growth and strong and scaling free cash flow. We are honored to invest and partner with Andrew – an extraordinary CEO who has doubled revenue, nearly tripled EBITDA, and driven a fivefold increase in market cap during his tenure,” said Egon Durban, Co-CEO and Managing Partner of Silver Lake. “The future for EA is bright, we are going to invest heavily to grow the business and we are excited to support Andrew and the EA team as the company accelerates innovation, expands its reach worldwide, and continues to deliver incredible experiences to players and fans across generations.”

“Electronic Arts ​is ​an ​extraordinary ​company with a ​world-class ​management ​team and a bold vision ​for ​the ​future. ​I’ve admired their ​ability to create iconic, lasting experiences, ​and ​as ​someone ​who ​grew up playing their ​games ​- and now enjoys them with his ​kids – I couldn’t be ​more ​excited about ​what’s ​ahead,” said Jared Kushner, Chief Executive Officer of Affinity Partners.

“The Board carefully evaluated this opportunity and concluded it delivers compelling value for stockholders and is in the best interests of all stakeholders,” said Luis A. Ubiñas, Lead Independent Director of EA’s Board of Directors. “We are pleased that this transaction delivers immediate and certain cash value to our stockholders while strengthening EA’s ability to continue building the communities and experiences that define the future of entertainment.”

Transaction Details

The transaction was approved by EA’s Board of Directors, is expected to close in Q1 FY27 and is subject to customary closing conditions, including receipt of required regulatory approvals and approval by EA stockholders. Following the close of the transaction, EA’s common stock will no longer be listed on any public market.

The transaction will be funded by a combination of cash from each of PIF, Silver Lake, and Affinity Partners as well as roll-over of PIF’s existing stake in EA, constituting an equity investment of approximately $36 billion, and $20 billion of debt financing fully and solely committed by JPMorgan Chase Bank, N.A., $18 billion of which is expected to be funded at close. Each of PIF, Silver Lake, and Affinity Partners plan to fund the equity component of the financing entirely from capital under their respective control.

Upon completion of the transaction, EA will remain headquartered in Redwood City, California and continue to be led by Andrew Wilson as CEO.

Advisors

Goldman Sachs & Co. LLC is serving as EA’s financial advisor and Wachtell, Lipton, Rosen & Katz is serving as EA’s legal advisor.

Kirkland & Ellis LLP is serving as legal counsel to the Consortium. Kirkland & Ellis LLP is serving as lead legal counsel for PIF with specialized counsel from Gibson, Dunn & Crutcher LLP. Latham & Watkins LLP and Simpson Thacher & Bartlett LLP are serving as Silver Lake’s legal counsel. Sidley Austin LLP is serving as Affinity Partners’ legal counsel.

J.P. Morgan Securities LLC is serving as financial advisor to the Consortium.

As a result of this announcement, for its Q2 FY26 earnings release scheduled for October 28, 2025, EA will release financial and operational results through a press release and will not hold a conference call or webcast.

As noted in the official Press Release, Andrew Wilson will remain the CEO of Electronic Arts. With the main headquarters of EA still being in Redwood City, California.

Andrew Wilson Web Large

There’s currently no information if there are going to be organizational changes within seperate game studios. Including Maxis for The Sims Franchise.


We’ll be talking more about this acquisition in the following days. Until then, we have enough concerns and reasons why this acquisition could be a very bad thing.