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This is an accepted version of this page This is the latest accepted revision, reviewed on 6 March 2025. 2014 video game 2014 video game The Sims 4 Cover art since 2019 Developer(s) Maxis [a] Publisher(s) Electronic Arts Director(s) Michael Duke Berjes Enriquez Jim Rogers Robert Vernick Producer(s) Kevin Gibson Grant Rodiek Ryan Vaughan Designer(s) Eric Holmberg-Weidler Matt Yang Artist(s ...
The greatest witch of all time, Von Twinklebottom, has arrived in The Sims Social, and she's got a whole load of magical secrets to share with us. Get those cauldrons out, Simmers, because this ...
The Sims 4: Outdoor Retreat is the first game pack for The Sims 4, released on January 13, 2015. Outdoor Retreat focuses on outdoor camping, similar to a vacation in Three Lakes in The Sims 2: Bon Voyage, [12] [13] and that in the forest lots on Vacation Island featured in The Sims: Vacation. It includes a new destination, many new objects, new ...
Patreon (/ ˈ p eɪ t r i ɒ n /, /-ə n /) is a monetization platform operated by Patreon, Inc., that provides business tools for content creators to run a subscription service and sell digital products. It helps artists and other creators earn a recurring income by providing rewards and perks to its subscribers.
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Makin' Magic introduces a new neighborhood, Magic Town, and 175 new items with a supernatural theme, [4] [5] allowing Sims to create magic charms and cast spells. Ingredients are added to a Sim's inventory, from where they are used with the correct equipment to produce an item of food, or charge the Sim's magic wand with a spell, or produce a ...
"Turn Back Time" is a song by American DJ and record producer Diplo and Australian producer Sonny Fodera. It was released on November 20, 2020, via Higher Ground Records . Diplo and Sonny wrote the song with King Henry and Sasha Sloan , the latter providing uncredited vocals, and co-produced it.
Simlish is a constructed language devised by game designer Will Wright for the Sims game series developed by Electronic Arts.During the development of SimCopter (1996), Wright sought to avoid real-world languages, believing that players would grow to show disdain for repetitive dialogue.