r/LifeSimulators

Image 1 — I built a Californian Mid-Century Ranch House to get to grips with Paralives' Build Mode
Image 2 — I built a Californian Mid-Century Ranch House to get to grips with Paralives' Build Mode
Image 3 — I built a Californian Mid-Century Ranch House to get to grips with Paralives' Build Mode
Image 4 — I built a Californian Mid-Century Ranch House to get to grips with Paralives' Build Mode
▲ 636 r/LifeSimulators+1 crossposts

I built a Californian Mid-Century Ranch House to get to grips with Paralives' Build Mode

The tools are really incredible... there are a few teething problems, but overall this is incredibly promising! Here's a timelapse video of the build with some of my thoughts: https://youtu.be/WOx4oZ8TUx0

u/Jonti_Sparrow — 6 hours ago
▲ 68 r/LifeSimulators+7 crossposts

I built a 3D Lo-Fi room widget that lives on my desktop

Built a 3D cozy room widget that pins to my desktop. Lo-fi music, transparent window, memo/todo/pomodoro built in.

u/bjj10420 — 6 hours ago

"Proxi", the upcoming game announced by Gallium Studios and created by Will Wright, is being quietly scrubbed off the internet

Hey all. Some of you might remember that Gallium Studios, a new game studio created by Will Wright, released a trailer a few years ago for their upcoming game named "Proxi", a new life sim game.
If you accessed the developer's webpage, you could watch the trailer through YouTube (now deleted), check out their YouTube page (now deleted), join the Discord server (deleted one random day without any previous word EDIT: I could swear the Discord server had disappeared but I have found it, only the public invite link is not working anymore, but here is a new working one to the existing Proxi Discord server), among others. Some social media sites still remain up; most of them relating to the studio directly instead of the game -- Gallium Studios' Facebook page is still up and their last post is of last year, mentioning Proxi.
Everything's being deleted and I can't understand why. The last post I can find of Gallium Studios' social media is this one on LinkedIn, which reads: "Gallium Studios is now working on an AI behavioral agent engine. This was the basis for Will's Proxi game and will now become the first game of a number of games using the engine." I have the paid version of LinkedIn, so I can see that they have downsized their workforce to about half of what they used to be in July 2024, firing almost 20 people between September 2024 and January 2025.

Does someone have any idea what's going on?

EDIT: I have found the Discord server. Someone (not a dev) posted this message a month ago on one of the server’s channels, which I think is relevant to this: “Thank you for your interest in Proxi. At this point the team is very small and extremely busy. We haven't heard much from them but I know they showed something at GDC. Right now I think they're just trying to get what they need to get the game launched, I'm not sure anymore ideas could be added at this point. As I'm sure they have a full plate in front of them.”

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u/the_MarchHare — 4 hours ago

Does anyone else sometimes get hit by exestentialism when playing life sims?

This usually happens to me when I'm playing with pets on life sims, then I just spiral because I'm like, wait, why am I not playing with my real pets? Similarly, why am I making these pixels paint and go outside instead of doing that irl? Like I love life sims, but sometimes I genuinely ruin it for myself without meaning to lol

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u/Mr_IronMan_Sir — 4 hours ago
▲ 11 r/LifeSimulators+1 crossposts

Finally Released a New Text-Based Life Simulator after years of development

Hi all!

A couple of weeks ago I finally released a life simulator that I have been working on since the end of 2024. My goal for this project was to create a text-based life simulator that went more in-depth, had minimal monetisation, and had a polished UI/UX.

The game is listed on the Apple App Store and Google Play Store as “Genworld” 🙂.

This project was a fairly big learning experience, so I am hoping to put everything I have learned from this project into updates and future games over the coming years.

If you made it this far thank you for taking the time to read this and if you feel like it, I hope to hear what you think of the game!

All feedback and thoughts are welcome as long as they are constructive.

u/Adam_Murdoch — 5 hours ago

Why does Paralives give people The Sims 2 vibes despite looking completely different?

Many people say that Paralives has the vibe of The Sims 2. I’d like to understand why, since the games look completely different.

u/LizaKhajiit — 11 hours ago
▲ 8 r/LifeSimulators+1 crossposts

🥳🛠️👷UMeFate v0.0.10.451 Pre-Alpha on Steam

🤗Hello everyone

UMeFate has for you another update. Version v0.0.10.451.

I have aimed to push an update halve week ago, but I have encountered critical and technical challenges, which I couldn't resolve for few days. One of them you may see on the last attached screenshot. 😊 Two weeks ago I have pushed to Steam a major update v0.0.10.381, which was announced before May. It was only accessible internally for the community on Discord. Since then, community have discovered and reported range of issues. I have tried to fix as many of them, as possible. Amazing massive thx to the community feedback and reports. 💖

For more details about changes, see update change log in below replies, or
https://steamcommunity.com/games/3082340/announcements/detail/667240179261506138.

There are still multiple bugs never the less, which I aim to fix within next few weeks.

This update however, should at least unlock various critical issues with a map editor. But also, there are various visual changes, which you can see on the screenshots.

To see the latest version, if you have played before the betas via playtest manager, you can switch to Default Public Version. No password is required this time. If you haven't, you can simply allow Steam to download UMeFate Playtest update, and you should be good to go. (See last screenshots)

BEFRE AN UPDATE

If you had custom maps, mods, or constructs, please copy and backup files. You can now move them to Documents/AntyVersum/UMeFate/ directory. If the directory do not exists, either create folders, or allow to create the directory by UMeFate, after UMeFate starts. Then you can relocate files to there.

If UMeFate doesn't launch for any reason and this is your first update since last year, then you may need to uninstall / clear old installation, and install again.

If you stuck, or don't know how to do any of steps, let me know. I will guide you.

Hopefully you will be able to enjoy UMeFate a bit more than last time. Even tho, this update is mostly bug fixing. 😎

💖

u/Antypodish — 6 hours ago
▲ 157 r/LifeSimulators+1 crossposts

Im scared that the interaction / night cards make the game feel less player driven and more algorithmic

This isn’t hate towards the devs or game at all, just feedback from someone who is genuinely really excited for it. I still plan to buy and support the game because I do think it has a lot of potential! <3

I’ve been watching a lot of gameplay videos, and one thing that really stood out to me is the way paras interact with each other. I can appreciate that the devs are trying something different instead of copying the usual interaction wheel that most life sims use, and I do think it’s interesting seeing a new approach to social interactions. But from what I’ve seen so far, the system just doesn’t fully work for me personally. Instead of feeling like I’m naturally creating my own story and conversations, it feels more like the game is directing the narrative by constantly giving us a small selection of interaction cards every few seconds.

This also applies to the story cards that pop up at night, where you choose between things like letting a married para develop a crush, or helping them level up in their career. I actually think the night cards are fun, so I’m less worried about them. But they still connect to my bigger concern about the game feeling like it’s choosing the direction of the story for you instead of fully letting the player create it naturally.

A lot of life sim players treat these games like virtual dollhouses. People create their own lore, relationships, drama, and detailed characters with specific personalities. Part of the fun is creating your own unpredictable interactions and stories. Right now though, the card system feels a bit restrictive in a way that pulls me out of the immersion, because it feels less like I’m creating my own story and more like I’m choosing from a list of interactions that might not even fit the character or situation I’m trying to play.

Again, this is just my opinion based on the gameplay I’ve seen so far. I don’t necessarily dislike the interaction cards themselves, but I do think they need some work to make the experience feel more player driven and less algorithmic. What are your opinions?

EDIT: I want to preface this by saying I don’t mind it not being 100% player driven. I actually agree with a lot of people who like the idea of things not always being super easy or fully under the player’s control, like romance being more challenging. I think that kind of challenge would make the gameplay more interesting.
My main concern is just whether the limited interaction options might feel restrictive in terms of dialogue. Like if you want to do something specific in a conversation such as gossip, but the only choices available are things like flirting, talking about the weather, or complimenting an outfit, it might not always match the situation or what you want your para to say.
I do however like the fact that it will be more challenging to build relationships, and curveballs will be thrown at you.
I just think it needs a bit of work to find the right balance between being player driven, while also keeping it challenging and interesting!

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u/jnverted — 17 hours ago
▲ 32 r/LifeSimulators+1 crossposts

Doesn’t Inzoi’s “art style problem” literally get solved with a filter?

A lot of people say they prefer Paralives over Inzoi purely because Paralives has a more cartoon/stylized art style while Inzoi looks too realistic. But… doesn’t Inzoi already have filters that completely change the look of the game and make it way more stylized/cartoon-like?

If that’s the only issue people have with Inzoi, then it literally has a one-click solution.What do you think?

reddit.com
u/Wooden_Cupcake1941 — 17 hours ago
▲ 1.4k r/LifeSimulators+1 crossposts

Post-Release Roadmap!

Paralives will be out Monday at 10AM EDT!!! check out our roadmap to know what’s coming during the next few months of Early Access 🤩

u/RinaParalives — 1 day ago

I'm not looking forward to the Paralives Early Access release.

Did any of you see how the 'cozy life sim gamers' reacted when InZoi first came out? The amount of self proclaimed 'brutally honest' YouTubers that downloaded the game, did jackshit, then immediately go "Yeah no this game ain't it."? The amount of people screaming at the top of their lungs that InZoi is AI and lifeless and ugly and uncanny and uncanny valley and whatever the hell they kept spewing out?

I already have a damn bingo card for which YouTubers are going to download the game, do jackshit for cheap comedy, then immediately go "This game isn't worth the hype". I already know the amount of people who'll buy a game that has a gigantic "EARLY ACCESS: SOME FEATURES ARE STILL NOT AVAILABLE" and still scream that 12 year old 100 Packs $1,900 dollar TS4 is 'more superior' than a literally just released game.

I can already hear the screeching of the "THIS GAME LOOKS UGLY" players that definitely don't have at least 10 gigabytes of CC and Mods just to make their sims look different. Hell, I can already see the flood of 1 star reviews from illiterate players having a tantrum that the game that literally has a gigantic "EARLY ACCESS" sign has, in fact, missing features.

Not to mention, I'm scared at what this negative backlash may entail. InZoi is still loved in their own communities, and the fact that there are actual sensible cozy life sim youtubers that reviewed it and its subsequent releases rather than reviewed it once, called it shit, then moved on with their lives.

I hope I'm wrong, I hope I'm being paranoid, but I've already seen bits and pieces of this happening on comment sections and posts on different social media platforms.

reddit.com
u/Crisis_And_Throwaway — 19 hours ago

Paralives allowing creators to charge for custom content, thoughts?

The Paralives developers have confirmed they will not forbid creators from charging for custom content or mods. Players will still be able to freely share creations through the Steam Workshop, but creators can also choose to offer their work through paid platforms like Patreon or subscription services if they want to.

Honestly, I think this is a great thing.

Custom content creators put massive amounts of time, creativity, and skill into what they make, so it makes sense that some would want compensation for their work. What I appreciate is that Paralives seems to be giving people freedom instead of trying to control how everyone should create or enjoy the game.

Compared to The Sims, where permanent paywalls for CC aren’t allowed and “early access” became the workaround, Paralives feels much more open and community-driven.

A lot of The Sims experience has been carried by modders and CC creators for years, yet the policies around creators have always felt restrictive and inconsistent.

I also never liked how parts of The Sims community heavily criticized creators who permanently paywalled their content while simultaneously benefiting from the insane amount of work those creators put into the game. It always felt selective to me.

There are plenty of Sims-related rules, issues, and practices that people ignore all the time, but the moment a creator decided they wanted permanent compensation for their work, suddenly that became the line people cared deeply about.

The community often seemed to pick and choose which rules mattered depending on what personally benefited them, and I always found that mindset selfish and unfair toward creators.

Paralives allowing both free sharing and paid options feels balanced. Nobody is being forced to pay for CC, and creators who want to monetize their work have the choice to do so. It shows confidence in their community instead of trying to tightly control it for corporate benefit.

For a life simulation game that’s still developing, I honestly think that’s a fantastic start.

TLDR

Paralives allowing both free and paid CC/mods IMO is a good thing because it gives creators freedom and respects the time and effort they put into their work. Unlike The Sims community, where creators with permanent paywalls often got heavily criticized despite CC carrying a huge part of the game’s popularity, Paralives feels more open and community-driven by letting players and creators choose how they want to engage with content.

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u/Successful-Thanks309 — 23 hours ago
▲ 170 r/LifeSimulators+1 crossposts

5.22.26 Dev Video: School Gameplay Pt. 2!

Source: inZOI Discord

It's been a while since I first introduced our concept shots for inZOI's school gameplay.

All the feedback you gave us helped us improve this system for a hopefully better introduction.

We have worked quite a bit since then and would like to show you our current status.

I imagine we will continue to make improvements even after its first showcase in June, so please continue to give us feedback in the comments on what looks good and what we can do to make it even better.

Just like last time, we'll have a calming music in the background as we show some footages and screenshots of the school gameplay.

Thank you again for watching today's video, and I hope everyone has a wonderful weekend.

I'll see you all in my reply next week.

-Kjun

P.S. If you're wondering why today's video doesn't have my voiceover, I was about to export the voice file for today's script, but then I realized our subscription for the voice generation tool we use had not been renewed.. and since everyone has left the office for the weekend, I couldn't get help to get our subscription renewed 😥 We'll have the voice tool available again next week, and you'll get to hear my voice then. Apologies and thank you for your understanding.

u/Sims_Creator777 — 1 day ago

Question about Paralives

I've seen A LOT of people saying Paralives is more like a management sim rather than a life sim. Why? For me it looks a lot like The Sims + a little bit of Stardew Valley. I would like to understand why people think like that. I'm not saying they are wrong, I just don't understand. Thanks in advance.

reddit.com
u/DrDeadwish — 1 day ago