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alexmasse

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Testing the Live Mode: A Screenshot Gallery! đŸ–Œïž

Hey there, it’s Alex.

Today’s post will be all about our progress on the live mode and a playtest session we did within the team so let’s get started! This post is for Patrons only so please don’t share it, thanks! 🔐

💌 A Word About the Postcards

A quick word before we get into today’s topic. This week, we’ve signed more than 600 postcards to send to Patrons on the Hero or Legend tier and we can’t wait for you to receive it! However, there’s currently a strike by the postal service here in Canada and we don’t know when it will end. We are looking at the situation closely and we will send the postcards as soon as the postal service becomes available again. Your postcards will arrive a bit later than usual; Thank you for your understanding!

When we send the postcards every 6 months, it takes us 3 to 4 hours to prepare and sign them all ✍

🎼 Testing the Live Mode

To help test the gameplay, I quickly created a simple starter house that contains the basic objects needed to test the live mode.

 Two Parafolks were part of the test so that we could notice the effect of different personalities on the gameplay. One had the personality trait “Joyful” and the other had the “Serious” trait. Can you guess who is who?

 To start off, I made one Para play the piano and the other was already working on their programming skills in order to get more chances at a fast career progression.

One of the many things we wanted to test out was a new version of our needs interface.

A feedback we got from the previous version of the interface for needs was that it was hard to know if a need was going to be at a critical level soon. Now, our needs are represented by hearts a bit like in Zelda or Minecraft. This way, you can track the current state of your Para at a glance. Also, when you go lower than 0 hearts, the bar will begin to fill up with skulls instead and that’s how you know when your Para will die because of a lack of sleep, for instance.

Another thing we like about hearts is that a Para with many points in their Physique trait can have one more heart in their Hunger need because their body is more efficient at being sustained for longer by a meal they ate. On the contrary, if your Para caught a virus, their maximum number of hearts in the Sleep need could drop to 1 instead of 3. This means that even after a full night of sleep, they will become sleepy again much sooner than normal.

This is a new idea we’re testing for character wants.

In Paralives, just like in real life, your wants often come from emotions. In the above screenshot you can see the following:

In the image above, we can see that our Para has the “Inspired” emotion because they just moved into the house. This emotion triggered different want offers and you can pick one. Here, the “Play piano for 1 hour” want was offered because this new house has a piano and our character has Creativity stat points in their personality. The game will consider many wants that fit the current context and randomly suggest 2 of them.

We like this system so far because it lets you pick a direction for the story of your character. A more dramatic example would be: If you are very sad because a relative passed away, you will be able to choose a want that reflects the way you want to cope with this loss.

 This Para is having a bad day. The toilet is dirty and broken at the same time. This gave her the “Disgusted” emotion as well as the option to pick wants like “I want to clean the toilet” or “I want to get away from the toilet for 1 hour”. I also added a want named “I want to buy a new toilet” for Paras that have a lot of money and who are not the cleaning type! ⚠ Please note that the visual of the water splash effect is temporary.

 For the test, I quickly built three workplaces for the technology career path. The one on the left is meant to be a good place to work for Paras with minimal experience and the other ones have job offers with better salaries, but they require more skills and expertise. ⚠ Please note that these workplaces are rabbit holes meaning that you cannot see or control your Parafolks while they are working.

 For instance, here’s an entry-level job next to a job that requires more qualifications but pays better.

 This is a cool effect from the “Serious” personality trait that we added: if a character has been doing the same thing for more than 3 hours, they will become “In the zone”. This makes them gain a temporary buff that increases their skill learning speed and that makes all their needs ignored. Ignored needs can’t decay and won’t have negative impacts on your character, even if they are at 0 hearts.

There could be other situations where needs would be ignored. For instance, when a character has a big crush on someone or is really sad, they might ignore their hunger need for a while because they don’t feel like eating. I think there’s a lot of interesting things we can do with our need system to spice up the gameplay!

 This Para was quite tired and went to sleep. However, many people on the team encountered this bug: If the speed of the time is at x3, the characters do not position themselves correctly while using items and furniture. This should be fixed soon!

📊 Summary of the Feedback Received After the Playtest

đŸ©· Liked:

📝 To improve:


Next, we’ll be working on our gameplay features according to this feedback as well as adding more wants, emotions, personality trait effects and so on! We will also be resuming the work on social gameplay and relationships.

Hope you liked this glance at our progress on the live mode! 

Take care,

Alex

Comments

I agree with this, having it as more of reactive gameplay experience. If at all possible having the option to switch between either mode of play through gameplay settings would be a nice touch.

Stephanie F

I didn't get it at first but I got interested the more I read.

Fox

I like the new needs UI, but I also loved the old one . I liked that we could see needs as they became more severe rather than checking in a different bar as it feels more organic and less "micromanagey" (for lack of better term). It would be nice to have a combination of the two, where paras needs appear via the icons only (rather than all the text) once severe enough. The icons could change color/size to indicate severity like it was before. Players then could click on the icon or specific needs button to show the more detailed needs ui. too add, i would love for the option to not have to check on need hearts/bars and be informed intuitively like in real life through time of day, daily routine, or "noticing/realizing" a need (via icons popping up to show severity like in the old ui). Ideally, most needs would be fulfilled organically through regular gameplay and the wants system

Ashley Brent

I am so excited after reading this post. This is so differnt and interesting gameplay.

Vicarious Human

The extra heart for efficiency if the para has the skill for it and the "in the zone" thing are so cool 💚

pekeniax

Oh, that's an interesting one!

The_Unknown_USB

I absolutely love the news needs interface, it feels unique and immersive, while giving a very good overview over the state of your character!

Ellis

All great ideas, that I love, either needs all drop once you leave the focused state or someone else said they drain quicker after focusing, these kinds of ideas would definitely help it make more sense for me!

Cece

Give them time they are still working on the interface.

Lucie Baha

The serious / ignored wants thing really made me think of ADHD and hyperfocus! Wonder if anything relating to neurodivergent traits will be in the game. Although if it was accurate to ADHD those ignored wants would come back to bite you when you finally emerge from the hyperfocus...

Tam

absolutely agree with that idea, und3rgr0und. who hasn't experienced that moment of standing up from a chair after being focused on their work and been hit with every negative status at once lmao

Damien

I agree on the idea for bars. I know they might not be as immediately readable to folks as icons, but I like to know as much information as I can about things like this- there's a difference between, say, 100% and 85%, but using icons they'd presumably both be displayed at a full three hearts. even including a hover-over tooltip for some more precise values would be appreciated!

Damien

Should they change into PJ's when they go to bed? Hope this is in the works.

Stanley Etienne

I really like the hearts/skulls for needs! I think you're right it's visually readable (though I generally worry about a screen being too cluttered. would having it able to hide away be a solution?), and I love the "ignore needs" being used for moods and being in the zone. I really like the crush example!

Ellen Kaluza

The para in bed looks like me after a great night out, although I'm normally face planting the pillow :}

Francis McDonald

I am so Hyped for early access!! I am ready to help improve the game and spread the word... which my coworkers have heard all about already :)

Kt S

I think you can. They shared a screenshot on discord that shows the UI they're working on.

Thabiso Ptk💚

I would like to add to my previous message that I’d love to see books as a feature in the game! It would be interesting if we could write in books—creating our own texts, keeping diaries or notes, writing down recipes, and so on. For example, my characters could have a family library consisting of diaries and memories of other characters, recipes from grandparents, and books written by authors. That would be amazing

Ruslana Ivasenko

thank you for sharing! i love the hearts/skulls, but hope you can hide them when you don't want to constantly look at them. i echo another commentator that decaying needs should have different consequences - e.g. low hygiene first makes you sick, low sleep makes you pass out before dying, low fun need makes you miserable but not die etc. i hope all the needs icons will in the end be in the iconic scribbles style (sleep and hunger right now have a different style?)

Sehrys

This is so exciting! I'm really happy to see new mechanics in the game that I haven't encountered in other simulation games before. I hope the developers put as much effort as possible into the live mode so that players can fully enjoy their time in the main game, rather than just in building or character creation. For me, as a player, the most important thing is to see possibilities and small in-game details. For example, kids bringing home grades and their report cards after school, or my characters reacting even to minor events, like getting a promotion at work, and so on. I'm really looking forward to the release of Paralives and hope the game will be perfect đŸ€

Ruslana Ivasenko

wow, that 'ingnored needs' feature is so realistic, especially when you have a crush on someone! & the increasing skulls made me chuckle, because I, too, have been on the brink of the third sleep depraved skull myself a time or two 😅 Also, you guys are the GOAT for taking the time to sign all those postcards! 🐐💕 #BringItOn2025

ZLoves

Hopefully we see something about a release date early on in the new year.

sjbros814

To be fair to the sleeping on 3x speed position, that’s what it looks like when you’re dead tired lol. I preferred the old subtle way over the skulls and hearts but they look cute. Just need some adjustment to be less odd. Maybe you could do something like bars, but rather than how the Sims does it you could use a chalk fill in effect like what was suggested for the censor that was really cute (or even combine the little heart and chalk appearance? Kind of like how Kirby 64 did their shapes). Idk, but I’m super stoked for everything :)

Wynter

Wait I absolutely love this idea !

Estrella Alfaro

I love the progress, and I cannot wait to get my hands on this game! I noticed some mixed feelings in the comments about the skulls, and it makes me wonder if each low need leads to death? I don’t think they each should, and put together some thoughts about what each need could trigger. Maybe you can do icons/doodles in your style to represent these things. Hunger -> death Bladder -> accident Sleep -> pass out ->death. Maybe if you don’t sleep after you pass out then you can die Fun -> stressed ->mental breakdown in the vein of sims 2 or rimworld The last 2 are a bit tough, but here’s what I came up with: Hygiene -> Stinky-> others don’t want to be near you, lose friendship, maybe die of embarrassment Social -> maybe another mental breakdown, they start talking to themselves/the walls

Amelia Eldridge

They plan to work on the interface to make it better.

Lucie Baha

I agree with the in the zone comment. I often do this and indeed when I come out of zone all those needs I forgot about are absolutely in dire need of attention. Actually what happens is that at first it’s not too bad but as I come out of the zone more and more the needs I ignored quickly drain. So maybe needs can drain more quickly if they have been ignored for awhile? Regardless it all looks so fun and I can’t wait to get my hands on this game!

Heather Bean

I'm so excited for this, amazing work guys. Do we already know the early access release date?

Nelssie

In love with this.

Nelssie

On the behalf of the players who don't want to use hearts and skulls, why not just make it disappear until you mouse over it.

Eleanor Swan

Most of what you've shown here (for me) is a "I need to get my hands on it and see the big picture"-type of deal. It's not that anything was confusing or bad, just that I want to see if it all fits together nicely. As for the needs panels, however...I'm sadly in the camp of not liking the hearts and skulls. My conundrum is my enslavement to getting rid of visual clutter, and needing to fill partially-drained statuses. I'm the guy who needs to read all the "unread" UI elements and notifications, and end up half the time playing "Needs Simulator" in any game with draining motives, just so I can have some time to enjoy the game itself. I much prefer my former compulsion: Reading notifications to get rid of visual clutter. Games like Project Zomboid and Crusader Kings have icons pop up to indicate a necessity, and in some cases there are visual elements (aggressive movement or an exclamation) involved to state the urgency. Maybe a tooltip could involve more detailed info (and/or the needs level). Obviously it's not a deal-breaker, but it's one of the few times I've just felt an overwhelming "No".

Roe B.

i MUCH prefer the old interface for needs, it felt more organic, unique, and realistic. i don’t like the new needs version here!

ranine hay

I love that you're trying to steer clear of using bars. Yes, The Sims players are used to them and probably can't imagine life sim without them , but bars are immersion breaking, and games are moving away from them, thank goodness. And Paralives is NOT The Sims, right? It's a different game in it's own right! Almost no new games are using bars these days. Bars are good for factory games and other games where commodities are finite and run out, but not for life sims in my opinion. I have to confess that I really liked the old system with the too-much-dialogue where information came as 'thoughts' of the character, but I can understand why you had to move away from it. While I love complex games with higher difficulty levels, this game also needs to be playable for children and people who like to...think less, and need to see everything given to them. I don't suppose it would be in the scope to give us a choice of mechanic, would it? I LOVE the mechanic where personalities or moods can add or decrease need time! This is awesome! It makes our characters come to life and requires us to play each of them differently - it might have the potential to be one of the best mechanics in the game! But please make sure that these mechanics have negative tendencies too. For example, the focus "in the zone" mechanic positives are obvious, but let's add a negative too. The obvious negative is to add that when that "in the zone" period ends, those needs are suddenly DIRE! So the Para has no choice but to attend to those needs immediately on that zone ending, meaning that if they pull and all-nighter, they're going to have to wee, eat and sleep to replenish those skills immediately before they can do anything else. Too bad if they're supposed to work the next day, right? And the same for other trait or mood boosts too. Like drinking coffee gives an energy boost, but makes you wee about an hour later! Tea calms anger but has a similar effect. Not eating tends to make people cranky and decrease concentration, so people not in-the-zone would suffer from that. Some Paras in a clean environment could also have higher rest needs (and vice versa for dirty environments), depending upon traits, others don't care. This would make those needs a little dynamic and also affect accompanying gameplay around them (eg cleaning first for those particular Paras), so perhaps tool tips that tell us what the affectation is might be good. I don't mind the hearts, but I loved that hand-drawn effect you had a while ago, and I'd love to see that again. I have to say, I'm not keen on the skulls, although I'm not sure what I'd replace them with. With the extra effects on needs like "in the zone" could you make them different icons to differentiate them from the standard? Perhaps make the extra temporary parts from personalities as stars instead of hearts, and those emanating from moods different too - if you change the hearts, mood extras could be hearts?

Fran Smith

Is hair physics still a thing in the game? I know they've shown us how it works with Maggie's hair, but in the recent videos the hair feels a bit stiff... If they want to first focus on live mode then after all that focus on the physics, I understand. Still asking a question though.

Thabiso Ptk💚

Perhaps those negative affects could include other things like crankiness for not eating, chances of getting sick (flu etc) for not weeing or showering, and slower skill gain for not sleeping?

Fran Smith

Yes, I love the ignored needs idea connected to the trait, but the negative should also be represented. Perhaps the needs DO go down in the background, but not until the activity is stopped, then a kind of crash happens, so that when the activity is stopped all those needs are DIRE! That's realistic and provides gameplay too.

Fran Smith

How about purple or pink or yellow hearts?

Fran Smith

Yeah, I like the system, but I'm also not so keen on the skulls as the representation. I'm not sure what I would replace them with, though...

Fran Smith

As a gamer, I enjoy the needs more now. 😂

BooDotBoo .

I think you might be confusing this with InZoi. InZoi is coming out in March. There's no release date for Paralives as far as I know only 2025. :-)

Fran Smith

Yes, I often ignore needs, but as soon as I stop what I'm doing the need becomes acute! That sounds like a good idea. Perhaps they can ignore them for a time, but as soon as they stop the need to wee/eat/sleep is immediate and they can't do anything else until those needs are met. Kind of a needs crash at the end or somesuch.

Fran Smith

Oh that’s unfortunate. I’m a big reader, who hates text heavy games, and it never felt too much to me personally but I see how that could be an issue for others. Still, it felt more personal to Paralives and also to the individuals Para’s motivations and how they choose to priorities needs, as well as since it was only the most important few, it was a good way to get at a glance the top priorities. Perhaps one day the old system could be tweaked and combined with the current one for quick access vs more detailed needs
 no matter what way you guys go, I’m sure it’ll be great in the end,

Cece

Oh noes, deadness from sleepless ! Such unfortunatness happenss !

FinFan 83

Is it skulls from every need? Most people don't die from being stinky or needing to pee, so how will that work? And will you pass out before dying of exhaustion??

Und3rgr0und -

I like this way of handling needs a bit better than the previous method, which I didn't like....though if I'm really being honest, need bars feel very much like a "if it's not broke don't fix it" kind of thing to me. I don't really understand the desire to innovate in this area, or the benefits gained from it. I have a question, do you think it would be relatively easy for someone to create a mod that made it so needs are displayed as a need bar? I'm guessing needs are still numbers going up and down in the background?

Dizzardy

Yeah! I actually thought about that recently. Perhaps a better way to implement it is as long as you're doing something your needs will stay high but as soon as you finish they drop to their actual value.

Und3rgr0und -

Great minds think alike

Adrian Silagan

Yes, right now, it starts decreasing late in the evening!

Alex Massé

For once, I am a bit divided. I loved everything you showed off but
 I liked the old needs system and how immediate/constant it seemed to be, rather than behind a menu. I don’t dislike the interface exactly, I do like it, but I preferred the old one I guess. I also find that the “needs ignored” not decaying doesn’t make much sense. As someone who does end up ignoring my needs A LOT, due to the reasons stated like hyperfocusing and other AuDHD and mental illness related reasons, I ignore my bladder and hunger needs frequently; yet they definitely still decay, usually landing me in a much worse situation where I’m incredibly hungry and running to pee 😅 though sometimes if hunger is ignored long enough it really does go away. Wow. All that rambling to say, I think the “Ignored Needs” system is interesting, im just not sure how I feel about it’s functions. Gameplay-wise it could be beneficial but story-wise it may not always make sense. Everything, of course, was fascinating to read, and I literally flipped when I read the title! Amazing work team, give your wrists a rest from all that writing and happy holidays!

Cece

You are right, the UI is normally much smaller and we already have an option to change its scale. I made it big for this post so that it's easy to see the interface I wanted to explain

Alex Massé

Yes, it's true

Lucie Baha

Emily is right! We haven't announced a month yet

Alex Massé

Perhaps for the sleep need, it only truly starts decreasing at night?

Adrian Silagan

Oh I agree that a fear system would be really cool!

nemo

The hearts and skulls are a very nice surprise! Visually appealing! Reminds me of platform games I used to play

Jordacious

I was hoping that the winter hats or skull caps would be done better then what's done in TS4, but it looks like the hat just sits on the top of the head, but doesn't cover the ears, just like in TS4. I hate those hats, I tend to try and not use them. I have had pretty nice CC versions made that do cover the ears well. Maybe make more of the winter hats with earflaps, I tend to use those in TS4, well the ones for kids mostly, seeing as they only have the cat one for adults for some silly reason. Otherwise I use a scarf thing that came with the one Star Wars pack, Journey to Battu, also a hat thing with scarf also from that pack. It seems with the skull caps all you would have to do is have it slant back a bit and pull down over the ears, having the hat to hide the ears somehow. I mean I would think the way some hairdos hide the ears could be used to make it work for hats too. But then I don't know anything much about making things for videos games so maybe I'm wrong. But some CC creators have done it, so..

Clara M Johnson

I am with you! I thought that was truly unique!

Gina Ayars-Ritchey

Very interesting ideas. It will take some time to get used to the system (hearts instead of bars etc) but I really like the idea of needs being affected by things like a virus or a crush! So I'm excited to try out whatever the end result will be.

Noeba

Ok :-) But I think you're worrying too much about me being harsh. They're doing a job and they need their (paying) customers' feedback, either positive or negative, and then they evaluate it and decide what to do about it. I'm sure they're able to take criticisms professionally.

Chiara

I dont know if anyone else would be interestet in my Idea. But my first thought when i saw the knew design for wants was "OMG Fears". I wasn't Mad when i read what it aktually was, i do like your version more than what i had in mind. Still, would you consider some kind of fear system, or more like a "don't want" system. It doesn't have to be as complex as the wants. Maybe a fear/dislike of the day. "I don't wanna clean today" or "I don't want to get fired today". Something that would affect your Para negetively for a few houres or so. Or in some other way effect the Para. I think the inclusion of dislikes (even If it is just one a day) would make the whole system more complex and the Paras more real. Life isn't just about what we want but also about what we don't want. Also I love your work. Youre doing great.

Linda Kligge

Not gonna lie, I didn't expected for emotions being divided between "positive" and "negative", this sounds a bit outdated to me nowadays, and it doesn't seem to give importance for "neutral emotions" too. I will miss so much of how needs and wants used to be mixed up, that some desires are so strong that it overtake their actual needs... but I do understand why it had to change. It's visible of how much you guys are listening to people feedback, and I'm grateful for all you hard work!

Millena Xavier

I think it'd be really useful to have a ui size control option. I feel like at least a bit of the push back for the hearts is that it looks like they are taking up a lot of the screen. The ability change the ui to a preferred size would help that, I think.

Madegeeky

don't worry it will get better in the future.

Lucie Baha

This game is going to be amazing

Danielle Snowden

i like the hearts but i think they could maybe do with being a slightly less intense colour. something a bit more warm and light. also they're really big which i think makes it look a bit overwhelming. they remind me of zelda though which i really like. please keep them!!

Emily Major

I love how you're adding all those ideas that will actually affect and diversify everyday gameplay. The needs not being static, but actually affected by personality and temporary things like sickness. It's not just a moodlet visual, but it actually changes how you play on the most basic level. The situational wants sound fun, but I also wish for some that are more long-term and encourage us to try bigger things. I also like how different vibes offer unique mechanics, again to make playing different characters more unique. I am however a bit worried about In the zone being an easy exploit. I hope it's capped at like 8 or 12 hours. I was in the zone multiple times and pulled all nighters without noticing my needs, but it didn't last forever. And especially in the context of the game, you don't want to give players a chance to max a skill in one sitting because it removes all the challenge and feeling of accomplishment for that one type of personality.

Domon0310

the release isn't announced yet, just some time in 2025 (early access)!!

Emily Major

My only suggestion that some other people might like more just from glancing at other comments, would be perhaps the hearts and skulls looking not so 'perfect' in shape, a little more towards the hand sketched look of other stuff in paralives might kind of bridge the gap in how some people are feeling. Just a quick thought!

nemo

I was really iffy on how you guys were handling needs but I really like this approach with the possible expanded need bars and showing how close to death a para is! I hope you guys expand it like some skills or traits could give paras a bigger sleep bar for example. Or drinking, if you guys include it which I hope you do in some form, could temp decrease the bathroom bar. Paras are looking really good too!!

Succukitty

Personally I LOVE the heart/skull concept A LOT!! I was surprised to see others not as into it. I really hope it stays! Its different but intuitive in my opinion.

nemo

If you don't like it that's fine. But I like them.

PinkRosie

Was it announced to releases in March?

Al8302

Fine, you like them. I think they're ugly and I'm giving my feedback, offering some suggestions.

Chiara

Hope para can call a repairman!

Derek Warren

I really love the idea of hearts instead of those boring bars. Some people just can't get over that it's different than what they're used to. Everything can't be exactly like the sims. Let Paralives be it's own thing. Please don't remove the hearts Just because some people thinks they're ugly. I think you should keep them.❀❀❀❀

PinkRosie

They're still working on improving the interface, so don't worry.

Lucie Baha

I love how it has some sims 3 aspects with a twist. Ooooh come on March 😃

I kinda forGoT

I actually love the hearts and i think ugly is a bit harsh. Everything shouldn't be the exact same way as the sims. Let the Paralivesteam do their own thing.

PinkRosie

Thanks for the feedback! We are still working on the look of everything so we might test different things regarding that!

Alex Massé

Thanks for the feedback! We are still working on the UI and testing different things

Alex Massé

Thanks for the feedback, I see what you mean! We will resume the work on together cards soon and we will be looking at what we can improve :)

Alex Massé

Thanks for the feedback! We had to change because there was way too many text in the previous version. Also, all the wants, emotions and needs were listed together and it was way too hard to understand at a glance what's going on with your character which is very important in a simulation game where you can manage many many characters at the same time We are still tweaking the UI and everything though and we will be making improvements as we do more playtests, as I mentionned in the post :)

Alex Massé

Great idea regarding needs having to be not critical before getting "in the zone", I agree! I just wrote that idea down and I'll add that condition into the game soon Right now, you can get "in the zone" if you were focused on the same interaction for 3 hours in the past 4 hours so eating a cookie quickly will not break the streak

Alex Massé

Thanks for the question! For now, we just created the account to reserve the username there. We haven't started to post just yet but we might start soon, thank you :)

Alex Massé

I agree! However, I suggest rephrasing it as "I want to avoid ____ for 1 hour". ("Get away from" makes it sound like the toilet is chasing you, lol.)

Nina

Any option to make the paras unique with some wacky autonomy hijinks is greatly appreciated. Traits being very influential of actions and choice cards really helps feel like you're not controlling an empty doll, but a character who would do a certain things based on who they actually are.

Sophie Goodman-Merel

Thank you so much for sharing all of this, Alex and team! While I agree with some other comments that the look of the hearts is not my favorite, I LOVE that it makes it clear when the needs are being affected by illness or traits. That way I can understand why my Para is so tired all the time, and I will be better prepared to take care of them. As opposed to if needs were represented by a static bar and one of them happened to go down faster when they're sick, for example. I also really love the "In the Zone" mode and it reminds me of when I'm hyperfocused on something! I would love to be able to mod my own personality traits using existing trait effects like this - I would definitely make one for my ADHD and "In the Zone" would have to be part of it! Thank you again and have a great weekend!

Lane Brettschneider

I love the lil faces next to wants! They're so cute and fit in with the hand drawn vibe!😍

Lisa Hedlund

I LOVE that needs are represented by hearts and skulls!!

Dawn Anemone

Very interesting post! I like the idea of the needs and how they work but not yet convinced about the look of it. Might just need to see more of it, in the screenshots it looks a bit crowded. Showing more advanced job positions is something I really like. Perhaps in the future it would also be possible for the more serious/ambitious paras to make a five point career plan or something, allowing them to develop/fulfill goals according to the plan to achieve a higher position while the player is playing other households?

Zedef

Interesting idea!! Not having needs displayed would also offer a possibility for making the game more challenging for those of us who would prefer it (the game won't tell you when the Para needs to eat, you have to remember it yourself)

Chiara

Well, that's interesting, in the old way it was almost as if the Para was talking to you. I'm not against this new system, but I agree it's still clunky (I really dislike the heart icons) To maintain the "more human" feeling you were talking about, maybe we could have a phrase (like the old way) when the needs are at a critical level? So you have the 3 hearts (aaargh, I hope they change them to something else) for hunger getting more and more empty, and then, when the Para is really starving, they are replaced by the phrase "I'm STARVING!" like in the old UI (and similar for other needs). Not much text to read for those who like a UI with no text, but still a more "personal" touch

Chiara

I love the idea of a green to yellow to red system

Jade Young

I like the concept but I really dislike the little heart icons for the needs. I get that in games usually 1 heart=1 life but they look really ugly in Paralives in my opinion. Maybe some simple dots instead of hearts? Or a bar that increases/decreases? (ah, the skulls are fine :-D it's the hearts I find silly)

Chiara

I would LOVE the option to toggle the displaying of needs on/off for individual paras. E.g., In the Sims 4, I would use a mod to make toddlers' needs not show to make parenting more difficult and more realistic. (And possibly also keybind this, e.g., pressing left alt hides needs, pressing it again shows them either for the whole household or for just the selected para.) And likewise I'd love the ability to turn some household Paras into NPCs. E.g., sometimes in the Sims 4, I may make a family and then use a mod that does this and only control a single child. Or a young adult sim with a bunch of roommates I can't control.

Jennifer

problema Ă© que nĂŁo era por pensamentos e sentimentos, era um texto Ășnico para cada nĂ­vel, e independe da emoção ou pensamentos do Para, Ă© um "flavor text"

Pvydrow

I wish I could tell how big it's all going to be better. Right now it looks large and kinda clunky. I personally prefer bars over hearts. Hearts/skulls make me feel like I'm in a fighting game and using life up. Having a countdown to death just makes it feel way more stressful than cozy. And I agree with someone else that the red of the hearts feels like something bad rather than good. Would prefer green light, yellow light, red light system. I just feel like in real life needs are gradual and the hearts feel like a big part is going away all at once instead of gradually.

Mahaleigh King

indeed it's not a deal breaker, was just also saying my preference

Pvydrow

Unrelated, but related to live mode lol I have a *little* suggestion, you should make the together cards immediate and *then* start the 1h timer. Just because it's kinda weird to introduce yourself after a hour of talking😅😅 And i think it'd be smoother to choose the direction of the convo right-off-the-bat (instead of "casual pleasantries" to -> "INSULT" lol)

Makingmacaroonracoon

I agree and perhaps a serious para could get less need-based action cards while in the zone until a later threshold is crossed? However I am also fine if it stays the same -- fun > realism -- and I know I enjoyed a similar mechanic in the Sims 4, e.g., highly skilled parents can have their needs frozen when taking care of their family. Perhaps a setting could be added so that players could choose? (Or be updated with mods like a hard core realism mod)

Jennifer

Ola Estefani do Brasil aqui 😃. Bom, eu amei tudo o que eu vi atĂ© agora, mas me parecia mais interessante a forma da necessidade anterior. Acho muito mais realista, as necessidades dos Paras serem definidas por pensamentos ou sentimentos. Por exemplo: nĂ­vel 1 : Hum ... SerĂĄ que tem algo pra comer na geladeira / NĂ­vel 2: Nossa! Estou com fome , Ă© melhor ver algo pra comer / ou nĂ­vel 3 : Estou morrendo de fome , vou comer algo. .. Poderia atĂ© ser em mais nĂ­veis tambĂ©m. A forma de pensamentos tambĂ©m Ă© bom, pois nos dar uma certa urgĂȘncia em realizar logo as necessidades dos Paras, pois nĂŁo temos a certeza de quando ele poderĂĄ morrer se nĂŁo comer , por exemplo.

Estefani Oliveira

in terms of readablility: i get that, i just feel like they could've done that with the old ui (and they did, the had icons for the needs and the colour for severity) but everyone has they're own preferences, that's fine, the UI to me isn't a deal breaker lol (it's just my preference😊)

Makingmacaroonracoon

No notes. Everything was implemented better than I could imagine. Really loved the wants system and all the potential modding that we could do. The possibility to ignore needs is very interesting too. I like how every decision that you all take are very informed, you're really fans of the genre. This game will be amazing!

Panthro Samah

I like the heart idea, especially how it changes when it comes to beeing sick, or different personalities or body features, I missed that in other sim games I'm very excited to playy :)

Luiza Alves

Também gostava do anterior

Estefani Oliveira

Perhaps we'll be able to change the heart colour in the settings. With how modible the game is so far, I wouldn't be surprised.

Jennifer

With the "in the zone" effect on needs, I'd suggest that the Para can't get into the zone if one of the needs has more than a certain urgency beforehand. So a player would need to see the para was reasonably comfortable before trying for it. I take it their bladders don't fill at the same rate as a human one, because if I'd not been for 3 hours I'd be somewhat distracted from my task, yet if I make the para eat and go to the bathroom before getting into the zone they'd have to start their 3 hours all over again. I think I'd be inclined to shorten the run-in time to one or two hours. Unless as I say their needs are very much slower than real life. Obviously I don't know the final details for need decay. Actually it would be good if they could do something very brief like grabbing a cookie or going to the toilet and then go back to the task, if they're really into it.

I JONES

This has almost nothing to do with the topic. But I was wondering, it's been a few weeks. Are you going to update us through your Bluesky account? It's just, I (and a lot of people) really don't wanna use Twitter. And we thought having the Paralives account on Bluesky meant we'd start getting updates there too.

Angela

Absolutely in love with the idea that in game things affect needs that way, it's awesome!

Camilla Fontana

I think the reason I like the skulls but less so the hearts, is also a matter of color. I don't want to see too many red things. Red is urgent. Permanent urgency is stressful.

ladyteruki

I'm even more excited now! I cannot wait to see what's next as we enter 2025

Jordan Harrison

Thanks for the feedback, I understand what you mean! We will keep testing and see what feels best as we collect more feedback!

Alex Massé

In my opinion, I don't want to have to read a line of text to figure out my para needs or wants, I rather have that information presented through visual queues that I can get used to and pick up on the longer I play, I can now know at a glance how close I am to their needs running low and it just feels to me a lot better in terms of flow of gameplay, and the current system allows for a lot more flexibility.

Pvydrow

thanks for the reply! i don't want to keep haging on it, but i have some things to add😅 the old UI also felt more flexible (even if it wasn't) and more "open" it felt like your para could feel and think anything! i think my problem with the new one is that it "gameifys" the para too much, and making the needs point based feels less "human" (obviously they're not lol but the way you perceive them become a lot more 2 dimensional at least to me) (it's honestly the same problem i have with the sims😅)

Makingmacaroonracoon

These are still part of the new need system so no worries!

Alex Massé

Love most of the changes, but does the new need system mean that the old one is not being used at all? I really liked the idea of the need for food depleting always around certain times, creating a breakfast, lunch and dinner time. Same thing with the sleep need, it simply makes a lot of sense that Paras get tired mostly in the evening. I really loved that mechanic in the old needs version and don't see it represented in the new one. Are you still planning to implement that?

Kira W.

That is SO cool !!! So many possibilities... Thanks for the reply Alex !

ladyteruki

I LOVEEEEE THE NEW Needs and Wants UI!!!! 🛐 this game is so awesome I can't wait to play it y'all

Pvydrow

Thanks for the feedback! We had to change because there was way too many text in the previous version. Also, all the wants, emotions and needs were listed together and it was way too hard to understand at a glance what's going on with your character which is very important in a simulation game where you can manage many many characters at the same time We are still tweaking the UI and everything though and we will be making improvements as we do more playtests, as I mentionned in the post :)

Alex Massé

thank you for the reply! and that's what i was hoping for! thank you for your hard work and happy holiday season!

Melina W

We are looking into the idea of adding more needs and some might be just for certain personality traits. More on that later on! Yes, players should be able to build their own rabbit holes or edit existing ones!

Alex Massé

This is looking amazing so far! Good work guys!

HelenaHuman

Thanks so much for the feedback! You are correct, offered wants are a bit like together cards. You get to pick one that you like among many that are offered Yes! Offered wants will be completely moddable!

Alex Massé

It’ll take some time for me to get used to “hearts” instead of “bars” - I confess I like the bars better for tracking the needs, but I think it’s something one can easily get used to. I like the “skulls” tho as a sign something is going dangerously bad with one need or necessity. I really like how you guys are working to create those little details to make the game more and more original and creative. I love the idea of having “viruses/disease” system already with the base game. It’ll make the game so much more realistic. Already I can’t wait to play the game. About the postcards we 100% understand. Take your time and we’ll hear from you guys soon. It’s all good! Patience bar: ❀❀❀ 😂😉

Filipe Alves

I really like it, but i feel like the ui "needs" feel a bit like they are just floating in the screen with the way they aren't connected to each other . In my opinion, it would look really cool if they were in a bar where we could constantly see their icon but the hearts could be hidden or unhidden from the screen by clicking on the need. It would be a bit less distracting and give players with small screens a way to increase their visibility (I don't know the size the needs ui will be in the future but they look kind of big now). Maybe when all the hearts disappear there could be an "!" added by the icon to alert distracted players.

Isis Barcelos

I really like how personalities and viruses can affect the needs so much. This looks fun. About the serious trait: it's a bit unrealistic. This trait is really relatable to me, I can see myself picking it if I create myself in the game. However, I think that even when a para is "in the zone" - the needs should still decrease. They should just be ignored. Because for myself for example, when I am really in the zone - yes, I ignore my needs for hours. But when it gets to critical, like I can't hold it in any longer, or I'm really REALLY hungry, or so sleepy that I can't concentrate anymore - I WILL stop doing whatever I was doing

The_Unknown_USB

Hehe thank you!! When you are in the skill zone for a need, there will be various negative effects like not being able to progress in skills, not being able to do certain interactions anymore, different together cards available to reflect that your need is low, etc

Alex Massé

That's an idea that we might consider later on! We would just have to make sure that you can make them already max level in a skill otherwise new players will do that and they won't find any skill left to level up while playing

Alex Massé

I love, love, love everything presented, especially the 'ignored need' when in the zone!! ❀❀❀

tey711

Always cool to see the behind the scenes!! Thanks so much for sharing this wonderful game with us!! đŸ„°â€ïž

Azem

I might be in the minority here but i want to share my opinion🙂 Want offer: i like the idea of control, but the way it's currently done is a little clunky & slow UI: this is a big one and i'm tring not to be mean, but i really feel like it doesn't fit in :/ I LOVED the old one and the idea behind it, i get the needs where a bit unclear but i don't think this was the solution, The old one was clean, clear, and simple it needed a bit more personality, but otherwise it was basically perfect. The new one IMO is a bit clunky and most importantly rigid(it changes everything completely & IMO not in a good way, srry)... i'm really not feeling this one guys😅😅

Makingmacaroonracoon

Love love love! This new system sounds very Awesome and in depth!

Gina Ayars-Ritchey

That seems particularly important when you're creating adult or elderly Paras. They can't possibly have learned nothing in their lifetime ! Maybe locked behind lifestages ?

ladyteruki

Really interesting stuff!!

Artis ZaÄ·is

Wow, illness and habits affecting their needs retention us such a great idea. Will more needs be added into the future? Will we be able to build our own rabbithole businesses in the future?

Toto

Cool

GamerPrincessXI

Hi Alex, thanks for this new post... full of great things to think about ! I'll probably need to sleep on some of it, but here's my reaction right now. First of all, I love the "In the zone" mechanics. It might be a bit OP if it lasts too long, but I like that you basically have to play dangerously and take risks. You can, of course, play it safe and just stop doing an activity to go tend to needs... but you also can push your Para's limits and benefit from it. Not to mention the fact that, of course, it means needs don't feel like they interrupt something interesting in the heat of an important moment. It's really cool to see how Paralives seems to be designed for cozy gameplay BUT doesn't exclude players who are hoping to strategize and come up with ways to get to their goal (short or long term) like, you know, an actual videogame. Who knew !? Life simulations don't have to be machinima generators... I'm not the biggest fan of the hearts themselves, as I was fond of the idea of Paras speaking in first person (and right now the UI makes it too busy on the screen, but I'm sure it's not set in stone), but I like the idea of going over or under an average. It really plays into the demand for negative consequences !!! Regarding job seeking, I agree with the feedback : it's nice to know what you're working towards. Especially as options expand, sometimes a sandbox game can feel like there are so many things to do and no direction, and this provides (subtly) a nudge towards career progression. But at the same time it can absolutely be ignored too. Choice, always choice. Paralives seems like it's going to be great about giving players decisions to make. Which naturally leads me to the "Want Offer" mechanics. I'm not sure I understand perfectly how it works, if I'm fully honest, but I like how it's basically the Together Cards, but it's just between you and your currently played Para. Will we be able to add Want Offers as mods, the same way you said Together Cards will be able to be modded ? Because that sort of fixes the problem of "A wider array of different wants would be appreciated", I feel (unless I misunderstand that feedback).

ladyteruki

this was super interesting to see! while i personally liked the old needs interface i'm also absolutely fine with the current version! will having needs in the "skull zone" have any negative effects or is it just a death countdown? i also want to say how much i love how heavily influenced every aspect is by both the personalities as well as the current situation, i think this is really going to make the game interesting even after many many hours played and give players an extra incentive to create different kinds of paras! as usual i'm really happy with the way this game is shaping out to be! it's a fun detail that paras can procrastinate on a task like going away from the dirty toilet for an hour haha and i looove the idea of being in the zone or needs not being important for a while in certain situations

Melina W

Love it! The gameplay looks amazing thus far 💕

Stephanie Marion

Oooo yes this would be great if you didn’t want to start from a blank canvas every time, such a great idea!

Keela

I love the hearts. They're so cute and easy to read I think. Plus it fits nicely on the screen from what I see. Seeing a job that you don't meet the requirements for but can work towards is amazing as well. Really gives us an idea of where we can take our Paras. I look forward to having that option in game. This is also just a small thing but I love the wallpaper on the feature wall in the bedroom lol.

Trisha

Oooh I'm loving the "needs ignored" buff! I'm so excited to see all the fun stuff this game will explore đŸ„č

maria_yah

Haha i love the want “i want to get away from ____ for 1 hour” sometimes you get overwhelmed at things going wrong and i love that this reflects that.

Keela

Billiant

SlĂĄine Sheils

the hearts on the needs interface is so cute!! i love it!!

Chance Fragodt

I think it might be a good idea to be able to customize skills in the parmaker, so that if people want to create a para CEO, the para can directly start in this profession once they've arrived in town. Do you have any plans for this? Keep the good work đŸ‘â€ïž

Lucie Baha


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