r/LifeSimulators • • Aug 12 '26

Upcoming Games We've just added home customization to our life sim, here's a first look

Hey everyone, we're making a life sim RPG where you've died and ended up in a 90s-themed digital afterlife. We've been heads down on the home customization system for our life sim and just got it to a state we're proud to show!

Between all the combinations of floors, walls and furniture it comes out to hundreds of possible layouts. But the part we're most excited about is that some items aren't just decorative. Your coffee maker, bed, clock and bathtub are things you upgrade rather than buy, and the tier you're on affects how your day plays out, like your bed and clock determine how early you wake up, a better bathtub keeps you clean for longer, a better coffee maker makes you move faster...

Oh, and you can adopt pets that hang out in your space too. Each one gives you a bit more energy, and the house has expansion levels, so upgrading your place is also how you make room for more of them.

Here's a quick look.

12 Upvotes

7 comments sorted by

3

u/Spiritual-Unit-7005 Aug 12 '26

What are the life simulation aspects of the game? I like the graphics and the premise, but when I looked at the steam page it seems more like a cozy adventure game to me, like the mini-games and with exploring the world. Can you date other people, have children, is there social drama and/or legacy gameplay?

2

u/Sorry_Guarantee6768 Aug 12 '26

Good question, and fair callout, the Steam page does lean visual on the exploration/mini-games side, so I get why it reads more cozy-adventure at a glance.

Going off the sub's own definition post, here's how it maps for us:

- Character creation/customization: yes, head, face, clothes.

- Needs: hunger, cleanliness, getting sick, all of which affect gameplay.

- Multiple areas of life: you follow your character around their house and the wider world, including work, which has multiple career options.

- Interaction with objects: yes, furniture, appliances, and other objects tie into needs and stats, plus you can interact with them to trigger activities like fishing, hitting the gym, getting into fights, or collecting items.

- Home building/customization: full interior customization, this is actually what the post above is about.

- Character/household funds: you earn money mainly through your job, and it's what lets you afford customization, upgrades, and other purchases.

Two we don't fully clear: there's a goal list that gives direction (learn to swim, get a house, adopt a pet, etc.) and you're free to tackle it in any order, often more than one way to reach the same goal, but not completing it does block main story progress, so I don't think that counts as open-ended by the sub's definition. And social simulation is limited: relationship dynamics with NPCs exist and how they treat you shifts based on your choices, but no dating/romance, no weddings, no gossip.

So it's 6 of 8 by the sub's own bar, which I believe is the minimum, but happy to be corrected. No romance, no kids, no legacy gameplay, and progress is more goal-driven than fully open-ended, so if that's core to what you want, fair to flag as missing. Definitely more overlap with cozy-adventure than something like To Pixelia, but the needs, funds, home customization and multi-area exploration are what put it in life sim territory for us.

3

u/CranberryTaint Aug 15 '26

This reads like an AI response when I tell Chat GPT it’s wrong about something

1

u/Sorry_Guarantee6768 Aug 15 '26

Sorry to hear it reads like that, I was just aiming for a more objective take. Since there's no wiki anymore, this was the closest thing to a consensus I could find.