Welcome to Life Sim, an immersive dating-centric life simulation game built with React, Vite, and custom CSS. In this game, you navigate the delicate balance of self-improvement, career progression, relationship-building, and generational planning. Your ultimate goal is to find a compatible partner, raise an outstanding heir, and build a lasting family legacy across generations.
Content note: The game is intended for adult audiences and includes mature themes such as smoking, drinking, drug use, and sex/intimacy in narrative text and implied story context. These themes are not shown visually.
You begin your journey in Generation 1 as Alex, renting a basic Studio Apartment with just a twin bed, a hot plate, and $500 in pocket money. Your daily life revolves around:
- Managing Needs: Keeping your core needs (Energy, Hunger, Hygiene, Health, and Mood) stable.
- Improving Stats: Studying, working out, working at OmniCorp, and practicing charm to level up your attributes.
- Dating & Socializing: Swiping on the dating app to match with NPCs, chatting with them, building relationship memory, and going on romantic dates.
- Customizing Your Home: Upgrading your apartment tier to place furniture and appliances that grant powerful passive bonuses.
- Generational Legacy: Proposing marriage, celebrating a wedding, raising a child through 5 developmental stages, and retiring to play as your child with inherited stats, cash, and vehicles.
- Need Decay: Hunger (+5.0%/hr), Energy (-2.0%/hr), Hygiene (-1.5%/hr), and Mood (-1.0%/hr) decay in real-time as you perform actions or travel.
- Exertion: Working and gym sessions incur immediate hygiene drops (-15% and -25% respectively).
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Stat Gates:
- Sickness / Depression: If Health drops below 20 or Mood below 30, you are locked out of working and studying.
- Malaise: If Health is below 50, your career wages and fitness training gains are halved.
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High Mood Focus: Keeping Mood at 70+ grants a
$+50%$ bonus to study and charm gains.
- Collapse: If Energy hits 0%, you pass out, losing 8 hours of time, $20, and 15 Health.
- Apartment Upgrades: Upgrade from Parents' Couch (Tier 0, Free) to Studio Apartment (Tier 1, $150/wk), 1-Bedroom Flat (Tier 2, $300/wk), or Modern Condo (Tier 3, $600/wk).
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Furniture Slots: Better apartments have more slots (up to 10) to place items bought at the Mall. Placed furniture provides passive benefits:
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Beds (Twin, Queen, King): Boost sleep energy recovery by up to
$+50%$ . - Kitchen (Hot Plate, Gas Range Stove, Smart Fridge): Unlocks home cooking (saving money/hunger) and halves grocery bills.
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Decor (Bookshelf, Smart TV, Abstract Canvas): Boosts study gains by
$+25%$ , unlocks the "Watch TV" action, or grants instant style/charm stats.
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Beds (Twin, Queen, King): Boost sleep energy recovery by up to
- Storage Unit: Extra furniture is sent to storage. Storing up to 3 items is free in Mom & Dad's Garage, but 4+ items cost $10/item/week.
- Locations: Navigate between Home, Peak Fitness Gym, Grand Library, OmniCorp Headquarters, Avenue Shopping Mall, Greenwood Park, and Neon Beats Nightclub.
- Transport: Your travel speed and energy costs depend on your active vehicle:
- Walking: 60 mins per travel.
- City Bicycle: 40 mins (grants +1 Fitness and gym boosts).
- Electric Scooter: 30 mins.
- Used Sedan: 20 mins.
- Luxury Sports Car: 20 mins (required to bypass bouncers at the Neon Beats Nightclub unless you have 50+ Style).
- Swipe App: Swipe on NPCs like Elena (Scholar), Sophia (Socialite), and Chloe (Artist). Matching chance depends on your Style, Charm, and how well you meet their archetype stat requirements.
Note: Only female NPCs are currently romanceable in this version.
- Socializing: Build relationships through shared time, conversations, meaningful choices, remembered context, compatibility, routines, conflict/repair, emotional support, and long-term follow-through.
- Relationship Memory Rule: Life Sim intentionally does not include a typical visual-novel gift-giving system. Items may appear as contextual story props in specific moments, but they must not function as repeatable affection currency or advance relationships.
- Dates: Meet NPCs at locations. Shared time, compatibility, conversation tone, and remembered follow-through shape relationship and mood outcomes.
- Proposal: Reaching 80+ relationship points and renting at least a 1-Bedroom Flat unlocks the proposal option.
- Wedding: Choose a wedding ceremony tier (Registry Office, Traditional, or Lavish Gala) that deducts money but seeds starting heir stats.
- Parenting Stages: Raise your heir through milestones at Ages 3, 8, 12, 15, and 18. Each stage offers developmental choices with varying costs and heir stat yields.
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Legacy Reset: Start a new life as the heir:
- Inherit 50% of the parent's cash and all vehicles.
- Consolidate all parent furniture into storage.
- Seed heir starting stats:
$\text{Childhood Gains} + 10% \text{ of Parent's Final Stats}$ . - The parent's final life achievements are saved and displayed in the Lineage Ledger!
The project is built with modularity and clean separation of concerns in mind:
src/
├── data/ # Static game databases & configurations
│ ├── housing.js # Apartment levels and sleep recovery rates
│ ├── furniture.js # Slot sizes and recovery multipliers for items
│ ├── vehicles.js # Speed ratings and travel coefficients
│ ├── locations.js # Venue directory and entrance gates
│ ├── npcs.js # Profiles, archetypes, and dialogues
│ └── items.js # Unified ITEMS dictionary aggregator
├── sim/ # Pure mathematical simulation logic
│ ├── time.js # Time increments and AM/PM formatters
│ ├── needs.js # Need decay rates and sleep multipliers
│ ├── matching.js # Swipe app probability matching chance
│ └── economy.js # Salaries, storage billing, and groceries
├── state/ # Global Zustand store layer
│ ├── actions/ # Domain action dispatch actions
│ │ ├── action.js # Actions for self-care, sleep, work, etc.
│ │ ├── index.js # Aggregator export
│ │ ├── inventory.js # Buying and managing properties/furniture
│ │ ├── social.js # Dating, swipe, dialogue, parenting, legacy
│ │ └── time.js # Time, billing, checks
│ ├── reducers/ # Reducer handlers
│ │ ├── action.js # Self-care actions, sleep, travel, tv, hospital
│ │ ├── inventory.js # Items, furniture placement, housing upgrades
│ │ ├── rootReducer.js # Root state layout & reducer router
│ │ ├── social.js # Swipe matching, relationship memory, dialogue, dating, legacy
│ │ └── time.js # Time simulation, rent, bills, collapses
│ ├── store.js # Zustand store, actions, dispatch bridge
│ ├── ItemDatabase.js # Data connector for items
│ ├── NpcDatabase.js # Data connector for npcs
│ └── selectors.js # Selectors (match calculations, time displays)
└── components/ # UI components and layout views
Ensure you have Node.js installed (v18+ recommended).
Navigate to the root directory of the project in your terminal and run:
npm installLaunch the project locally with hot module replacement (HMR):
npm run devOpen the local URL (usually http://localhost:5173) in your browser to play!
To build static assets for production deployment:
npm run buildVerify code correctness and format standards:
npm run lint(The project enforces zero warnings/errors in the ESLint profile.)
- Needs Management: Energy, Hunger, Hygiene, Health, Mood with real-time decay
- Stats & Skills: Fitness, Intelligence, Charm, Style, Career skills, and more
- Housing: Upgrade from Studio → 1-Bedroom → Condo with furniture bonuses
- Dating: Swipe app matching with style, charm, and preference-based probabilities
- Date Phase System: Multi-phase dates with meaningful choices at each step
- Diminishing Returns: Prevents farming relationships through repeated optimal dates
- Time-based penalties (7-day window)
- Lifetime repetition penalties (3+ dates)
- Boredom penalties for low-effort dates
- Callback and repair date bypasses
- Compatibility-based softening
- Conflict & Repair: 11 conflict trigger types with context-based repair options
- Compatibility Hints: Narrative hints (not raw numbers) for long-term fit
- Organic NPC Encounters: Discover NPCs at locations based on their schedules
- Location Events: Special events at each location (library sale, gym challenge, park market, etc.)
- Daily Planner: Primary day-entry experience with time buckets (morning/afternoon/evening/night)
- Reputation Circles: 6 circles (coworkers, friends, nightlife, creative, academic, exes)
- Reputation Effects: Affects gossip risk, repair difficulty, and public date visibility
- Compatibility Reveal UX: Narrative hints for long-term fit assessment
instantMatchRebalance: Swipe app matching balance improvementsmarketRiskControls: Investment risk managementadultToneTags: Adult content tone tagging system
- Keep romance progression grounded in shared time, meaningful choices, remembered context, compatibility, dates, routines, conflict/repair, and long-term follow-through.
- Do not add custom gift-giving as a core loop, NPC gift preference lists, archetype item bonuses, gift multipliers, repeatable item-based relationship gains, or shopping paths for romance progress.
- Contextual items can appear as one-off story props only when an authored scene calls for them.