Story
Story is the save's readable history, not a second game mode. It records completed actions, relationship events, and major turning points in game-time order so the player can understand how this life reached its current state.
Player Guide · Live
Create one adult in the United States, Canada, or Mexico. Every new game begins January 1, 2026 and moves only when you act or advance the clock.
Six choices at ages four, seven, ten, thirteen, sixteen, and seventeen set the character's starting strengths, needs, money, and a short record of early life. Adult play begins at eighteen. The game does not invent a second hidden simulation behind those answers.
The save is paused while you are away. Every action advances the clock by the exact duration shown on its button. You can also advance by one, six, or twelve hours; one day; one week; one month; or one year. The character's local time changes when travel crosses a time zone.
Health, energy, food, social connection, and purpose are the playable condition meters. Eating, sleeping, working, walking, conversation, travel, and elapsed time change them. The result panel shows the time spent and every value that changed.
Find an available job, accept it, work its stated shift, and receive its stated pay. Money can be held as cash or in the bank, and transfers take game time. Country currency is shown directly; travel charges the displayed fare.
The launch map contains the United States and its states, Canada and its provinces and territories, and Mexico. Browse first-level areas and use the explicit routes between the three countries. Each route shows its duration and fare before you leave. Deeper geography and richer place systems are expansion work.
Each new life begins with a small circle of simulated people. Open a person to talk, spend time together, ask for advice, or offer practical help. Every interaction consumes its displayed time and updates the relationship record.
Story is the save's readable history, not a second game mode. It records completed actions, relationship events, and major turning points in game-time order so the player can understand how this life reached its current state.
The launch game is deliberately finite: character creation, exact game time, daily needs, work and money, people, North American travel, and Story. Government exists only as background context. The Changelog records shipped work; the Roadmap describes future expansions and does not imply that they are already active.