{ "name": "LifeOS: Entrepreneur Life Simulator", "short_description": "Build your career, company, relationships and fortune in a persistent living world.", "category": "Simulation", "tags": [ "life simulation", "business simulation", "entrepreneur", "career", "management", "social simulation", "strategy", "NPC simulation", "fame", "finance" ], "audience": "Players who enjoy life simulation, business management and decision-based games.", "core_loop": [ "Live through time", "Make personal decisions", "Build a career", "Create a company", "Hire and manage employees", "Earn and spend money", "Build relationships", "Grow fame", "Respond to events", "Deal with consequences" ], "key_features": [ "Persistent life simulation", "Dynamic NPCs", "Business management", "Employee management", "Personal and company finances", "Dynamic messaging", "Fame and reputation", "Shopping", "Projects and clients", "Random events", "Persistent memories", "Time progression" BUILD A PERSISTENT LIFE + BUSINESS SIMULATION WORLD
App concept: Create a living digital-world simulation where the player controls one character and experiences an evolving personal, social, financial, career, and entrepreneurial life.
This must NOT behave like a static dashboard or simple chat app.
The world should simulate:
- Time
- Money
- Career
- Business
- Employees
- NPC relationships
- Fame
- Followers
- Reputation
- Messages
- Projects
- Purchases
- Events
- Opportunities
- Failures
- Consequences
CORE DESIGN PRINCIPLE
The simulation is persistent.
Every meaningful action must modify world state.
When the user closes and reopens the app, the previous world state must remain exactly where it was.
Never reset progress unless the user explicitly chooses "New Life / Reset World".
The AI should reason about existing state before generating outcomes.
PLAYER
Create one primary player character with:
- name
- age
- personality
- career
- reputation
- fame
- followers
- personal money
- skills
- inventory
- relationships
- schedule
- memories
The player should begin with a modest amount of money and no established company.
NPC SYSTEM
NPCs must be actual persistent characters, not random text.
Each important NPC should have:
- id
- name
- age
- personality
- occupation
- skills
- opinions
- goals
- relationshipWithPlayer
- loyalty
- trust
- memories
- currentSituation
NPCs should remember important interactions.
NPCs can proactively:
- message the player
- offer jobs
- request meetings
- complain
- negotiate
- recommend ideas
- ask for raises
- leave the company
- become loyal
- become competitors
- become friends
- introduce opportunities
Do not make every NPC friendly.
NPCs should have independent goals and opinions.
TIME SYSTEM
Create a simulation clock.
Time should progress through:
- morning
- afternoon
- evening
- night
The player can advance time.
Important systems should react to time.
Examples:
- employee payroll occurs on schedule
- projects progress
- NPCs send messages
- businesses receive opportunities
- bills become due
- events occur
- relationships change
- employees become tired
- customers respond
- projects succeed or fail
Do not generate unlimited events every minute.
Use probability, relevance and cooldowns.
BUSINESS SYSTEM
The player can create a company.
Company state:
- id
- name
- type
- balance
- revenue
- expenses
- reputation
- office
- equipment
- employees
- projects
- clients
- growth
- foundedDay
Company actions:
- create company
- rename company
- hire
- fire
- promote
- assign project
- negotiate salary
- pay employees
- buy equipment
- accept clients
- reject clients
- complete projects
- expand office
- manage expenses
Business outcomes must depend on:
- employee performance
- skills
- reputation
- equipment
- project difficulty
- client relationship
- player decisions
- random world events
EMPLOYEE SYSTEM
Employees are persistent NPCs.
Each employee has:
- id
- name
- position
- salary
- skills
- personality
- performance
- happiness
- experience
- loyalty
- workload
- memories
- status
Employees can:
- request raises
- complain
- suggest ideas
- succeed
- fail
- become more loyal
- lose motivation
- ask for promotion
- resign
- recommend other employees
- interact with other employees
Employee behavior should be affected by salary, workload, happiness, management quality and company performance.
FINANCIAL SYSTEM
Maintain separate:
PERSONAL ACCOUNT COMPANY ACCOUNT
Every transaction must be recorded.
Transaction fields:
- id
- day
- time
- type
- amount
- account
- description
- relatedEntity
Examples:
- salary
- project income
- purchase
- bill
- investment
- transfer
- employee payment
- refund
- loss
Never silently change money.
Every important transaction should display:
- previous balance
- transaction amount
- new balance