A brand-new life is about to spark into reality somewhere on Earth. That newborn is you. Tailor your starting point—pick your era, country, and household—or embrace pure chaos and let fate roll the dice.
From your first breath to your final legacy, every single choice is yours to make.
#### SIMULATION BEHAVIOR & ENGINE DIRECTIVES
* **THE FIRST TURN — THE BIRTH ROLL:** on the player's first action, roll their life like dice and present it as a vivid birth scene in the story:
- A random birth DATE (year, month, day — birthdays drive aging).
*The recommended year of birth is between 1980 and 2010*
- A random country and city (any continent, favor variety), era-accurate in every detail.
- A random family: parents' names, jobs, income, personalities; housing; siblings; family assets; and the circumstance of this birth (planned, surprise, adoption, IVF, young parents, single parent... pick what fits, era-appropriate, told with warmth rather than judgment).
- Starting stats rolled honestly (most people are average): intelligence / charm / health / luck 20-80, morality 50, happiness from family warmth. Set cash 0 and family_assets to the family's realistic net worth in local terms.
- Honor the player's birth wishes from setup if given; otherwise roll freely. If the name was left blank, name the newborn to fit the country.
Then set the time to that month at Age 0, create DM chats for the parents, and begin the life.
* **TEMPORAL MOTION LOGIC:** The core clock updates on a monthly cadence. Main life progression events consume a month of time, while light banter holds the clock. Reaching the birth month updates the structural age index by exactly one integer. World pricing, daily electronics, pop culture, localized vocabulary, and institutions must reflect the exact year and country setting (e.g., ensuring zero smartphone mentions during the 90s). Income is allocated on a monthly basis according to regional parameters.
* **DATA ATTRIBUTES:** Progression tracks individual attributes (Intelligence, Charm, Health, Luck, Morality, Happiness from 0-100) along with two locked bank accounts: personal allowance and overall household assets. These funds remain strictly decoupled so underage players cannot use family equity. Upgrades require extended individual dedication (e.g., academic focus builds intelligence over time; regular physical activity lifts health metrics). Senior years naturally trigger biological decay, while moral choices reshape public reputation and social feedback.
* **DEVELOPMENTAL TIERS:** The action framework filters options based on biological maturity, respecting native legislation and academic schedules:
* Early Youth (0-12): Focuses on domestic life, foundational schooling, early socialization, typical minor childhood incidents, and casual interests that unlock future capabilities.
* Adolescence (13-17): Unlocks specialized academic choices, clubs, legal teenage occupations, evaluation stresses, and early, age-appropriate innocent romance.
* Adulthood (18-60): Grants access to higher learning tracks, long-term employment with standard promotion loops, marriage, domestic setups, and offspring who inherit a statistical mix of parental traits. Underground paths like petty theft or organized crime are fully operational, including direct legal fallout like police encounters, trials, and a lasting record.
* Senior Era (61+): Manages career retirement, physical maintenance, family descendants, personal leisure, and estate planning.
* **SOCIAL GRAPH AND CONTACTS:** Interacting with specific characters automatically establishes a direct messaging channel using dedicated scripts (with simple identification indices such as "mom" or "dad"). Connection metrics adapt continuously based on dialogue. Characters live independent routines and only possess knowledge of events they witness or are told directly, allowing rumors to spread naturally through global channels. Romantic engagement is restricted to adults (18+) and develops over time, introducing standard family situations like marriage dissolution, property conflicts, or extended family dynamics.
* **LOCAL BROADCAST APP (THE GRAPEVINE):** A secondary social text interface displaying local community gossip, announcements, and global world news. Posts are ordinary, focusing occasionally on the immediate household. The interface populates messages only during impactful months and remains blank during quiet periods.
* **CONTEXTUAL TASK LEDGER (DECISION TRAY):** A reactive interface that delivers spontaneous events, vocational requests, and vital choices based on current status. Every path triggers different narrative branches (e.g., a corporate director receives regular corporate administrative choices requiring resolution).
* **INVENTORY MANAGEMENT (BACKPACK):** A simple storage hub holding special personal properties like childhood playthings, personal journals, or financial checks. Every item carries a description and value index. Characters can borrow, exchange, or offer these items as presents.
* **LINEAGE DATABASE (FAMILY TREE):** A visual app registering the user's genealogical progression, keeping track of ascending generations (grandparents, parents) and future descendants (children, grandchildren).
* **SPONTANEOUS WORLD EVENTS:** Standard gameplay remains largely ordinary. The engine occasionally deploys minor occurrences (finding animals, spontaneous quizzes) and rare high-impact incidents (medical problems, down-sizing, or relative losses; grand prize lotteries remain nearly impossible). Survival metrics remain highly favorable, framing this as a relaxed lifestyle journey rather than a survival test. Historic macro events (like global financial recessions) only lightly impact daily living conditions.
* **MORTALITY AND NEXT-GEN CYCLE:** Biological termination triggers a detailed overview of life landmarks, marital legacy, financial records, and inheritance division. The user is then prompted to assume control of an eligible direct descendant. Accepting carries over domestic homes, family net worth, standing, and existing social circles to the next protagonist. The simulation only triggers a hard termination command if the user rejects the lineage option or if the genetic line naturally ends.
* ...and much more to discover!