
Paralives
Price History
Past 36 months · Updated dailyPrices cover Steam and 39 authorized stores; only legitimate offers are counted. The chart shows weekly market-wide lows and Steam's official price across the past 36 months.
01About Paralives
Paralives combines open-town exploration, life simulation, and flexible home building. Create Parafolks, shape their careers, relationships, and families, and write their stories your way. The Steam PC version lists English and Simplified Chinese interface languages. The game is listed as single-player. An in-game modding interface and Steam Workshop support add community-made homes, characters, and mods. 89%% positive from 20,576 reviews.
Credits
Lowest recorded in 36 months
$31.992026-06-25 · SteamBase game · same records as the chart above; USD history, not a regional Steam low.Language support
| Language | Interface | Subtitles | Audio |
|---|---|---|---|
| Simplified Chinese | Yes | — | — |
| English | Yes | — | — |
| French | Yes | — | — |
Show 5 more languages
| Language | Interface | Subtitles | Audio |
|---|---|---|---|
| Italian | Yes | — | — |
| German | Yes | — | — |
| Polish | Yes | — | — |
| Portuguese-Brazil | Yes | — | — |
| Spanish-Latin America | Yes | — | — |
Steam PC edition data · 2026-10-19
02Before you buy
Language support
The Steam PC version lists English and Simplified Chinese as interface languages. Audio and subtitle details are not specified here.
Play mode and mods
Paralives is listed for single-player play. It also includes an in-game modding interface and Steam Workshop support for community content.
03Frequently asked questions
What do you do in Paralives?
You explore an open town, build homes, and guide created Parafolks through work, relationships, and family life.
How does home building work?
The building tools are gridless and support curved walls, split-level floors, and freely resizing, recoloring, stacking, and placing objects.
How detailed is character creation?
The Paramaker lets you adjust height, facial and body features, clothing, and personality for your Parafolks.
“If you live for building houses, sculpting characters and tinkering with systems, jump in now — the build and Paramaker tools are already finished-grade; but Live Mode is thin and the bugs are real, so anyone chasing a deep, stable life sim should wait for a few free updates first.”
Our Verdict
One Quebec studio pried open a genre EA ruled for twenty years
Look back at the launch and Paralives has already written itself into life-sim history: 250,000 copies in eight hours, a same-day concurrent peak of 78,603, the number-one slot on the Steam best-seller chart, a Very Positive rating holding at 90 percent across more than 15,000 reviews. For a small independent team out of Quebec, led by Alex Massé, that is a debut for the genre's record books, and it is why outlet after outlet has called the game one of the first true rivals The Sims has ever faced.

Why this one? Because it hit the exact sore spot of a specific crowd — the players sick of paying for Sims expansions yet stuck without a credible alternative. Life by You and inZOI took swings at the same genre in the same window, but Paralives was the first to actually catch that frustration, on the strength of its building and its character creator, backed by a promise of free updates forever. Life by You stumbled before it could land; inZOI chased photoreal fidelity and a different audience. Paralives planted its flag somewhere more interesting — cozy and stylised on the surface, radically open underneath — and that combination is what turned curiosity into a quarter-million sales before lunch.
It helps that the timing was perfect. The Sims has spent years training its own players to feel nickel-and-dimed, and a generation of cozy-game fans had been priced out or worn down. Into that gap walked a small team with a single, legible promise and a feature nobody else was offering. You do not get an eight-hour sales record on marketing alone; you get it when a frustrated audience recognises, instantly, that someone finally built the thing they had been asking for.
What can't be copied is the freehand creative feel
The most valuable thing this game owns, and the hardest for anyone to lift, is the creative freedom that gridless curved walls and unlimited object scaling unlock. Building goes from snapping grid blocks to drawing curves by hand; character creation goes from picking templates to sculpting everything from height to facial asymmetry. No other life sim on the market offers that feel right now. Its chief rival, The Sims 4, loses on two fronts: a build mode boxed in by the grid and a shallower creator, plus that wall of stacked-up paid expansions.
That moat is real because it is architectural, not cosmetic. A competitor can repaint its art, add a season pass of new clothes, or bolt on a town — but rebuilding a construction engine from the grid up is the kind of foundational work studios avoid for years. Paralives did that work first, and the result is a creative toolset that already feels a generation ahead even while the life-sim layer around it lags a generation behind. That inversion — finished tools, unfinished life — is unusual, and it is the single fact you should hold in your head when you decide whether to buy.
So who should jump in today? Creative players who live for building, sculpting characters and tinkering with systems, who are done being milked by expansions and are happy to grow alongside a half-finished game — this is already worth the price for the build and the Paramaker alone. Who should wait? Anyone who wants polished NPC behaviour, a deep and stable life sim, and no patience for bugs or content gaps; park it on the wishlist and let a few free updates fatten Live Mode and scrub the bugs first. In the end, you are not buying a finished game right now. You are buying an early ticket to the complete version two years out, with a promise that you will never be milked by an expansion pack again.
Popular Steam reviews
Native-language selection · 10 reviewsSelected helpful reviews in this language show both recommendations and criticisms. This selection does not represent the overall positive rating; opinions reflect the version reviewed.
I don't often leave negative reviews on anything, but I felt compelled to do so due to the extreme over-positivity of current reviews. Before anyone gets upset, my official stance is "not yet", not "not ever". To those of you glazing the game just because it's not The Sims 4, I wish you would really stop; it is not ready by any stretch of the imagination, and the developers need to listen to feedback. By endlessly and blindly praising the game that we currently have, we're doing them a disservice in addition to all the people who have already purchased the game. I am aware that it is early access, but I have major concerns with the status of the game as it is. This game has been in serious development for at least four years, and during that time, they have averaged several thousands, if not tens of thousands, of dollars per month in Patreon support. They had been cagey about the Live mode previews we saw, and after playing the game as it is, I understand why: • The animations are extremely stiff (particularly the walking animations which feel both awkward and slow) and lack any real weight or personality. • The current gameplay loop, as it stands, is very shallow and some strange decisions were made in the course of development. Life simulators as a whole suffer from this, but Paralives is in a state where currently nothing feels satisfying to complete or impactful once you do. Upgrading or improving furniture is basically nonexistent in the current state of the game. • The lack of autonomy from other Paras is astounding and, honestly, feels very bad. • The lack of planned multitasking and multitasking in general is another pain point. • The game runs abysmally even on a system that should, in theory, suffer no performance issues from a game that looks the way it does. • The social interactions are a complete disaster and need serious rebuilding. It feels like I have no agency over my Para, despite the lack of autonomy from other Paras. I have supported and played many, many Early Access games and have not had a tenth of the stability issues I've suffered from. I have crashed or soft locked four times in four hours; that's not a good sign. The developers have been transparent about the crashes and have tried their best to iron out the worst offenders, but it is still pretty unstable. The positives: • Height difference support in animations is great. • The Para maker is pretty powerful, but fairly rough in current state (desperately needs polish and changes for clarity) • The warm color palette and nostalgic music/sound effects are a draw for some (I did not enjoy them as much as I thought I would) • A lot of room for potential when it comes to growth; they have several strokes of genuine thoughtfulness here that can pave the way for something truly special. The storyteller system can evolve into something very interesting if they remove the social card nonsense. • The build mode is extremely robust, if currently shallow due to the lack of modifiers on any of the furnishings. The biggest problem I have, and the largest question I have, is where did six+ years of work and development actually go? A lot of the assets (like the cel-shaded art style) they have shown are Unity Asset Store assets. I am sure there's a ton of backend coding and programming work that came into play to get the build mode to work as it does, but Massé has been working on this game since 2019—for something that has been in development for that long, I am struggling to find where the love is. I really hope Paralives does take off, but right now, I'm hedging my bets.Show moreShow less
I wanted to give people a fair idea of what to expect while also acknowledging the elephant in the room of the situation around this game and this genre. First off, to temper expectations: yes, this is very much early access. Bugs exist, and certain features are still limited or incomplete. A basic idea for a bug I encountered quickly is I accidentally ordered the wrong Para to go upstairs to apply for a job, canceled midway up the stairs, and this led to the Para being stuck on the stairs and unable to navigate off of them. They eventually sunk below the staircase, meaning they were stuck in the wall, effectively. The devs seem aware of such problems though, so the menu includes an unstuck button. Features are a mix of innovative, improved, and lackluster vs. the obvious competition: the Sims. For example, a nice touch here is that things like sleeping habits, vegetarian status, and social preferences (loner or extrovert or romantic, etc) are treated as universal trais you can set for every Para. This is nice and acknowledges that some traits are small in impact and do not deserve full trait slots, while still acknowledging the interesting flavor and impact they have. Conversations unfold via basic speaking interactions for a moment, then you get to choose what kind of interaction is used to make the conversation unfold, frequently based on their personality traits. I'd call it a sidegrade that's interesting, but I could see it being limited if you happen to want specific results and aren't getting them. I could also see it being a problem if you have multiple paras tied up in multiple conversations, as this means more micromanagement on your behalf. There is a "quest" style of gameplay to this that is also a sidegrade, as you might get goals handed to you based on town events or the like. It gives you something to do, but also simultaneously might be the first feature ignored by people who want a pure sandbox. The game even has different storytellers like Rimworld, varying from relaxed, challenging and balanced in terms of the challenges and tasks the game throws at you. Those "quests" add to EXP, which you also get via the wishes system. The Wish system does feel VERY barebones, as they are infrequent and basic, so that goes into the solid critique category for me. I did not get meaningful wishes and instead got things like "eat a snack," "talk to someone" or the like. However, what you DO with those wishes did feel more meaningful. Where Sims gives you some basic things like being able to flirt better as possible aspiration rewards, this game felt more expansive, with things like choosing ways to reduce stress (listening to music, reading, dancing) that helped flesh out your individuality more. Your options may also be "locked" based on previous personality traits chosen, so an inactive Para will not get an option to choose working out as a means of reducing stress. A notable lackluster feature for me was that autonomous actions feels limited. My Paras were very slow to queue up new actions and always seemed to go for entertainment ones. Perhaps this is something that will be improved with time, but for the moment, consider autonomous actions to be bare bones. By far the biggest strength of the game is the customization, on all fronts. Whether it be customizing your Paras or your house, both are extremely well done. You can make all kinds of things. I honestly felt overwhelmed with the options when making Paras, but I think that's more unfamiliarity rather than a flaw of the system. The ONLY issue I ran into was not finding how to remove nasal creases on a preset, which I alleviated by simply picking another preset to work with. The option is almost certainly in there, but the customization options - while excellent - may initially feel overwhelming. The last nitpick is not a nitpick but more of a warning: I'm sure some of you bought a Sims game when it first released and with the loss of expansion packs, it felt limited. Yes, of course you will feel that here too. This IS early access, and it IS still barebones. The basic features and functions you've come to expect are all there with a couple more bugs, which given the early access status and this being their first game, I think deserves patience. And now for the elephant in the room: I am stuck between warning you that this is very much an Early Access game, while also reminding everyone what we're all thinking: the Sims 4 sucks, and EA needs competition. Based on the description I just gave, no, I might not recommend the game to someone in this current state because bugs are still common and you will feel that "disappointment" you felt when first buying Sims 3 after having Sims 2 with all expansions. It's not that the game is bad, it's just that it's in it's awkward growing phase. HOWEVER... I'm going to do something I rarely ever do, and that's asking people to think a bit deeper on this: if you read my review and came to the conclusion "it's too early, I won't play this right now," does it still sound interesting ENOUGH that you want to come back to it at a later date? If so, consider buying anyways. The reason I say this is again: screw EA. We need the competition. If I am to ask myself that critical question of "has Paralives done ENOUGH to showcase they might be able to become that competition?" then the answer is YES. This isn't an early-access release I look at with disappointment or feel "it doesn't accomplish as much as I expected." The negatives are what you'd expect from early-access, but the positives is that Paralives did NOT disappoint expectations and basically met the standards of a Sims game release. Given that, I think it's important to recognize the market as it stands now, and I'd hesitate to tell everyone to "wait until it's more developed" because if we do that, we may unintentionally starve out this up-and-coming competitor. For that reason, if you read my review and thought "ah okay, it sounds interesting, but I think I'll wait a while," please rethink that. You have already internally admitted you plan on checking it out, and due to market circumstances, this may be an exception where the "pre-order" is finally justified. The developers need the support, they need to see the interest is there, and this game absolutely showcased it deserves a chance. Even if you plan on waiting to PLAY it, consider not holding off on your purchase if the game has piqued your interest. That's what I did and I do not regret the purchase, as I think they've showcased what they can do and that this game is capable of becoming something big.Show moreShow less
Other reviews have mentioned the bugs, so I won't speak about that (bugs are expected anyways, it's day one) but I do want to talk about the gameplay. I hate to not be able to recommend this, but given the price I don't find I'm able to. I do understand and respect that it's Early Access, but in my opinion, the main issue with the game is that it seems too focused on features rather than making gameplay interesting. Paramaker is okay. I didn't expect a plethora of options as it's EA, but I didn't feel restricted in creating my character, which is great. The mesh quality for the clothes was disappointing, however. It has a lot of potential and I was relatively pleased with this. Th The issues start when you get in town. I think something that all new life simulation games suffer, is the lack of autonomy. I have to bring them up, since they are the staple of life simulation genre - but with all the issues the Sims has, the reason why the gameplay is so fun, is because things are happening and your character feels like it's alive. I'm not expecting anything Sims level, my expectations going into it were low, but it was still quite vapid unfortunately. Your Para and the people around them all seem very aimless and won't do much without player intervention. The gameplay was quite hollow. It is very...slow. Not in performance, but in actions. You have to wait until the conversation bar fills up before you can choose another random action. The action queuing isn't intuitive at all - but this is understandable for an early version of the game. The conversations also confuse me because you can see the emotions of who you're talking to, but it doesn't actually affect anything really nor do you really understand why they feel that way. It's a feature that as is, works fine in real-time games. Like Animal Crossing, Tomodachi Life, etc. Games where you are somewhat living in the moment. In a life simulation game, I personally don't think it's fun at all. I will continue to support the game as it's unique and I like the potential it has. I think with a lot more work it'll be better, but I personally don't think it's acceptable for the price that the game is, especially looking at the other early access games on the platform at the moment.Show moreShow less
Steam Deck users the game runs perfectly fine, youll just need to tweak some keybinds. So far really enjoying the feel of the gameShow moreShow less
Yes, we know it's Early Access. That doesn't mean we should blindly praise it, especially considering the state it's currently in. Sure, the build mode and Paramaker are good, even if there isn't that much content, and it's uncomfortable to use, because camera is mentally unstable. But the live mode? Ridiculous. The interactions with other Paras are incredibly... atrocious. Remember in Sims 2 when you had tons of topics to choose from and conversations actually felt natural? Forget that. Here, you get a card system. You wait for a meter to fill up, then pick from a few limited topics that are also mandatory. Your Para can't just casually talk, you have to babysit the entire conversation. And the devs already said they don't plan to change it, which is extremely disappointing. I genuinely don't think this system has any potential. It's inferior to Sims 1, let alone Sims 2 or 3. The whole AMA session they shared on Reddit is basically "not planned, not planned, not planned, not planned, we'll think about it the future, not planned, not planned" Occult stuff not being planned is personally dissaponting for me. Because it made sims goofy in a very charming way. Multitasking? Also not planned. Sorry, but we're talking about a life simulator here. Watching TV while eating should be a thing. Drinking coffee while talking to someone should be a thing. These are basic details that make characters feel more alive. Autonomy is almost non-existent. Pathfinding is broken. Paras casually walk through objects because apparently collision doesn't matter. They walk through each other. They can talk while a random NPC is awkwardly standing between them. They can sit far away from each other and somehow still communicate (without animations, of course), while you sit there waiting for that stupid meter to fill up just to choose one of the topics that you don't care about. You might think I'm just a hater, but I've been waiting for this game since almost nobody knew it existed, since the first clips were shown. That's why this is disappointing. It genuinely feels like most of the effort went into build mode and Paramaker while live mode was left behind. Likes and dislikes? Non-existent. You made a jester Para? Congrats. They're now permanently angry and uncomfortable for reasons unknown. I can't recommend this game right now, especially for the price they're asking and what you actually get. I'd be happy to change my review to the positive one in the future, but right now I don't see that happening anytime soon. And honestly, if the card system stays, multitasking never gets implemented, and the issues I mentioned don't get fixed, I doubt this game will ever be for me.Show moreShow less
After 5 house moves, then two kids, and 7 looooong years of waiting… Paralives was absolutely worth it. This game feels like it was made by people who genuinely love life sims. The amount of detail, personality, freedom, and charm packed into it is honestly incredible. From building cosy homes to the little everyday moments that somehow feel real, you can tell the devs poured their hearts into this!!! As someone who has waited since the early teasers, watched updates through different chapters of life, and somehow carried the hype through chaos, stress, moving boxes, children, and adulthood… sitting down and finally playing it feels weirdly emotional. Massive congratulations to the team behind Paralives, genuinely one of the most exciting and lovingly crafted life sims in years. You should all be unbelievably proud.Show moreShow less
Do I think this could be a fun game in the future? Absolutely. Do I think it's worth $40 in its current state? Absolutely not. I'll preface this by saying yes, I understand what Early Access is. Early Access is not a get out of jail free card. The game's paramaker and build mode are both very solid. I was able to create my paras pretty quickly and build a few houses. The controls weren't always the most intuitive, but the sheer freedom you get to build will probably make this my go-to builder tool for things from here on, even though the items are still a bit lacking (but it's early access so I expected that). I like the bones that are here and I think the team has something really special on their hands if they put in the work. I hope to be able to update this review as it continues development. The Live mode though... woof. Buggy doesn't even begin to describe it. I'd say I have a higher tolerance than average for bugs and glitches in games, but with Paralives I can't go 10-15 minutes in Live mode without encountering a bug, and I'd say at least 10 hours of my playtime are just Live mode. Here's just a few things I've experienced thus far: - The "wander town" autonomy they put on NPCs had completely random paras walking THROUGH the wall of my para's home, across the front room, and then out the wall on the other side. Not just once, but it was like they were doing a lap around the block and every in-game hour or so the SAME GUY would come walking through until I had one of my paras drop what they were doing to ask the wanderer to leave and break the autonomy cycle. This happened twice. - Despite being fully enclosed (yes including on top), my para's first floor bathroom seems to think it's an outdoor space. Every time my paras use the toilet or shower they're loaded up with embarrassed moodlets. - Pregnancy seemed to glitch. I set it to take 3 days per trimester, and my para went from 1st trimester to 3rd in about half an ingame day. The game also seemed confused, because they kept putting their hand on their belly and it would float way out from where their stomach actually was. - At one point, one of my inactive households had babies. I was under the impression that they would freeze similarly to the Sims 2 but apparently the pregnancy continued progressing while I wasn't playing them. When the pregnancy concluded, it added the babies to my current active household (not the household of the parents). There appears to be no functionality to simply transfer paras between households (you can split, but I cannot find an option to add in the UI) which forced me to resort to cheats to move the babies back with their parents. - Following from the last bullet, I then had duplicate babies and no idea how to get rid of the additional pair. I tried deleting them from the unwanted household via the paramaker. That seemed to delete them from existence entirely. I backed out to the main menu without saving to hopefully undo it, but when I reloaded, the babies were gone entirely from both households. Oh well, at least I wasn't that attached to them... - I wanted to make twins. There is apparently no option to just copy an existing para in the paramaker to make an identical twin (playing with genetics can only make children, it seems) so I cobbled together a solution of saving the household, moving one twin in, and then placing the other in the world and moving them in with cheats. The game doesn't seem able to recognize that the second twin lives at that location. There is no option for him to go home and he cannot invite people over. - That second twin completely disappeared... twice. Resetting the town autonomy was the only thing I could get to bring him back. - I have no idea why I even bother adding chairs, because they almost never use them. Watching TV? Standing. Reading? Standing. I did finally get my para to use the couch to watch TV, but for some reason the fix was that the coffee table was like half an inch too close? They desperately need some kind of indicator in build mode when an object will interfere with another object's use. Another example is that I thought it would be cute to put a mug on the table... but apparently that broke one of the seats and so the paras wouldn't use it at all. - At one point I was trying to get two paras to interact, but it kept failing because it kept giving me the notification that one para was at work (and even one notification that he was at school, despite being a young adult). This continued until I, you guessed it, reset the town autonomy with a cheat. - The game stutters. A lot. I built this computer last fall and with the intention that it would be more than powerful enough to run this game specifically, so it's definitely not on my end. - Pathfinding in general is just bad. Paras are constantly clipping into things (my favorite is when paras grab a snack and then take a step FORWARD to stand INSIDE the fridge to eat it). There's more but the review would be too long to list them all. I tried to report as many as I could, but it's such a chore to have to stop every couple of minutes to write out a bug report. So, you may be asking, is the game underneath the bugs and glitches worth it? I think it has potential, but it's not even close to finished. It's the barest of bare bones. I'll just go over a few things: - I liked the story teller option that pops up every night. Right now the options aren't varied enough to really carry the playthrough, but I like that it can include life goals especially. I like that it feels like my paras spontaneously decide they want to have a kid instead of me as the player just deciding it's time . - The together cards are an interesting system, but functionally it leaves you sitting around and checking your phone while you wait for the bar to fill, and then hoping you get the interaction you want. The conversations aren't even visually interesting to look at, because it's just the paras standing 5 feet apart cycling through the same couple of animations and voice lines. - I do want to get into the family gameplay a bit more, but my experience with two childless families was that I was constantly micromanaging because para autonomy seems to only call filling needs or playing on their phones right now. - IMO the moodlets are way too easy to swing. - I do like how need bars are dynamic. Certain skill points or personality traits can make them bigger than standard. If your paras get sick then it might shrink them a lot to emulate illness effects (e.g. very short sleep bar and bathroom bar to emulate how tired being sick makes you and the frequent toilet visits). Sometimes needs can be ignored altogether, which I liked a lot. My paras experienced a fire and illness, and both times certain needs froze because they were in shock or too sick to eat. Babies start with much shorter bars which is a nice touch. I did not notice this during para pregnancy, but I would love it if certain bars shifted during pregnancy (e.g. smaller bladder bar during the third trimester) - I also adore that paras can seemingly have as many jobs as they like as long as there are no schedule conflicts. To test it out I gave one 4 jobs simultaneously! - The UI is not great. The team can definitely benefit from hiring a dedicated UI/UX designer. Build catalogue feels like it takes up half the screen, as do the needs bars. I think that's enough for you to get the point. While I'd love to be able to recommend the game, it's borderline unplayable in its current state and the gameplay underneath isn't engaging enough yet to put up with all of the bugs and glitches. I'd estimate that you'll be tripping over a bug or glitch every 15-20 minutes of playtime, and at least one mind bogglingly bad or game breaking bug/glitch once every long play session.Show moreShow less
Lifetime Sims player here. Playing this game is like stepping into your first healthy relationship after a decade of being with your toxic ex. A breath of fresh air, it's so cozy, and it feels good to play it after a long day. Yes, there are bugs, but for such a small team, they're really putting in the effort to bring their players something truly special. I'm looking forward to many memories with Paralives.Show moreShow less
I'm not really a builder, I enjoy build modes, but they're not the reason I play a life sim, same with character creators, I enjoy them, I use them, but they're not the reason I play a game. And at the moment Paralives is missing the 'lifesim' part of a lifesim. I recognize the game is in early access and has quite some time till release, but it just fills me mostly with hesitancy. A life sim game releasing into early access with barely any autonomy and zero multitasking (the latter which in their recent AMA they said they have no intention of adding at this point in time), feels pretty hollow. You don't really think about how much multitasking matters until you load in and your characters can't eat dinner and talk at the same time. Obviously the game has some stellar qualities, paramaker and buildmode, neither which I explored much because I wanted to *play* the life sim aspect. Unfortunately the actual life sim aspect had so little substance that I got bored incredibly quickly, even while trying to actively find more things to do. A short list of things I found that made the world feel empty: - npcs will not strike up conversations or interactions with you, every time you want to interact with an npc, you have to initiate it - it is for some reason harder than it should be to have a conversation with multiple characters at once, it would take sustained effort for me to not have them cancel out conversations instead of just invite a new character to the current one - zero multitasking - the chance based conversation gameplay mechanic. it is new, and interesting! but sometimes you have to wait several in game hours for the type of interaction you want to even come up. a dual system where the chance based occurs while you're not actively dictating that conversation, and then give you actual options to choose when you want would make things much more bearable. - currently the autonomy is mostly all weighted in the chance cards at night. i chose the 'hardest' difficulty storyteller and still every chance card i got was only positive (give your character a free computer, 1000 dollars, boosts to all skills), and i played through ~2.5 weeks. there are some neutrals, like 'you have a crush on your coworker', etc, but never actually any challenges/negatives. - your character will frequently not leave for work early pre emptively without you're input, and since they don't just disappear into the void, they will start walking across town at 9am and then show up to work a hour late (this might be a bug, I am not sure) - you can't put food in the fridge. maybe i'm stupid, but i tried everything. if you cook a multiperson meal, there is no option to put the leftovers away for the next day, instead everyday you must cook your meals or eat a fresh snack. But overall the big kicker is that the lack of autonomy means that characters don't feel that different to each other, their traits and etc don't stand out that much. At least in my playthroughs everyone ended up having pretty similar whims and goals despite different traits skill points. I hope this game is able to grow and succeed, but the focus from the devs on the visual aspects while letting the lifesim aspect flounder does give me apprehension. This feeling only grows when I read through their AMA with them talking about their future focuses, 'horses, custom towns, etc' all while leaving out the core skeleton gameplay of improved autonomy, better base code, and multitasking (which again, they said they're not planning on adding.) Not building a strong skeleton and instead focusing on 'features', is how you end up making your game just like the sims 4, a dollhouse simulator. Lifesim games need a strong and stable base code before you even start adding bonuses on it. I also know they said they don't want to expand their team, but they have 4 developers/coders, please, please, please add people or contractors to help. Especially if your reasoning for not adding some of these base things in your AMA was that they would be 'too hard to implement'. I really hope paralives can turn it around, but I maintain that hope with an abundance of wariness.Show moreShow less
Source: original Steam user reviews. Helpful votes are an archived snapshot, not live data. Last collected: 08/15/2026.