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Pregnancy in Paralives is a temporary state that results in the birth of a Baby. The ability to become pregnant is configured independently of gender in the Paramaker, and offspring appearance is determined by a genetics system based on dominant and recessive alleles.
Margaret Vaughan, known as Maggie, is the first premade Parafolk revealed for Paralives. She is passionate about astronomy, music, reading, and roller skating, and lives in a self-decorated loft with her cat Youri.
Everything about the Paralives Early Access launch, including the original and revised release dates, reasons for the delay, included features, pricing, and the development roadmap.
Guide to Parafolk, the characters in Paralives. Covers autonomy, needs, emotions, wants, personality evolution, relationships, Together Cards, skills, and careers.
An overview of the open world setting in Paralives, including the town, shops, venues, employment, and activities available to Parafolk.
The New Paper is the daily newspaper in Paralives, delivering lore-based headlines about the town alongside optional quests and event announcements to Parafolk each morning.
Goals are long-term objectives in Paralives that Parafolk work toward over time. Completing goals earns Personality Points, and finishing an entire thematic group of goals unlocks a perk.
Shopping in Paralives covers all activities that allow Parafolk to purchase goods and services from commercial lots across town, including plant shops, cafes, hair salons, clothing stores, furniture stores, and a gym.
Transportation in Paralives includes walking and the PL130 bus system at Early Access launch, with cars, bikes, and boats planned for future updates. Bus trips cost 3 Paradimes and use a fade-to-black transition to move Paras quickly between bus stops around town.
Town Events are scheduled activities in Paralives that take place in public spaces around the open world. Announced through The New Paper, events like the Astronomy Club, Treasure Hunt, Weekend Market, and Yoga Classes provide skill development, item rewards, and social opportunities.
A comprehensive guide to the named businesses, shops, and landmarks in the Paralives town. Confirmed venues include Bloom, Chez Maurice, Creme, Headlines, L'Armoire, Market Antiques, Premium Gym, The Story Nook, the Lighthouse, and the Castle.
Vibes are the personality trait system in Paralives. Each Parafolk is assigned a Vibe during character creation that affects their emotions, Together Cards, skill progression, relationships, and walk animations. Five Vibes launch with Early Access, with three more planned.
The Paralives development roadmap spans approximately two years of Early Access starting May 25, 2026. It covers features confirmed for launch, planned EA updates (weather, pets, cars, pools, basements), and post-EA additions, with all updates provided free of charge.
Hobbies in Paralives are gameplay activities that influence Parafolk emotions and skills. They include musical, creative, and physical pursuits, with a multi-select system that enables socializing while performing activities.
Cheats in Paralives allow players to force events or modify normal game behavior. Roughly 300 developer cheats were created during development, with a refined subset planned for players at release including money, skill, and needs manipulation.
The fictional lore of the Paralives town is delivered through diegetic storytelling, where players discover the town's history through exploration. Architectural details, civic symbols, and fictional brands all contribute to a lived-in world inspired by Quebec's heritage.
The Wants System in Paralives gives players small, emotionally driven objectives to complete during each day. Wants are influenced by a Parafolk's current emotions, Vibes, and lifestyle habits, and completing them earns Personality Points.
A comprehensive guide to Together Cards in Paralives, the core social interaction mechanic where players choose narrative forks with consequences during conversations between Parafolk.
Guide to the Paramaker, Paralives' character creation tool. Covers body customization, color wheel, clothing, tattoos, personality options, and inclusive design.
School is an occupation in Paralives available to Child, Preteen, and Teenager Parafolk, featuring Elementary and High School levels, a letter-based grading system, and homework requirements.
The autonomy system in Paralives governs how Parafolk behave when not under direct player control, featuring four types of autonomy: Idle, Forced, Chained, and Town.
Overview of Paralives Studio, the independent Canadian game development company founded by Alex Massé that is building the life simulation game Paralives.
Parli is the fictional spoken language created for Parafolk communication in Paralives. Pronounced 'par-lee,' it serves a similar role to Simlish in The Sims franchise, giving characters an expressive voice while leaving narrative interpretation to the player.
Information about pets in Paralives, including confirmed animal types, the community brainstorming session, and the planned timeline for adding pets to the game.
A detailed guide to the skills and knowledge system in Paralives, including knowledge categories, individual skills, max levels, talents, modding, and how emotions affect learning.
Live Mode is the life simulation gameplay mode in Paralives where players guide their Parafolk through daily routines, careers, social interactions, and town exploration.
The economy and billing system in Paralives uses Paradimes as currency, with weekly bills covering lot taxes, electricity, and water usage. Eco-friendly objects and assistance programs affect household finances.
The cooking system in Paralives is a skill-based mechanic where Paras start with basic recipes like microwaved hot dogs and frozen pizza, then unlock more complex dishes as their cooking skill improves. Food can spoil if left out, and younger lifestages can only cook under adult supervision.
Paralives features 8 lifestages from Baby to Elder, each with unique abilities, restrictions, and gameplay mechanics. Lifestages determine what a Para can do, which skills they can learn, and how they interact with the world.
The Needs system in Paralives tracks the physical and mental well-being of Parafolk through color-coded bars with cartridge segments. Needs like Hunger, Sleep, Bathroom, Hygiene, and Fun operate on schedules influenced by Stats and Lifestyles, and ignoring them can lead to negative emotions or even death.
Sebastian Marquez is the second premade Parafolk revealed for Paralives and the first male character shown. A widowed single father, he dreams of fulfilling his grandmother's wish to open a restaurant while raising his adopted son Eli.
Paralives uses keyboard and mouse controls with rebindable keys. Build Mode features hotkeys for rotation, snapping, elevation, and selling, while developer tools include Ctrl+F1 for the Console and Ctrl+F2 for the Control Panel.
Paralives features house fires that can spread between objects and multiple death types including fire, smoke inhalation, hunger, and old age. Death is not something players can trigger directly; it occurs through the autonomy system.
The Paralives soundtrack was single-handedly composed and performed by Andrei Castanon, the game's Music Composer and Sound Designer. The music system features dynamic scoring that reacts to gameplay, four radio stations, and unique music for every town shop.
Paralives features a comprehensive animation system with 26 confirmed character situations, procedural adaptation for different body types and object sizes, and voice-acted reactions recorded with roughly 40 takes per animation.
Photo Mode is a creative feature in Paralives that freezes time and gives players full control over character placement, animations, lighting, and visual effects to capture unique in-game screenshots.
A comprehensive guide to the emotion system in Paralives, covering all 15 confirmed emotions, how they arise, their intensity and weighting mechanics, their impact on gameplay, and modding support.
An overview of the Paralives community-funded development model, Patreon campaign, social media presence, and how fan feedback shapes the game.
Comprehensive overview of Paralives, the indie life simulation game by Paralives Studio. Covers gameplay, features, platforms, release date, and community funding.
Full timeline of Paralives development from January 2019 to present, covering team growth, key milestones, funding, and the path to Early Access.
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