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Sebastian Marquez is the second Parafolk revealed for Paralives, introduced July 23, 2020. He is the widowed adoptive father of Eli and a Day 1 premade character.

Frequently asked questions about Paralives covering launch date, pricing, platforms, languages, multiplayer, DLC policy, modding, Early Access duration, and the Day 1 feature list.

Careers in Paralives cover 11 named domains, named workplaces (Bloom, Headlines, Museum, SuperGamezPlus Inc., schools, cafes), rabbit-hole shifts at launch, daily upgrades via the Expertise System, and a non-linear progression model.
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.

Complete guide to Paralives' Build Mode, covering grid-free construction, curved walls, split-level floors, object customization, color tools, and terrain editing.

Information about pets in Paralives, including confirmed animal types, the community brainstorming session, and the planned timeline for adding pets to the game.

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.
Paralives Early Access system requirements for Windows 10 / 11 and macOS (Apple M2 / M3). 12 GB RAM minimum, 8 GB storage, Steam-exclusive on PC and macOS only.

School in Paralives is the rabbit-hole occupation for Child, Preteen, and Teenager Parafolk. Confirmed Day 1 with Elementary and High School lots; attendance, grades, homework, and teen-employment compatibility.

A detailed guide to the relationship and social interaction system in Paralives, including labels, the Together Bar, Together Cards, and emotional variants.

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.
Alex Masse is the French Canadian founder and lead developer of Paralives Studio. He began Paralives in 2018 and grew the team via Paratreon support into the studio behind the May 25, 2026 Early Access launch.

The Paralives launch town is divided into named districts including Old Town, Industrial, Mountain, Countryside, and the town core. Each district hosts its own venues, events, and architectural style.

Guide to Parafolk, the characters in Paralives. Covers autonomy, needs, emotions, wants, personality evolution, relationships, Together Cards, skills, and careers.

Paralives ships official Day 1 modding tools and Steam Workshop integration. Wide list of moddable categories including careers, genetics, Build Mode assets, Paramaker assets, Photo Mode assets, recipes, and more. Script mods not supported at launch.

Paralives launches in Steam Early Access on May 25, 2026 for PC and macOS at $39.99 USD. Approximately two-year EA window with free updates and no paid DLC.

Guide to the Paramaker, Paralives' character creation tool. Covers body customization, color wheel, clothing, tattoos, personality options, and inclusive design.

Cheats in Paralives let players adjust money, skills, needs, and other game state. Day 1 cheat console plus Ctrl+F2 Control Panel, with broader mod-friendly hooks for power users.

Live Mode is the life simulation gameplay mode in Paralives where players guide their Parafolk through daily routines, careers, social interactions, and town exploration.

A comprehensive guide to the genetics system in Paralives, covering how physical traits are inherited through recessive and dominant genes, hair texture alleles, color inheritance, facial features, and modding support.

Shopping in Paralives covers commercial lots, services, and item purchases across the launch town. L'Armoire, Market Antiques, Bloom, Headlines, cafes, and the museum gift shop are all accessible Day 1.

Paralives Day 1 vs post-launch feature split for the May 25, 2026 Early Access launch. Confirmed launch systems, post-launch free updates, and explicitly deferred features.

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.
Controls in Paralives cover Build Mode hotkeys, Live Mode camera and time controls, the Ctrl+F2 Control Panel and Ctrl+F1 Console, and the March 2026 in-game help menu. All keys rebindable.

Overview of collectible categories in Paralives: mushrooms, gemstones, ores, paintings, relics, art pieces, and buried-treasure finds, plus the museum donation loop.

Confirmed launch town venues in Paralives including the Museum, L'Armoire, Market Antiques, Bloom, Headlines, SuperGamezPlus Inc., schools, and cafes. Each venue's type, district, and linked career or event ties.

Weekly Thursday town event in Paralives. Around 20 build-mode-asset chests appear across town and the castle exterior, awarding items that route into the museum donation system.

Maggie (Margaret Vaughan) is the first Parafolk revealed for Paralives, introduced in April 2020. She is the de facto mascot and a Day 1 premade character.

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.

Comprehensive overview of Paralives, the indie life simulation game by Paralives Studio. Covers gameplay, features, platforms, release date, and community funding.
Overview of Paralives Studio, the independent Canadian game development company founded by Alex Massé that is building the life simulation game Paralives.

An overview of the furniture and decor system in Paralives, including the ever-evolving catalog, free placement, resizing, recoloring, and the tactile building experience.

Full timeline of Paralives development from January 2019 to present, covering team growth, key milestones, funding, and the path to Early Access.

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.

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.

A comprehensive guide to the customization system in Paralives, covering object resizing, recoloring, free placement, furniture stacking, and the procedural animation system.

Photo Mode in Paralives lets players pause the simulation and stage screenshots with character repositioning, animation frame selection, time-of-day controls, filters, and other visual effects. Assets are moddable Day 1.

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 autonomy system in Paralives governs how Parafolk behave when not under direct player control, featuring four types of autonomy: Idle, Forced, Chained, and 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.