Daily Activities are the domestic routines Chigusa Choko performs inside The Guren Express between fights. Official copy names them directly: you will upgrade Choko's stats and unlock new abilities through a range of playful Daily Activities. They are the progression system the studio has talked about most, and one of the two things NEKCOM built its gamescom 2026 demo rest and progression slice to show, the other being customisation of the RV's interior.
An earlier round of official copy called the same system Living Activities. Daily Activities is the current name and the one used here.

How They Work
Choko eats, drinks, reads, trains and bathes in her own vehicle, and each routine raises specific stats. The supplies come off the road: official copy frames the RV as the place to put the weapons, outfits, items and experience gained from travel to good use, so exploring and fighting feed the routines, and the routines feed the next fight. Completing them also contributes to unlocking new abilities, which puts them alongside combat and Minigames as one of the routes through Progression.
The activities draw on a pool of action points. The pool was visible in the build shown at gamescom 2026, and the studio said in 2026 that action points are earned by progressing through the game. No gain rate and no cap has been published, and this page does not guess at either. A published store screenshot does show an activity carrying an action point cost, described below. Note also that no stat in this game has ever been given an English name, so there is no honest way to tabulate which routine raises what.
What the Demo Build Showed
Everything in this section was seen only in the build shown at gamescom 2026. The developers' own notice for that build says features were disabled and item availability, drop distribution and game parameters were adjusted, and that its system details do not represent the final product. Read the list as a snapshot of one preview version.
Activity | What the build showed |
|---|---|
Eating at the table | A full meal routine with its own animation; the buff varied with the meal chosen |
Drinking wine | A separate table routine with its own animation |
Taking a cold drink from the fridge | A short routine at the RV's fridge, with its own animation |
Reading on the sofa | A seated routine with its own animation |
Weight training | Doubles as a playable minigame in its own right, see Minigames |
Bathing | Also a minigame; the buff varied with the additive used in the bath |
Two structural details stood out in that build. Every activity had its own bespoke animation rather than a shared generic one, and each paired a facility with a consumable, with the pairing deciding which stats went up. The facilities and consumables exist only as Japanese strings in the demo, with no official English names, so none of them is named here. Activities in that build also built resistance to status effects.
A first-person view could be toggled while inside the RV.
What the Published Activity Screen Shows
One of the game's published store screenshots shows the activity screen itself, set in the kitchen area of the RV. It comes from the Simplified Chinese build, so the English labels for what it displays are not yet known, and it is a marketing capture of a game still in development rather than a look at final balance.
The screen has three parts. An activity is chosen on the left, with its cost given as a number of action points, two of them on that capture. The middle panel projects the result before the action is committed: a growth banner, a numeric gain to each of two attributes, and a short list of random combat buffs whose names carry roman numerals, which implies tiers. The right-hand panel attaches consumables to the activity, each one listing the attribute it favours. The figures on the capture do not add up cleanly, which is one more reason to read them as work in progress rather than as shipping values.
Five attribute concepts are legible on that screen: health, rage, melee, toughness and charm. Only rage has a confirmed English name in this game, and that comes from other first-party material. The rest are described here as concepts the screen shows rather than as official English stat names. No skill, accessory or outfit has been named anywhere, and nothing on this screen changes that.
What Has Not Been Described
As of September 2026 nothing has been said about a day and night cycle, a calendar, a weekly schedule or a fatigue meter attached to these routines. Daily is the name of the system, not a statement that a routine can be used only once per in-game day. Nothing has been published about how many activities exist in total.