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§2 — Characters & Simulation

Create-A-Sim, personality traits, moods, relationships, family, life stages, and NPC AI.

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Create-A-Sim (CAS)

Body Customization

  • Full body slider system (height, weight, muscle, facial features)
  • Skin tone with undertone sliders — not just presets
  • Hair: color, style, texture (100+ options at launch)
  • Eyes: shape, size, color
  • Facial hair, freckles, scars, tattoos, piercings

Clothing & Fashion

  • Outfit slots: Everyday, Formal, Athletic, Sleepwear, Swimwear, Party, Cold Weather
  • Individual garment customization (color, pattern, fabric)
  • Accessories: glasses, jewelry, bags, hats

Multiplayer Rules

  • Sims are always player-owned — no one can edit another's Sim
  • Cosmetic items can be gifted between players
  • Public profile shows Sim appearance to neighborhood
Body sliders & shape system0%
Skin tone & undertone system0%
Hair system (100+ styles)0%
Clothing catalog & CAS UI0%
Accessories system0%

Personality & Traits

Trait Categories

  • Social: Outgoing, Loner, Charming, Mean-Spirited, Romantic, Commitment Issues, Family-Oriented
  • Mental: Genius, Absent-Minded, Ambitious, Lazy, Perfectionist, Creative
  • Lifestyle: Neat, Slob, Green Thumb, Animal Lover, Foodie, Athletic, Bookworm
  • Hidden: Unlocked through gameplay milestones

Conflicts & Synergies

Some traits conflict (Neat + Slob), creating tension. Others synergize (Ambitious + Genius) for bonuses.

Trait selection UI (CAS)0%
Social traits (7)0%
Mental traits (6)0%
Lifestyle traits (8)0%
Hidden traits system0%
Trait conflict/synergy logic0%
Multiplayer trait chemistry0%

Moods & Emotions

EmotionTriggerEffectStatus
HappyFulfilled needsSkill XP +10%⬜ Not Started
InspiredCreative activitiesCreative XP +25%⬜ Not Started
FlirtyRomantic interactionsRomance options unlock⬜ Not Started
FocusedQuiet, clean spacesLogic XP +20%⬜ Not Started
ConfidentSuccesses, praiseSocial quality boost⬜ Not Started
SadLoss, rejectionSkill XP -15%⬜ Not Started
AngryInsults, betrayalAggressive interactions unlock⬜ Not Started
EmbarrassedAccidents, failureSocial penalty⬜ Not Started
Emotion state machine0%
Moodlet system (+/-)0%
Emotional memory / logs0%
Mood → gameplay effects0%

Relationships & Family

Relationship Axes

  • Friendship (0–100): Built through positive interactions
  • Romance (0–100): Built through romantic interactions

Friendship Milestones

  • 30 → Friend   60 → Good Friend   90 → Best Friend

Romance Milestones

  • 50 → Partner   80 → Serious Partner   100 → Engaged / Married

Family System

  • Family tree tracking all living and deceased members
  • Biological children require committed relationship
  • Adoption system available
  • Children inherit weighted-random trait tendencies
Friendship axis & milestones0%
Romance axis0%
Chemistry / trait compatibility0%
Player opt-out settings0%
Family tree system0%
Children & pregnancy system0%
Adoption system0%

NPC AI Behavior

TierDescriptionStatusNotes
BackgroundCrowd filler, visual presence only✅ CompleteSpawning & movement done
AmbientBasic routines, react to environment⚡ PartialRoutines working; reaction triggers WIP
SocialFull relationship tracking with player🔧 In ProgressFramework built; relationship memory in progress
StoryNamed NPCs with scripted arcs⬜ Not StartedDesigned for launch; dev starts Q3 2025
NPC spawning & population scaling0%
NPC needs & schedules0%
NPC–NPC relationships0%
NPC memory across sessions0%