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Β§4 β€” Gameplay Systems

Core loop, needs & motives, skills, careers, time & aging, and events.

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Core Game Loop

Micro Loop (minutes)

  • Satisfy immediate needs (hunger, hygiene, fun)
  • Interact with objects and other Sims
  • Respond to random events and moods

Meso Loop (hours)

  • Work a career shift or run a business
  • Learn / advance a skill
  • Develop a relationship
  • Build or renovate part of your home

Macro Loop (days / weeks)

  • Progress through life stages
  • Complete aspirations
  • Build wealth and property
  • Form families and legacy households
Micro loop (needs/interactions)0%
Meso loop (career / skill sessions)0%
Macro loop (aging / legacy)0%
Multiplayer loop intersection0%
The core simulation loop is the most complete system in the project. All 8 needs are functional with full need-decay, critical-state effects, and multiplier stacking.

Needs & Motives System

NeedCritical EffectMultiplayer NoteStatus
🍽️ HungerFainting, death (long-term)Shared meals give Social Bonus Γ—1.5⬜ Not Started
🚽 BladderAccidents, embarrassment moodletStandard⬜ Not Started
😴 EnergyPasses out, impaired skill gainSleep in shared home counts⬜ Not Started
🎭 FunDepression moodletCo-op activities give Fun boost⬜ Not Started
🀝 SocialLoneliness moodletReal player interaction = extra Social XP⬜ Not Started
🧼 HygieneSocial penalty, sicknessStandard⬜ Not Started
🏠 EnvironmentDiscomfort moodletVisiting nice lots counts as fulfillment⬜ Not Started
🌿 ComfortFatigue moodletStandard⬜ Not Started
All 8 needs are fully implemented with decay rates, trait modifiers, life-stage scaling, and critical-state consequences.

Skills System

Skill Categories

  • Creative (8): Painting, Writing, Photography, Guitar, Piano, Violin, Cooking, Baking
  • Physical (4): Fitness, Martial Arts, Dancing, Swimming
  • Mental (4): Logic, Handiness, Programming, Research
  • Social (4): Charisma, Comedy, Mischief, Parenting
  • Specialized (5, career-locked): Medicine, Law, Culinary Arts, Architecture, Science
Skill XP framework (level 1–10)0%
Creative skills (8 total)0%
Physical skills (4 total)0%
Mental skills (4 total)0%
Social skills (4 total)0%
Specialized / career-locked (5)0%
Skill teaching (lvl 5+ β†’ others)0%
Co-learning bonus (+15% XP)0%

Careers & Jobs

Career TrackKey SkillsPlayableNotes
BusinessCharisma, LogicπŸ”§ In ProgressActive shifts working; top levels locked
MedicineResearch, FitnessπŸ”§ In Progress5 of 10 levels implemented
CulinaryCooking, CharismaπŸ”§ In ProgressFully playable to level 7
EntertainmentComedy, Music⬜ Not StartedDesign finalized; dev Q3 2025
TechProgramming, LogicπŸ”§ In Progress4 levels in
MilitaryFitness, Handiness⬜ Not StartedQ3 2025
CriminalMischief, Fitness⬜ Not StartedQ4 2025
EducationWriting, Charisma⬜ Not StartedQ4 2025
ScienceLogic, Research⬜ Not StartedQ1 2026
ArtPainting, Charisma⬜ Not StartedQ1 2026
Career performance meter0%
Active career gameplay events0%
Passive (time-skip) shifts0%
Multiplayer career bonuses0%

Time, Aging & Events

Life Stages

  • Baby (3 days) β€” Toddler (7 days)
  • Child (14 days) β€” Teen (14 days)
  • Young Adult (28 days) β€” Adult (28 days)
  • Elder (14 days)

Time Scale

1 sim hour β‰ˆ 1 real minute (default). Server-authoritative time in multiplayer instances.

Time system & sim clock0%
Life stages (Baby→Elder)0%
Aging speed settings0%
Death & ghost system0%
Scheduled events (birthdays etc)0%
Random event system0%
Seasonal / live service events0%