Manual

Part I

The first day

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You wake at 07:30 on a Monday, in a furnished home on a street where you already know a few of the neighbours, with $120 and a fortnight before the rent starts.

When a new game starts you’re asked two things: where you’re coming from (a background — it tilts your starting stats and hands you a trait) and what you want to work toward (an aspiration — a goal you can change any time). Pick both or take “decide later”. Then the screen above is yours.

Everything is a tap or a swipe. The controls live around the screen edge — the D‑pad bottom‑left, Use and Esc bottom‑right, and a bottom row of buttons that changes with what you’re doing. The full list is in the Reference.

Moving, and how time works

Walk with the D‑pad, or swipe across the map. Hold a D‑pad arrow to keep going. One step is one minute of game time. The clock only moves when you do — while you sit reading this, nothing in the game changes. An activity (a meal, a study session, a shift) advances the clock by however long it takes, and your other needs quietly drain across it.

Doors

Your own front door glows green. Step onto it to go in or out. Roads run out of town, across the countryside, to the next town — the world doesn’t stop at the edge of the screen.

Everyone else’s door is shut. Walk into one — or tap Use beside it — to knock. They might be out; they might not ask you in. The better they know you, the better your chances. You can’t use a stranger’s things; a close friend’s home, though, is open to you like your own.

Using things

Tap Use next to a piece of furniture — or just walk into it, or tap it on the map — to use it. A desk to study, a stove to cook, a bed to sleep, an easel to paint. If it does more than one thing, a little menu opens. Some activities are mini‑games you can play for a better result — or tap skip for the standard one.

Three buttons you’ll live in

Along the bottom of the play screen, the contextual buttons include:

you
Your character sheet. Six tabs — Subjects, Skills, Life, People, Goals, Log; tap a tab, or step through with the D‑pad. close leaves it.
map
The wider world, and a fast‑travel list of everywhere you’ve been. Tap a place to go.
phone
Always in your pocket, works anywhere. Call and text people, browse, play a game, order books and food, sort out housing and bills, look for work, enrol at the college, make plans, buy a bike, adopt a pet, check your manuscript, look at the map.

Menus

Tap the choice you want. A long list wraps and scrolls; tap any line of a choice to pick it. Or step through with the D‑pad and OK. back (or Esc) leaves.

Letting it play itself

auto
Hands‑off autopilot. It walks to and uses whatever need is lowest, does freelance, studies, roams a little — at a watchable pace, with a line along the bottom saying what it’s up to. If you haven’t set an aspiration it picks one, works its milestones, and moves on to a new one when it lands (or when it’s plainly stuck). A tap anywhere takes the wheel back.
goal
Give autopilot a standing goal — make money, build a skill, study a subject, get closer to someone — which it leans into while still keeping your needs met. This overrides the aspiration it would otherwise chase.
rest
A quick routine: head home and, only for the needs actually run down, use the toilet, cook and eat, take a nap — then hand control straight back.
Autopilot lives at home. It studies, works and tends its needs, but it won’t set out to explore or knock on doors, and it skips every mini‑game and does the plain version instead.

The pause menu

The pause button opens it: resume, save now, the story so far, how to play (this manual), the week in review, look back on your life (once you’ve a couple of years behind you), and back to the title. The game saves itself as you go and picks up exactly where you left off — one slot, one life.

Part II

Staying alive

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Six needs drain all day. Keep them healthy and your mood stays up; let one bottom out and there are consequences.

The six needs
NeedFill it withNotes
HungerA cooked meal, a sit‑down meal, or takeout fills it completely. Leftovers most of the way; a snack takes the edge off.Higher Cooking means more hunger filled per pot.
EnergySleep. A bed at night fast‑forwards to 05:30 on full energy; a daytime nap only tops it up.Drains faster and faster through the evening — see below. Fitness slows the drain.
HygieneShower, bath, kitchen or bathroom sink.Drains quicker while you’re outdoors in the rain or snow.
BladderThe toilet. Nothing else will do.Ignore it long enough and you won’t make it in time. Mortifying.
SocialCall or text a friend, the sofa, the café, a group night in.Being around people is worth more than being on the phone.
FunTV, novels, painting, piano, toys, the phone, a day out.The “junk‑fun” phone options hit hardest but cost energy and teach nothing.

Energy and the evening

Energy drains at a flat rate through the day, then climbs steeply from about 7pm — roughly two‑and‑a‑half times as fast by 11pm, and deepest in the small hours. Staying up late is a losing battle. Sleeping in a bed from 8pm skips the night entirely and you wake at 05:30 rested — but starving and desperate for the bathroom, so keep groceries in and the toilet close. Save your real sleep for the night; a nap is a stopgap.

Mood, and why it runs everything

Mood is roughly the average of your six needs, nudged by a long list of smaller things: where you live and whether the rent’s paid, a cold or a bright morning, the calm of the library, the season, the weather, a shelf of your own work, a happy pet, your wardrobe, being burnt out. It runs from about ×0.4 to ×1.35 and it multiplies almost every good outcome — XP gained, money earned, fun restored, words written. Letting your needs slide quietly makes everything else less effective.

Health

Health sits at 100 and mostly looks after itself. It drains while hunger, energy or hygiene is at zero, and recovers when your core needs are all above 30 (faster with Wellness). If health gives out, that’s the end of the run. You can also collapse from exhaustion — you’ll sleep where you fall and lose the time.

Weather

Each day has a condition — ☀ glorious, clear, fair, overcast, ≈ fog, ☂ rain, a storm, ❄ snow, a blizzard, a heatwave — shown in the top bar. Rain and worse make being outdoors more tiring and cost you hygiene; a storm or blizzard shuts every public building. Weather leans on the season: heatwaves in summer, cold snaps and snow in winter.

The rough stretches

Burnout

A hidden strain meter fills when you do demanding things (long sessions, big energy costs) while already tired or low, and empties when you rest or have fun. Max it out and you’re burnt out for about a week: mood drops hard and everything you do earns less (XP ×0.7). You’ll get a warning first — running on fumes. Ease right off and it lifts early.

Injury

A hard fitness session — or an unlucky misstep event — can leave you with a turned ankle, a pulled muscle or a bad back: no fitness training for five to seven days, a small energy penalty, and a clinic bill ($30–90) the next day. It always passes.

Both burnout and injury are more likely when you push while exhausted. If the strain warning shows, take a couple of easy days — a nap, a novel, a walk.

Part III

Getting better

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Fourteen school subjects and twelve life skills, each a number from 0 to 10, raised by doing the right thing in the right place.

The curve

A level costs XP on a square curve: cumulative XP for level L is 12 × L². Level 1 is one or two focused hours; level 10 is well over a hundred. Every stat caps at 10.

The multiplier stack

The XP an activity gives is its base rate times, all stacked together:

  • Mood — ×0.4 to ×1.35.
  • Momentum, from a streak of consecutive days growing any stat — +2% per day past the first two, capping at ×1.25.
  • Logic, if the activity studies a subject — +5% per level, on every subject.
  • Focus, on long work like study and freelance — +4% per level.
  • A venue perk — the gym multiplies a workout by 1.45, the library multiplies study by 1.3, the museum multiplies art history by 1.35, and so on.
  • A trait — Bookworm reads 1.22×, Gym Rat trains 1.2×.
  • A degree — 1.12× on its subjects, for the rest of the game.

Two skills are pure force multipliers and worth raising early: Logic (faster studying, everything) and Focus (deeper long sessions). Fitness slows how fast energy drains; Cooking fills more hunger per meal; Wellness recovers needs faster and lifts your mood floor.

Momentum

Grow any subject or skill two days running and a streak starts; keep doing it daily and Momentum climbs, capping at +25% to every XP gain. Miss a whole day with nothing to show for it and the streak resets — the next qualifying action starts a fresh one at day one. Check the Life tab to see the current streak, its best, and the live multiplier.

Where you learn each thing

The main activities
WhereDoesGrows
DeskStudy a subject · problem sets · maths drills · word workout · flashcards · the manuscriptany subject, English, Writing, Logic
ComputerOnline course · a coding project · practise typing · freelance work · order thingsany subject, Programming, Writing, Focus
BookshelfRead a book you own · a novel · poetrythe book’s subject; English, Creativity
StoveCook a meal (the cooking‑line mini‑game)Cooking, Health
Piano / guitarPractise (the rhythm mini‑game)Music, Music Theory
EaselPaint (the colour‑match mini‑game)Creativity, Art History
Treadmill / TVGo for a run · a workout video (the step trainer)Fitness, PE
Weight benchLiftFitness, PE
WorkbenchTinker (the circuit mini‑game)Handiness, Creativity, Science
HouseplantTend the plantsGardening, Biology
Bath / showerA long soakWellness
PhoneJournal · language streak · a documentary · a podcast · edit photosWriting, Language, small spreads

Books

Every subject is a category of books. A shelf runs:

intro
Cheap, short, gentle. Good for getting going.
core
The steady workhorse — and it often builds a helper skill.
advanced
Dear, a slog, and needs a few levels first — but teaches fastest once you can use it.
reader
Low and slow, cross‑subject, and genuinely fun.

Buy them online (phone or computer — delivered next day, price varies by subject), off the rack at the Corner Shop (a $4 markup, but instant), or read any of the forty‑seven titles free at the Public Library without owning them.

Mini‑games

A lot of activities are playable rather than automatic, and every one is optional. Tap skip and you get the activity's plain result — exactly what autopilot gets, no penalty (you still spend the time and do the thing). Playing it through raises the reward: a finished flop is worth about 1.1×, a clean run 1.65×, scaling with your score from 0 to 1. Finishing also counts toward your mini‑games won tally (a score of 0.6 or better) on you → Life. Difficulty rises with your relevant skill level — higher level, harder round, higher ceiling. Each mini‑game puts the buttons it needs in the bottom row; the typing ones bring up the keyboard with ⌨.

All sixteen
GameWhereHow it plays
Rhythmpiano, guitarNotes fall in four lanes; tap the lane buttons (D F J K) on the beat.
Step Trainera run, a workout videoThe same, on the D‑pad.
Cooking Linethe stoveTap space when the marker’s in the green, six stations down the line.
Debug Puzzlecoding · software & research freelanceRead the little program, tap the answer — 1 to 4.
Typing Sprintpractise typing · writing & media freelanceType the line against the clock; speed × accuracy.
Colour Matchthe easelMix R G B with the D‑pad to hit the target swatch, then lock it.
Circuitthe workbench · repair freelanceD‑pad to move, rotate to turn a pipe until power reaches the device.
Arithmetic Sprintmaths drills at the deskTwelve mental‑maths problems. Type each answer.
Word Workouta word workout at the deskUnscramble eight words; tap hint if you’re stuck (it costs you).
Flashcard Recallflashcards at the deskThink, tap flip, then knew it / missed.
Snake · Minesweeper · 2048 · Sliding Puzzle · Memory · Block Dropphone → Play a mobile gameThe arcade. Personal bests tracked. The puzzle ones train a little logic or focus.

The community college

At the college (always the town due east of home), enrol in a programme for $220:

Natural Sciences · Humanities · Computer Science · Business & Economics · Fine Arts · Health Sciences

A term runs 56 days. Go to 16 classes at the noticeboard and get every one of the programme’s subjects to level 4, and you graduate with a degree — a lasting 1.12× to those subjects, a title, and the credential for the lecturing job. Fall short and the term ends without it; you can re‑enrol.

Mastery

Take any skill or subject to level 10 and you become a Master of it — a permanent title, and the standing to teach it (phone → Tutor someone) to people you know: $40 an hour and a step closer.

Part IV

Money

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You start with $120 and two rent‑free weeks. After that, $121 a week comes out whether you’ve earned it or not.

Groceries and meals

A proper meal — cook, sit down, or takeout — fills hunger completely, so keep groceries in. Order them from a computer or the phone ($24 for six), or from the Corner Shop instantly. A cooked meal also trains Cooking; leftovers and snacks don’t.

Freelance

On a computer. Pick a field, then a job. Jobs run from tier 1 (needs no skill, pays least) to tier 5 (two skills at high level, pays a lot). The list leads with the best tier you can currently do, and every job grows at least the skill or subject it asked for — so working your way up a field is self‑sustaining and never leaves you stuck needing to go train elsewhere.

The ten fields
FieldField
Writing & EditingBusiness & Finance
Software & ITHandywork & Repair
Tutoring & TeachingHealth & Wellness
Design & IllustrationMedia & Communications
Music & AudioResearch & Data

Software and Research jobs open the Debug puzzle; Writing and Media jobs the Typing sprint — do well and the pay nudges up. Each job shows a pay estimate; the amount you actually get wobbles a little.

Salaried jobs

Steadier than freelance, and with a ladder. Apply from the phone; the interview is a charisma check (there’s a “prepare first” option — +22% odds, but it takes the afternoon). Then you work shifts on a schedule. Walk into your workplace during the shift window and you’re offered the clock‑in. Miss three shifts and you’re let go. Promotions at roughly 20 and 30 shifts bump your title and pay by a quarter to a half.

The seven
JobWhereBase / shiftAsks for
Baristathe café$46—
Shop assistantthe corner shop$42—
Library assistantthe library$54English 3
Gym floor trainerthe gym$58Fitness 4
Museum guidea museum$56Art History 3
Baker’s handa bakery$50Cooking 3
Teaching assistantthe college$74a degree

Rent and bills

Your deposit covers the first two weeks. From Day 15, every seven days: $88 rent + $22 utilities + $11 phone = $121, paid automatically. Check phone → Housing & bills for where you stand.

  • Can’t cover it → arrears stack up and the warnings escalate.
  • Three missed weeks → evicted to a rented room across town: cheaper ($42/wk) but it wears on you.
  • From the room, a clean payment record plus some savings gets you a proper lease again.
  • Buy the place outright for $6,000 → no rent ever again, and a standing lift to your mood.
The single most reliable early game is a few tier‑1 freelance jobs a day until you can cover rent, then a salaried job for the schedule and the ladder. The autopilot proves you can bank tens of thousands — money stops being a problem by about week three.

Getting around

Fast‑travel from the map button to anywhere you’ve been; time and energy scale with distance. On foot it’s slow. Buy wheels from phone → Get around:

a bike
$180 — roughly halves every trip, and it’s free to run.
a car
$2,400 — cuts a trip to about a third; the whole map opens up. Trades your bike in.

The manuscript

At the desk, Work on your manuscript — a word count that grows across sessions, faster with Writing, Creativity, Focus and a good mood. Around 40,000 words is a full draft; send it out from phone → Your manuscript for a cheque and a book with your name on it, on your shelf for good. The next one runs a little longer.

Part V

People

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Every house has someone living in it, with a life of their own. You begin knowing the neighbours on your street.

The rapport scale

0 to 100
RapportStanding
0a stranger
1–14barely know them
15–37an acquaintance
38–61a friend
62–84a close friend — their home opens to you
85+family, basically

Meeting people, and their schedules

Knock on doors to meet more. Whether someone’s in depends on who they are: a grafter is out through the working day, a retiree is usually home, a socialite is out most evenings. Whether they ask you in depends on how well they know you.

Calling and texting

From the phone. A call is worth more than a text; Charisma makes both land better. About a third of the time you’ll get someone talking about their thing — extra rapport, and if they’re a mentor (a scholar, an artist, a retiree — teachers, researchers, illustrators, potters), a little of what they know rubs off and you gain some of their field.

Your rival

Once you know four people, the one you’re closest to who isn’t a mentor becomes your rival in their field. Their level climbs steadily with the days; you’ll hear about it when the standings shift one way or the other.

Plans

Someone you call might suggest getting together — coffee, a meal, a walk, the gym, a proper catch‑up — one to three days out. Say yes and it’s in your diary (the ◆ line on the HUD, and phone → Plans). You can propose plans yourself, too.

  • Turn up at the right place within about 75 minutes of the time → a good hour and a real step closer (+8 to +12 rapport).
  • Let the time pass without showing → you stood them up (−6 rapport).

Friend groups

Friends who live on the same street know each other. Once you’re friendly (rapport ≥ 30) with three or more in one group, phone → Get the group together for an evening in — big fun and social, everyone a step closer.

When a friend’s going through something

About once a week, someone you know hits a rough patch — drowning at work, unwell, low, a big decision. Call them and choose to really turn up for it: two hours of your time, +16 rapport, and they owe you one. Ignore it for a fortnight and it passes without you, and the friendship drifts down a little.

Birthdays

Yours comes round once a game‑year — a card, $45, a lighter day, and you turn a year older. Friends have birthdays too; remember one with a call and the rapport jumps.

Part VI

The world

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Infinite, and grown from a single number. Coast, farmland, woods and hills; a town in most directions, roads linking them, and — for every town — its houses and the rooms inside each one.

Your home town

Four public buildings you just walk into. No knocking — but they keep hours, and a storm or blizzard shuts them all.

Open to everyone
PlaceHoursWhat it’s for
the Ironworks (gym)06:00–22:30Better kit than home — workouts train 1.45×. A $6 day pass.
the Public Library09:00–20:00Quiet (a focus and mood bonus), and read any book free.
Grounds Café07:00–18:00A good table, people around; study and work go a little better.
the Corner Shop07:00–23:00Groceries and books off the rack, no waiting.

Out in the country

Around every town, a few points of interest — walk onto the ◆ marker to find one. Some are refused in the rain.

SpotWhat you do there
the fishing spotCast a line (Focus, Wellness, and often something for the pot) · sit and watch the water.
the trailheadA long hike — Fitness, PE, Geography, and a real lift to your mood. Or a short walk.
the lookoutTake in the view (Fun, a scrapbook photo) · sketch it (Creativity).
the swimming holeSwim — full hygiene, Fitness, best in summer.
the old woodsForage — Biology, Gardening, and a bag of free food.
the quiet clearingWrite out here — a good stretch on the manuscript, with nobody about.

Other towns

Each has one thing worth the trip: a bakery, a record shop, a museum, a climbing centre, a playhouse, a lake — and the community college due east of home. With a car, they’re all an easy hop.

Part VII

The long game

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A game of Terminal Life spans a life — several game‑years — and there are threads that run its whole length.

Aspirations

A goal you pick (at the start, or any time from you → Goals) as a short ladder of milestones, checked against your real progress. Finishing pays a cash reward and a title. You can only chase one at a time, but you can swap freely.

All ten
AspirationRoughlyTitle
Settling Ina skill to Lv 3, $300 earned, 4 meals cookedSettled In
Published AuthorWriting & English up, finish a manuscriptPublished Author
Peak ConditionFitness to Lv 7, 20 workoutsIn Peak Condition
Well Readown 8 books, read 18 times, six subjects at Lv 4Well‑Read
Head ChefCooking to Lv 8, 30 mealsHead Chef
Social Butterflyknow 12 people, four close friends, Charisma Lv 5Social Butterfly
Nest Eggpay rent 6 weeks running, hold $2,500, own your homeComfortable
Renaissance Personfive subjects at Lv 5, four skills at Lv 5Renaissance Person
Turning Pro15 freelance jobs, reach freelance tier 4, Focus Lv 5Turning Pro
Part of the Neighbourhoodsee inside 16 homes, know 10 people, three close friendsA Local

Backgrounds

Chosen once, at the start. Each tilts your opening stats, adjusts your wallet, and gives you a starting trait.

BackgroundLeansTrait
Art‑school dropoutCreativity, Art History — a little short on cashExpressive
Ex‑athleteFitness, PE, HealthGym Rat
Small‑town transplantsavings, but no connectionsFrugal
Lapsed PhDLogic, Focus, the sciencesSelf‑Taught
Homemaker between chaptersCooking, Wellness, a full pantryNester
Just trying to get aheadFocus, Charisma, a lot of driveDriven

Traits

Standing perks. You keep your background’s one for good, and earn more by living a certain way — they quietly multiply the right XP, slow how fast you tire, or cut what shops charge.

TraitDoesEarned by
Gym RatFitness & PE ×1.2, tire slower25 workouts
Bookwormreading ×1.2220 books read
DisciplinedFocus & Fitness up, tire slower30 study sessions
Green ThumbGardening ×1.3, Biology upGardening to Lv 6
Social ButterflyCharisma ×1.2, +rapport per callthree close friends
ExpressiveCreativity, Writing, Music upCreativity or Music to Lv 6
Frugalshops and food 15% cheaperpay rent on time 10×
Night Owl / Early Birda softer energy curve at their end of the daya background choice

The calendar

A month is 28 days, a season three months, a year 336 days. Firstlight, Thawmarch, Greentide are spring; Highsun, Longday, Goldfall are summer; Emberfall, Mistmonth, Frostgate are autumn; Deepcold, Stillwinter, Lastfrost are winter. Summer lifts your mood; deep winter drags and you tire faster. Weekends help a little. Some events are fixed to a day — the farmers’ market on Saturday, open mic on Thursday.

Events

Roughly every third day, something happens: you find $20, a neighbour brings food, you catch a cold (energy drains faster for a few days), a heatwave, a cracked phone screen, the café needs a shift covered, a street festival. Windfalls and small setbacks resolve themselves; the opportunities ask you to choose.

A bit of life

A pet
Adopt a dog ($60) or cat ($45) from the shelter. Feed it and spend time with it each day, or its happiness slides — and a happy pet lifts the whole house’s mood while a neglected one drags it down.
Wardrobe
Four tiers to spend on, each a small standing lift to your mood.
Scrapbook
Your outings and milestones collect here — read it back from the phone.
Week in review
Every rent day: what your money and levels did, and the week’s highlights.

Build Mode

Tap build at home. Time freezes and you become a free‑flying cursor — move it with the D‑pad through anything. The bottom row becomes wall, door, grab (pick up and move furniture), sell (things back for half), buy (anything the house is missing, from a catalogue), and done. Edits that would seal a room off are refused. Remodels are saved with the rest of your game.

Growing older, and the look‑back

You start somewhere around 20 to 25 and age with the calendar. From the pause menu, after a couple of years, you can look back on your life — a score across five parts, an overall, and a verdict:

MeasureReads off
Accomplishedaspirations finished, freelance tier, books written, skill levels
Connectedclose friends, people known
Healthyhealth, Fitness, Wellness, workouts
Comfortablesavings, whether you own your home, rent paid
Learnedtotal subject levels, grade, books read

Cross the natural span — eight game‑years — and the look‑back becomes the ending, on your next birthday. You’re free to keep going anyway.

Appendix

Reference

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The controls

ControlWhat it does
▲ ▼ ◀ ►The D‑pad — walk one step (one minute). Hold to keep going. In menus, moves the highlight.
swipe the mapSame as the D‑pad — a flick walks a step that way.
UseUse the furniture beside you; knock on a shut door; start a shift; do what’s here. Tapping the map does the same.
● OKConfirm the highlighted menu choice. (Tapping the choice works too.)
EscBack out of a menu; skip a mini‑game.
youCharacter sheet — Subjects, Skills, Life, People, Goals, Log.
phoneThe phone — calls, browsing, orders, work, college, plans, and more. Works anywhere.
mapThe wider world and fast‑travel.
buildBuild Mode (at home only).
auto / goalAutopilot on/off, or with a standing goal.
restGo home and do only the recovery you need, then hand back.
pauseSave, the story so far, the week in review, the look‑back, back to title.
?Opens this manual, in the app. Tap ✕ to close it.
⌨Top‑right — brings up the keyboard for the typing mini‑games.
− +Top‑right, by the keyboard — smaller or bigger text. Remembers your choice.
tap a menu rowPicks that choice. Long lists wrap and scroll.
Turn the phone sideways for a roomier view — the game plays in portrait or landscape.

The fourteen subjects

SubjectSubjectSubject
MathematicsGeographyArt History
ScienceCivicsMusic Theory
BiologyEconomicsHealth
EnglishComputer SciencePhysical Education
HistoryForeign Language

The twelve skills

SkillWhat it does for you
CookingBetter meals, less waste, more hunger filled per pot.
FitnessStamina and strength — slows how fast energy drains.
CharismaTalking to people without it costing you.
LogicFaster studying — every subject learns quicker.
FocusLonger, deeper work — boosts study and freelance.
CreativityPainting, writing, making things up.
HandinessFixing and building — repairs, upgrades, tinkering.
ProgrammingShipping code — the core of freelance income.
WritingProse that lands — feeds freelance and the manuscript.
MusicPlaying an instrument well enough to enjoy it.
GardeningKeeping plants alive and thriving.
WellnessRest, hygiene and mood — recovers needs faster.

Saving

The game saves itself as you go — leave whenever, and Continue from the title drops you back exactly where you were. There’s one slot: you’re living one life at a time. The town itself is never saved — it’s grown fresh from the same seed every time, so it’s always the same endless place.

Quick answers

Passing out?
You’re staying up too late. Sleep in a bed before the evening curve bites — from 8pm it skips to 05:30 on full energy.
Broke on rent day?
Tier‑1 freelance at the computer needs nothing and there’s plenty of it. Or take a salaried job for the steady pay.
XP crawling?
Check your mood, raise Logic and Focus, study at the library, and buy the core book for the subject.
Can’t use a friend’s things?
Get their rapport to 62 — a close friend. Call, text, keep plans, turn up when they’re having a hard time.
What’s the point?
Pick an aspiration and chase it. Or don’t — build the life you want to and look back on it in a few years.

Terminal Life — a small life, one tap at a time.

A whole life in coloured ASCII, in the palm of your hand.