Manual
Part I
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.
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.
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.
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.
Along the bottom of the play screen, the contextual buttons include:
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.
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
Six needs drain all day. Keep them healthy and your mood stays up; let one bottom out and there are consequences.
| Need | Fill it with | Notes |
|---|---|---|
| Hunger | A 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. |
| Energy | Sleep. 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. |
| Hygiene | Shower, bath, kitchen or bathroom sink. | Drains quicker while you’re outdoors in the rain or snow. |
| Bladder | The toilet. Nothing else will do. | Ignore it long enough and you won’t make it in time. Mortifying. |
| Social | Call or text a friend, the sofa, the café, a group night in. | Being around people is worth more than being on the phone. |
| Fun | TV, novels, painting, piano, toys, the phone, a day out. | The “junk‑fun” phone options hit hardest but cost energy and teach nothing. |
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 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 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.
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.
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.
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.
Part III
Fourteen school subjects and twelve life skills, each a number from 0 to 10, raised by doing the right thing in the right place.
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 XP an activity gives is its base rate times, all stacked together:
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.
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 | Does | Grows |
|---|---|---|
| Desk | Study a subject · problem sets · maths drills · word workout · flashcards · the manuscript | any subject, English, Writing, Logic |
| Computer | Online course · a coding project · practise typing · freelance work · order things | any subject, Programming, Writing, Focus |
| Bookshelf | Read a book you own · a novel · poetry | the book’s subject; English, Creativity |
| Stove | Cook a meal (the cooking‑line mini‑game) | Cooking, Health |
| Piano / guitar | Practise (the rhythm mini‑game) | Music, Music Theory |
| Easel | Paint (the colour‑match mini‑game) | Creativity, Art History |
| Treadmill / TV | Go for a run · a workout video (the step trainer) | Fitness, PE |
| Weight bench | Lift | Fitness, PE |
| Workbench | Tinker (the circuit mini‑game) | Handiness, Creativity, Science |
| Houseplant | Tend the plants | Gardening, Biology |
| Bath / shower | A long soak | Wellness |
| Phone | Journal · language streak · a documentary · a podcast · edit photos | Writing, Language, small spreads |
Every subject is a category of books. A shelf runs:
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.
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 ⌨.
| Game | Where | How it plays |
|---|---|---|
| Rhythm | piano, guitar | Notes fall in four lanes; tap the lane buttons (D F J K) on the beat. |
| Step Trainer | a run, a workout video | The same, on the D‑pad. |
| Cooking Line | the stove | Tap space when the marker’s in the green, six stations down the line. |
| Debug Puzzle | coding · software & research freelance | Read the little program, tap the answer — 1 to 4. |
| Typing Sprint | practise typing · writing & media freelance | Type the line against the clock; speed × accuracy. |
| Colour Match | the easel | Mix R G B with the D‑pad to hit the target swatch, then lock it. |
| Circuit | the workbench · repair freelance | D‑pad to move, rotate to turn a pipe until power reaches the device. |
| Arithmetic Sprint | maths drills at the desk | Twelve mental‑maths problems. Type each answer. |
| Word Workout | a word workout at the desk | Unscramble eight words; tap hint if you’re stuck (it costs you). |
| Flashcard Recall | flashcards at the desk | Think, tap flip, then knew it / missed. |
| Snake · Minesweeper · 2048 · Sliding Puzzle · Memory · Block Drop | phone → Play a mobile game | The arcade. Personal bests tracked. The puzzle ones train a little logic or focus. |
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.
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
You start with $120 and two rent‑free weeks. After that, $121 a week comes out whether you’ve earned it or not.
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.
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.
| Field | Field |
|---|---|
| Writing & Editing | Business & Finance |
| Software & IT | Handywork & Repair |
| Tutoring & Teaching | Health & Wellness |
| Design & Illustration | Media & Communications |
| Music & Audio | Research & 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.
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.
| Job | Where | Base / shift | Asks for |
|---|---|---|---|
| Barista | the café | $46 | — |
| Shop assistant | the corner shop | $42 | — |
| Library assistant | the library | $54 | English 3 |
| Gym floor trainer | the gym | $58 | Fitness 4 |
| Museum guide | a museum | $56 | Art History 3 |
| Baker’s hand | a bakery | $50 | Cooking 3 |
| Teaching assistant | the college | $74 | a degree |
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.
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:
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
Every house has someone living in it, with a life of their own. You begin knowing the neighbours on your street.
| Rapport | Standing |
|---|---|
| 0 | a stranger |
| 1–14 | barely know them |
| 15–37 | an acquaintance |
| 38–61 | a friend |
| 62–84 | a close friend — their home opens to you |
| 85+ | family, basically |
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.
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.
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.
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.
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.
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.
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
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.
Four public buildings you just walk into. No knocking — but they keep hours, and a storm or blizzard shuts them all.
| Place | Hours | What it’s for |
|---|---|---|
| the Ironworks (gym) | 06:00–22:30 | Better kit than home — workouts train 1.45×. A $6 day pass. |
| the Public Library | 09:00–20:00 | Quiet (a focus and mood bonus), and read any book free. |
| Grounds Café | 07:00–18:00 | A good table, people around; study and work go a little better. |
| the Corner Shop | 07:00–23:00 | Groceries and books off the rack, no waiting. |
Around every town, a few points of interest — walk onto the ◆ marker to find one. Some are refused in the rain.
| Spot | What you do there |
|---|---|
| the fishing spot | Cast a line (Focus, Wellness, and often something for the pot) · sit and watch the water. |
| the trailhead | A long hike — Fitness, PE, Geography, and a real lift to your mood. Or a short walk. |
| the lookout | Take in the view (Fun, a scrapbook photo) · sketch it (Creativity). |
| the swimming hole | Swim — full hygiene, Fitness, best in summer. |
| the old woods | Forage — Biology, Gardening, and a bag of free food. |
| the quiet clearing | Write out here — a good stretch on the manuscript, with nobody about. |
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
A game of Terminal Life spans a life — several game‑years — and there are threads that run its whole length.
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.
| Aspiration | Roughly | Title |
|---|---|---|
| Settling In | a skill to Lv 3, $300 earned, 4 meals cooked | Settled In |
| Published Author | Writing & English up, finish a manuscript | Published Author |
| Peak Condition | Fitness to Lv 7, 20 workouts | In Peak Condition |
| Well Read | own 8 books, read 18 times, six subjects at Lv 4 | Well‑Read |
| Head Chef | Cooking to Lv 8, 30 meals | Head Chef |
| Social Butterfly | know 12 people, four close friends, Charisma Lv 5 | Social Butterfly |
| Nest Egg | pay rent 6 weeks running, hold $2,500, own your home | Comfortable |
| Renaissance Person | five subjects at Lv 5, four skills at Lv 5 | Renaissance Person |
| Turning Pro | 15 freelance jobs, reach freelance tier 4, Focus Lv 5 | Turning Pro |
| Part of the Neighbourhood | see inside 16 homes, know 10 people, three close friends | A Local |
Chosen once, at the start. Each tilts your opening stats, adjusts your wallet, and gives you a starting trait.
| Background | Leans | Trait |
|---|---|---|
| Art‑school dropout | Creativity, Art History — a little short on cash | Expressive |
| Ex‑athlete | Fitness, PE, Health | Gym Rat |
| Small‑town transplant | savings, but no connections | Frugal |
| Lapsed PhD | Logic, Focus, the sciences | Self‑Taught |
| Homemaker between chapters | Cooking, Wellness, a full pantry | Nester |
| Just trying to get ahead | Focus, Charisma, a lot of drive | Driven |
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.
| Trait | Does | Earned by |
|---|---|---|
| Gym Rat | Fitness & PE ×1.2, tire slower | 25 workouts |
| Bookworm | reading ×1.22 | 20 books read |
| Disciplined | Focus & Fitness up, tire slower | 30 study sessions |
| Green Thumb | Gardening ×1.3, Biology up | Gardening to Lv 6 |
| Social Butterfly | Charisma ×1.2, +rapport per call | three close friends |
| Expressive | Creativity, Writing, Music up | Creativity or Music to Lv 6 |
| Frugal | shops and food 15% cheaper | pay rent on time 10× |
| Night Owl / Early Bird | a softer energy curve at their end of the day | a background choice |
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.
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.
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.
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:
| Measure | Reads off |
|---|---|
| Accomplished | aspirations finished, freelance tier, books written, skill levels |
| Connected | close friends, people known |
| Healthy | health, Fitness, Wellness, workouts |
| Comfortable | savings, whether you own your home, rent paid |
| Learned | total 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
| Control | What it does |
|---|---|
| ▲ ▼ ◀ ► | The D‑pad — walk one step (one minute). Hold to keep going. In menus, moves the highlight. |
| swipe the map | Same as the D‑pad — a flick walks a step that way. |
| Use | Use the furniture beside you; knock on a shut door; start a shift; do what’s here. Tapping the map does the same. |
| ● OK | Confirm the highlighted menu choice. (Tapping the choice works too.) |
| Esc | Back out of a menu; skip a mini‑game. |
| you | Character sheet — Subjects, Skills, Life, People, Goals, Log. |
| phone | The phone — calls, browsing, orders, work, college, plans, and more. Works anywhere. |
| map | The wider world and fast‑travel. |
| build | Build Mode (at home only). |
| auto / goal | Autopilot on/off, or with a standing goal. |
| rest | Go home and do only the recovery you need, then hand back. |
| pause | Save, 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 row | Picks that choice. Long lists wrap and scroll. |
| Subject | Subject | Subject |
|---|---|---|
| Mathematics | Geography | Art History |
| Science | Civics | Music Theory |
| Biology | Economics | Health |
| English | Computer Science | Physical Education |
| History | Foreign Language |
| Skill | What it does for you |
|---|---|
| Cooking | Better meals, less waste, more hunger filled per pot. |
| Fitness | Stamina and strength — slows how fast energy drains. |
| Charisma | Talking to people without it costing you. |
| Logic | Faster studying — every subject learns quicker. |
| Focus | Longer, deeper work — boosts study and freelance. |
| Creativity | Painting, writing, making things up. |
| Handiness | Fixing and building — repairs, upgrades, tinkering. |
| Programming | Shipping code — the core of freelance income. |
| Writing | Prose that lands — feeds freelance and the manuscript. |
| Music | Playing an instrument well enough to enjoy it. |
| Gardening | Keeping plants alive and thriving. |
| Wellness | Rest, hygiene and mood — recovers needs faster. |
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.
Terminal Life — a small life, one tap at a time.
A whole life in coloured ASCII, in the palm of your hand.