Paralives
Paralives is a life simulation game about building homes, lives and bonds. Through both hardship and success, where will your story take you?
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Steam Reviews
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Recommended Posted May 25, 2026 on Steam For the price of one Sims 4 expansion, you'll get this lovely indie game with ALL future updates being free. There is a catch though. It's releasing in early access for a reason. Paralives started as a solo project and slowly grew to a team of 15 people. More than 1,078 people contributed to the Sims 4 basegame alone. These games have a completely different scope. Set your expectations accordingly. Paralives is a game that has its heart in the right place. It's a joy to play. The open world, artstyle, customization, modding tools, and RPG mechanics are absolutely amazing. You should expect some animation hiccups, stutters, and other bugs though. I'm incredibly excited for the future of Paralives. Let's see what the team will cook up with those free updates. I can't wait! -
Recommended Posted May 26, 2026 on Steam I wanted to give people a fair idea of what to expect while also acknowledging the elephant in the room of the situation around this game and this genre. First off, to temper expectations: yes, this is very much early access. Bugs exist, and certain features are still limited or incomplete. A basic idea for a bug I encountered quickly is I accidentally ordered the wrong Para to go upstairs to apply for a job, canceled midway up the stairs, and this led to the Para being stuck on the stairs and unable to navigate off of them. They eventually sunk below the staircase, meaning they were stuck in the wall, effectively. The devs seem aware of such problems though, so the menu includes an unstuck button. Features are a mix of innovative, improved, and lackluster vs. the obvious competition: the Sims. For example, a nice touch here is that things like sleeping habits, vegetarian status, and social preferences (loner or extrovert or romantic, etc) are treated as universal trais you can set for every Para. This is nice and acknowledges that some traits are small in impact and do not deserve full trait slots, while still acknowledging the interesting flavor and impact they have. Conversations unfold via basic speaking interactions for a moment, then you get to choose what kind of interaction is used to make the conversation unfold, frequently based on their personality traits. I'd call it a sidegrade that's interesting, but I could see it being limited if you happen to want specific results and aren't getting them. I could also see it being a problem if you have multiple paras tied up in multiple conversations, as this means more micromanagement on your behalf. There is a "quest" style of gameplay to this that is also a sidegrade, as you might get goals handed to you based on town events or the like. It gives you something to do, but also simultaneously might be the first feature ignored by people who want a pure sandbox. The game even has different storytellers like Rimworld, varying from relaxed, challenging and balanced in terms of the challenges and tasks the game throws at you. Those "quests" add to EXP, which you also get via the wishes system. The Wish system does feel VERY barebones, as they are infrequent and basic, so that goes into the solid critique category for me. I did not get meaningful wishes and instead got things like "eat a snack," "talk to someone" or the like. However, what you DO with those wishes did feel more meaningful. Where Sims gives you some basic things like being able to flirt better as possible aspiration rewards, this game felt more expansive, with things like choosing ways to reduce stress (listening to music, reading, dancing) that helped flesh out your individuality more. Your options may also be "locked" based on previous personality traits chosen, so an inactive Para will not get an option to choose working out as a means of reducing stress. A notable lackluster feature for me was that autonomous actions feels limited. My Paras were very slow to queue up new actions and always seemed to go for entertainment ones. Perhaps this is something that will be improved with time, but for the moment, consider autonomous actions to be bare bones. By far the biggest strength of the game is the customization, on all fronts. Whether it be customizing your Paras or your house, both are extremely well done. You can make all kinds of things. I honestly felt overwhelmed with the options when making Paras, but I think that's more unfamiliarity rather than a flaw of the system. The ONLY issue I ran into was not finding how to remove nasal creases on a preset, which I alleviated by simply picking another preset to work with. The option is almost certainly in there, but the customization options - while excellent - may initially feel overwhelming. [b]The last nitpick is not a nitpick but more of a warning: [/b] I'm sure some of you bought a Sims game when it first released and with the loss of expansion packs, it felt limited. Yes, of course you will feel that here too. This IS early access, and it IS still barebones. The basic features and functions you've come to expect are all there with a couple more bugs, which given the early access status and this being their first game, I think deserves patience. [b]And now for the elephant in the room:[/b] I am stuck between warning you that this is very much an Early Access game, while also reminding everyone what we're all thinking: the Sims 4 sucks, and EA needs competition. Based on the description I just gave, no, I might not recommend the game to someone in this current state because bugs are still common and you will feel that "disappointment" you felt when first buying Sims 3 after having Sims 2 with all expansions. It's not that the game is bad, it's just that it's in it's awkward growing phase. HOWEVER... I'm going to do something I rarely ever do, and that's asking people to think a bit deeper on this: if you read my review and came to the conclusion "it's too early, I won't play this right now," does it still sound interesting ENOUGH that you want to come back to it at a later date? If so, consider buying anyways. The reason I say this is again: screw EA. We need the competition. If I am to ask myself that critical question of "has Paralives done ENOUGH to showcase they might be able to become that competition?" then the answer is YES. This isn't an early-access release I look at with disappointment or feel "it doesn't accomplish as much as I expected." The negatives are what you'd expect from early-access, but the positives is that Paralives did NOT disappoint expectations and basically met the standards of a Sims game release. Given that, I think it's important to recognize the market as it stands now, and I'd hesitate to tell everyone to "wait until it's more developed" because if we do that, we may unintentionally starve out this up-and-coming competitor. For that reason, if you read my review and thought "ah okay, it sounds interesting, but I think I'll wait a while," please rethink that. You have already internally admitted you plan on checking it out, and due to market circumstances, this may be an exception where the "pre-order" is finally justified. The developers need the support, they need to see the interest is there, and this game absolutely showcased it deserves a chance. Even if you plan on waiting to PLAY it, consider not holding off on your purchase if the game has piqued your interest. That's what I did and I do not regret the purchase, as I think they've showcased what they can do and that this game is capable of becoming something big. -
Recommended Posted May 25, 2026 on Steam Steam Deck users the game runs perfectly fine, youll just need to tweak some keybinds. So far really enjoying the feel of the game -
Recommended Posted May 28, 2026 on Steam Been playing life sim games since before there were life sims - the SimLife era of simulation games. I went in to Paralives with zero expectations beyond my own disappointment with Sims 4 when it launched that caused me to drop it, and a lingering yearning for the past decades for a life sim game to goof around in. Heard about this a few weeks ahead of early access from a friend and here I am. The Pros: The art style is lovely, the depth to the build system and character customizer. Color wheels, texture swaps, resizing, free build, snap. You can really get lost just in the build system. The open-world town is gorgeous with tons to explore. The stardew valley esque projects in the city center, the little tasks and contracts and side quests you can pick up. The socializing system is fantastic and feels so much more organic, and the storyteller system is a blast with tremendous customization. I am very excited to be able to build our own towns eventually. But also the mystery and story that is definitely being setup in the dark corners of Paralives default town. The mod support and free post-patch support? Also fantastic. The Neutral: It is a *different* art style then what folks maybe accustomed to, particularly for your little simulation beans. There are a lot of good bones to the rank, skill and job system where you can see what's being built and where they're going with it. But if you're coming from Sims 4 or something similar with a team of hundreds and a decade+ of new gameplay loops, temper your expectations - the core gameplay is there, if bare bones and a bit buggy. Theres' a LOT still to come. The Cons: If you are huge on the constant cartoon wacky hijinks of the Sims 4 era, it may not mama the mia for you. That is not to say it is mega-serious, it has a lovely whimsy to it and some very silly options. But it is a little less of the corporate "lol so random my fellow kids" that I personally found painfully unlikable. If supernatural gameplay and space aliens are a must-have for you, you will need to wait for mods. I do think folks need to pay close attention to the fact that this is a indie game from a small team, with two years of planned early access. There's going to be bugs, incomplete features, content still to come, ect. If that isn't your cup of tea (particularly Day 1 early access levels of hiccups) don't pick up the game yet. Stick on a wishlist, wait for 1.0.0, check it out then. Personally I am really enjoying the game even just at this early stages and I am beyond excited for the progress to come, so I am very pleased with my purchase and I am happy to recommend Paralives for anyone else looking for a really solid life simulation. -
Recommended Posted May 29, 2026 on Steam [b]Paralives[/b]' early access launch is kinda rough, but it's also inspiring. After fiddling with everything there is to fiddle with, I'm so impressed by what Alex Massé et al accomplished that I have to recommend it to fellow life sim and building fans. [h3]Gameplay + Details[/h3] Standard social simulation sandbox: lots of point-and-click, balancing needs and wants, and no set story. Paras develop personalities, "perks," and relationships over time, and can start families, age up, and die. [b]Controls. [/b]I've only played with keyboard/mouse. Friends have noted issues with trackpad and SteamDeck. [b]Settings/Options. [/b]Optional autosave, 24-hour clock, edge scrolling, etc. Folks with motion sickness or weaker graphic cards should reduce camera sensitivity off the bat, or tweak framerate caps and rendering distances. "Measurement units" is hilarious; do you measure things by metric, banana, or Texas? [h3]What Works For Me[/h3] ✅ [b]Build Mode.[/b] While initially unintuitive and frustrating, the build mode is clever and insanely flexible. Walls won't always match up. The eyedropper is unreliable. You have to experiment a bit before anything does what you want it to do, [i]but[/i] with some practice, anyone who loves building or decorating can go crazy here. ✅ [b]Character Customization.[/b] Like TS4, you can select default features and then slider-adjust everything from eyelids to feet and add tattoos, scars, moles, body hair, etc. Unlike TS4, you can also adjust height. Eye shapes, nose, shoulders, and other bits can be fiddly, but body shapes are not gender-locked and there's such potential for creativity. Hairstyles are limited but flattering, and most allow root/base/highlight swatches. Also, semi-functional "create from genetics", built-in "NB", and fertility options. ✅ [b]Clothing Customization.[/b] Paras can have multiple casual, formal, athletic, and sleep outfits. Items are layerable (e.g. if you pick a cardigan, you can customize the undershirt) and not gender-locked. Everything is recolorable! Accessories and nails can be toggled left, right, or both sides. There aren't many options, but I've enjoyed mixing and matching. ✅ [b]Quests.[/b] Not only is the world populated with collectibles you can submit to a museum or community center bundle, but there's also a request board where paras can take missions like "start a fire" or "check on elders" to earn extra pocket change and friendship points. It's an extra-cozy reason to mosey around, chat with folks, and interact with the world. ✅ [b]Perks.[/b] Paras' "Vibe," "Social Perk," "Talent," and jobs level up to unlock new "perks" with interesting effects. One of my paras gains skills while sleeping and has a workplace perk called "free money." Another makes everyone sad, then feeds on their sadness. It's such an interesting spin on a traits system. ✅ [b]Storytelling.[/b] When starting a save file, choose a chaotic or normal "Storyteller" to meddle in relationships via randomly drawn "together cards" and draw daily "cards" that impact gameplay. I've only played with Chaos Pirate so far and his impact is kinda meh, but I like the idea and nightly card draws. ✅ [b]Town Design.[/b] The town is so cute! It's a wonderful blend of Montreal and Quebec City, and I love exploring the nooks and crannies, unique buildings, and just… everything. It's all built with care, whimsy, and zero regard for your computer's processing power, and brought to life by little pop-up events that appear on certain days/times. There's nothing like scavenging for collectibles only to stumble into a bazaar or astronomy club meeting. ✅ [b]Workshop Support + Cheat Codes.[/b] There's a full suite of cheat codes, and already 650+ modpacks in the workshop. I haven't used any yet, but appreciate that the studio fully supports and encourages this. [h3]What Doesn't Work For Me[/h3] 🟥[b]Autonomy.[/b] Paras will drop everything to go to work, but require babysitting otherwise. Idle paras randomly do push-ups or play on their phones, which feels stale. 🟥 [b]Basic Issues.[/b] Many features, items, etc. are marked with an "Early Access!" disclaimer because they don't exist yet. This is great. [i]However[/i], there's some basic functions and QoL features that are not marked "EA" but feel like they should be baked in. For example: You can't store leftover food in the fridge. Every entry-level job seems to have the same base pay regardless of hours, and every restaurant meal is $20. There's no auto-fast-forward when paras are sleeping or working. Paras can talk across acres, but can't eat while watching TV. You can't lock doors. 🟥 [b]Bugs.[/b] It's an ambitious indie project; [i]of course[/i] there's bugs. I haven't encountered anything game-breaking, but have had my share of frustrations. Paras stand inside the fridge while snacking. Pathing is janky. Mirrors are cursed. If you visit a restaurant, dirty dishes accumulate there until your neat-freak para returns to clean them up. If you stop cooking mid-dish, it lives on your stove until the heat-death of the universe. There's a naked guy named Charlie. My roommate scoots around in a ghost-chair. It's all extra flavor. 🟥 [b]Character Models.[/b] I'm all for diverse body shapes and healthy positivity, but the line art is kinda off-putting. My self-insert turned out appropriately goblin-esque, but creating a supermodel was a [i]struggle[/i]. Why must muscles look so harsh and masculine? Why does cleavage have that extra skin line? Why the All Might-ish thigh definition? I'm not even gonna address how creepy toddlers look, or how clothing meshes make kids look prematurely well-endowed. 🟥 [b]Together Cards.[/b] These RNG-driven "cards" drive interactions, but quickly feel repetitive and limiting. I'd like more variety or control. [h3]Final Thoughts + Recommendation[/h3] In 2000, my childhood nemesis/cousin popped [i]The Sims[/i] into Mom's desktop and, for the first time in our lives, we stopped trying to kill each other. I went on to invest thousands of hours and hundreds of dollars in the franchise, only for my enthusiasm to fizzle out 23 years later when [i]For Rent[/i] corrupted a years-old save file. I've been searching for a new life sim ever since, but Maxis/EA has always cornered the market. [b]Paralives[/b] is not [i]The Sims[/i]. It doesn't have hundreds of experienced employees behind it, or shareholders, or monetized custom content. What it does have is the same DNA and enthusiasm that made the original [i]Sims[/i] so fantastic, plus a small studio that wants to make the best life sim possible… and reportedly earned enough from initial sales to continue running for years to come. It's not perfect. It's far from finished. Live mode is the weakest aspect. But what exists is impressive for the project scope and team size, especially after only seven years of development, and I am having [i]so much fun[/i] with it. I love what's here, and can't wait to see what comes next. I do [b]not[/b] recommend the current version if you're looking for a polished, simulation-heavy contender to or clone of [i]The Sims[/i]. But I do [b][u]highly recommend[/u][/b] it if you enjoy general life sims, building and decorating, and/or want to support a small studio with big yet achievable dreams. Even in Early Access, swarming with bugs and incomplete systems, this is beautiful and exactly the kind of passion project we life-sim lovers deserve. [quote][b]Follow [u][url=https://store.steampowered.com/curator/45365863/]Eekz Today[/url][/u] for more crafting, life sim, management, strategy, and story-rich recommendations.[/b][/quote] [quote][b]Check out [u][url=https://store.steampowered.com/curator/32732116-IndieGems/]IndieGems[/url][/u] for more detailed reviews and the best of indie gaming, or subscribe on [url=https://www.youtube.com/@IndieGems2]YouTube[/url]![/b][/quote] -
Recommended Posted May 25, 2026 on Steam After 5 house moves, then two kids, and 7 looooong years of waiting… Paralives was absolutely worth it. This game feels like it was made by people who genuinely love life sims. The amount of detail, personality, freedom, and charm packed into it is honestly incredible. From building cosy homes to the little everyday moments that somehow feel real, you can tell the devs poured their hearts into this!!! As someone who has waited since the early teasers, watched updates through different chapters of life, and somehow carried the hype through chaos, stress, moving boxes, children, and adulthood… sitting down and finally playing it feels weirdly emotional. Massive congratulations to the team behind Paralives, genuinely one of the most exciting and lovingly crafted life sims in years. You should all be unbelievably proud.












