In progress
Kin (Life Simulation Game)
A life simulation built around a coherent economy: resources, prices, jobs and flows, and systems that react to player choices over long playthroughs.
Development
How the project changed
Roadmap
Kin Dynasty development path
- Concept Original life sim idea
- Town map World becomes physical
- Core loop Simplifying the game
- Content pass Events, roles, polish
- Launch prep Final polish and testing
Build notes
The first version tried to cover too much
I started with a broad medieval world and too many possible actions. The scope made each system thinner and left the main loop hard to read.
The town became the anchor
I replaced a list of actions with a town map. Locations gave work, trade and social encounters a place in the world.
I cut systems that blurred the loop
I kept the mechanics that gave players readable choices and removed features that added rules without changing play.
Prepare the first public build
I am testing the early years, tightening feedback and fixing the points where players lose track of cause and effect.
Current build
A life told through connected systems
I design the game, its economy and the core loops. Characters earn wages, support households, move through jobs and spend time in a town where each location connects to the same underlying state.
The chronicle records births, work, health and family changes over time. I use it as player feedback and as a check that the simulation has carried each decision into the next year.
Current focus
Make the first years clear and worth replaying
The core screens and economy now support a playable life across work, family and the town. I am using the launch pass to improve feedback, test balance and remove rules that do not create a visible consequence.
Later builds can add jobs and events on top of that foundation. The first release needs a smaller set of systems that players can read without a guide.