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.
At a glance
Quick navigation to the key sections on this page.
Role
I’m designing the core game loops and economy systems, focusing on making the simulation explainable, balanced, and expandable over long playthroughs.
Stack: Game design ยท simulation systems (implementation details evolving)
Scope of work
This project is about building the underlying simulation first (not just UI): how resources and money move, what happens when one variable changes, and how systems interact so the world feels coherent.
- Economic loops: income, spending, production/consumption, and simplified supply/demand equivalents.
- State consistency: data structures that support long runs without broken or contradictory state.
- Player clarity: pacing and feedback so cause-and-effect is visible and learnable.
How it works
- Entities: actors (people/households), businesses, and resources with rules for creation and consumption.
- Flows: money and goods move through jobs, purchases, production, and upkeep.
- Constraints: budgets, scarcity, and time-based updates create trade-offs.
- Feedback: the game exposes key signals so players understand why outcomes happen.
Figures
In-game UI (Flutter) across life, kin, town, and work flows, then a single diagram for how economy entities connect.
Results
- Systems-first foundation: a clear direction for building the economy and simulation before content.
- Coherent loops: a framework for resource/money flows that can be extended over time.
- Iteration-ready: designed to test balance changes quickly and observe second-order effects.
Future features
- More depth: additional industries, jobs, and resource chains.
- Policy/events: shocks (taxes, weather, migration, demand spikes) to test resilience.
- Better tooling: debug views/graphs for economy health and player decision impact.
- Story from play: a narrative recap or yearly story summary that turns player choices and outcomes into readable beats alongside the raw chronicle.
- Improved UI design: tighter visual hierarchy, polish, and consistency across Life, Kin, Town, and Duty.