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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.

Game design Economy systems Simulation WIP

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.

Kin game screen: character profile, stats, year, and chronicles event log
Life view: character, resources, current year, and chronicles (events, health, family).
Kin game screen: town map with locations and bottom navigation
Town map: illustrated locations (market, chapel, tavern, etc.) and core navigation (Life, Kin, Town, Realm).
Kin Kin tab: family tree style list with parents, spouse, children, and siblings
Kin: Holdings / Kin / Dynasty tabs and household list (parents, spouse, heirs, siblings) with relationship bars.
Kin town location: tavern pop-up The Drunken Goat with people present on the map
Town location UI: venue panel (The Drunken Goat) with People tab and NPCs present over the illustrated map.
Kin Duty tab: job tiers from entry labor to guild leadership with requirements
Duty: Town / Duty / Estate tabs and tiered work list (pay, class, skill gates) tied to the simulation economy.
Diagram: Work and Duty, Households, Town and Market, and Time and chronicle with labeled flows
Economy layer: work/duty (wages), households (Kin and budgets), town/market (venues and spend), and the yearly chronicle tying outcomes together.

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.