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# LIFE
### Time Only Moves Forward.
## Introduction
What if you could live another life—not by controlling a character from above, but by actually existing inside a world where time, distance, money, health, relationships, and death all matter?
**LIFE is a persistent online world built around one simple rule: time only moves forward.**
You are born into a family. You grow up, eat, sleep, study, work, earn money, meet people, travel, fall in love, build relationships, move to another city or country, grow older, and eventually die.
There are no save points that allow you to undo your life. There is no teleportation. Traveling from London to New York requires real in-game time, transportation, money, and preparation. Waiting for the “right moment” also costs time.
Players can choose where and when their life begins. You might be born in London in 1950, Tokyo in 1990, or Seoul in the present day. Each era has different technology, transportation, communication, economies, and opportunities.
The world is shared with other players and simulated people who are living their own lives. People move, form families, create businesses, have children, age, and die. Over time, their individual decisions create migration patterns, economies, generations, and history.
Death is permanent. You cannot purchase your old life back.
You may remain for a time as a ghost, connected to the living through family, memory, and remembrance. Eventually, you can let go and be born again—not as the same character, but as an entirely different person in another family, place, or era.
LIFE has no final score and no single definition of success.
You may become wealthy. You may travel the world. You may never leave your hometown. You may spend years planning something you never do.
The game does not decide whether your life was successful.
It simply remembers how you lived it.
**One world. One life at a time.
And the world goes on.**
- Company size
- Micro (1–5)
- Annual sales
- Under USD 100K
- Target country
- Japan, United Arab Emirates, United Kingdom, United States
- Target customer size
- Micro (1–10)
- Target customer sector
- Communication Services
LIFE is a persistent online life simulation where players experience another human life inside a living world.
Players choose an era, country, and languages they can actually speak, then are born into a family they do not fully control. From that moment, time only moves forward. There are no save points, reloads, or teleportation.
Players must live: eat, sleep, study, work, earn and spend money, build relationships, travel, migrate, raise families, age, and eventually die. Distance takes time. Money creates opportunities, but cannot recover time already spent. Even choosing to wait or do nothing has consequences because the world continues moving.
Other players and simulated NPCs live under the same rules. They are born, work, move between cities, form families, create businesses, grow old, and die. Their individual decisions collectively create population, economic, and migration patterns across the world.
Players can also enter historical worlds. Someone born in 1950 experiences the technologies, transportation, communication, economy, and social conditions of that era as the world moves forward through subsequent decades.
Death is permanent. The same character can never return. After death, a player may temporarily remain as a ghost, connected to the living through memory, family, and remembrance. Eventually, they may let go and begin again—not through resurrection, but as an entirely new person.
There is no final score and no definition of a successful life.
LIFE asks only one question:
How will you spend your time?
This company has not published Case Study PDFs yet.
# LIFE — Mid-Term Plan
LIFE’s mid-term strategy is to grow from a focused life-simulation prototype into a persistent global world shaped by the lives of players and simulated citizens.
**Phase 1 — Prove the Life Loop**
The first objective is to build a playable prototype centered on one city, initially London. The product will focus on the essential systems: birth, time, food, sleep, health, housing, money, employment, relationships, physical travel, aging, and permanent death. The key metric will not simply be playtime, but whether players who complete one life choose to begin another.
**Phase 2 — Build the Living World**
Once the core experience is validated, LIFE will introduce persistent multiplayer and large-scale NPC simulation. Players and NPCs will form relationships, families, businesses, and communities. Births, deaths, employment, and migration will collectively create an evolving population rather than a scripted world.
**Phase 3 — Global Expansion**
The world will expand from London to major cities such as New York, Tokyo, Seoul, Paris, Singapore, and Sydney. Each city will have distinct housing costs, employment markets, transportation, languages, and migration requirements. Physical travel between cities will remain part of the experience rather than becoming instant teleportation.
**Phase 4 — LIFE Through Time**
Historical worlds will allow players to begin lives in different eras. Technology, communication, transportation, economies, and social conditions will change according to the period. A character born in 1950 may live long enough to experience decades of technological and social change.
**Phase 5 — Persistent Human History**
The long-term objective is for LIFE to develop its own history. Players may die, but their children, companies, homes, possessions, graves, relationships, and influence can remain. Future players may encounter the consequences of lives lived years earlier.
Commercially, LIFE will begin with an accessible entry price while measuring infrastructure cost per active user. As the persistent world expands, sustainable revenue may include world access, memberships, and expansion content. Monetization must never undermine the central rule: death cannot be reversed by payment.
The ultimate goal is not to build a game players simply finish, but a world they repeatedly return to in order to experience another life.
**People come and go. The world continues.**
This company has not issued any RFPs yet.
