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The village

NPC.LIFE is a tiny village that keeps living in your browser — you create one NPC and look out for them.

One world is live today: a farm village of fields, a market, a bakery, an inn, a river with a dock, a forest, and a small road of houses. Everything below is a real system running in the sim right now, not a mockup of a future feature.

Who lives there

Your NPC arrives into a village with its own settled people — not backstory written for the occasion, just neighbors with their own schedules and moods:

Every villager has their own daily schedule, a temperament (warm, grumpy, chatty, quiet, knowing, playful), and their own opinion about whether to do what you suggest. Names, looks, and personalities are different for every player — nobody else's village is cast the same way.

The systems, for real

Real-time day and night
The village runs on your real clock. Villagers wake, work, eat, wander, and sleep on a schedule tied to the actual time of day, and the light on the map changes with it.
Weather, felt
When it rains, villagers actually react — seeking shelter, grumbling about it, and talking about the mud once it clears. Sustained rain can raise the river; the fisherman warns about it first, and a walk that would cross the water waits it out instead of wading through.
Seasons, turning on their own
The village cycles through four real seasons, about a week of real time each, a month for the full loop. Winter brings snow caps on the trees and rooftops, drifting snowfall, and a bonfire villagers gather around after dark. Autumn turns the canopy rust and sends leaves drifting on the wind. Spring brings fresh green back and drifting blossom petals. A season doesn't just flip at midnight — it eases in gradually over its first day, so landing mid-winter means watching the snow actually settle in rather than finding it already there.
Problems you can point out
Tap certain spots in the village — a leaning fence rail, a rutted road, a torn laundry line, a sagging awning, and more — and point out that something's wrong. The village notices in its own time (or someone stumbles onto it directly), and whoever's the natural owner handles it, filtered through their own personality. A grumpy villager grumbles about it for a day before giving in. Two neighbors who are both near a discovered problem sometimes have a short back-and-forth about whose job it is. A rushed job occasionally doesn't hold and comes back once.
Village growth
The village itself changes over real calendar days: a sapling gets planted and slowly grows into a tree, animals are occasionally born, and a peddler passes through some days and not others — never randomly per visit, always consistent for your village and the date.
Projects
You can start a village project — a chicken coop, a hut by the field, a proper fence, a stone bread oven, a covered well, a flower garden, a repaired dock, lanterns along the path — and the village builds it in visible stages over real days, ending in a permanent change to the map.
Away reports
Close the tab and the village keeps advancing from real timestamps — crops, projects, problems, and the day itself. When you come back, the map is visibly different and your NPC tells you, in their own words, what happened while you were gone.

What it isn't

There's no grinding, no levels, no stat bar to feed. You watch, you nudge occasionally, and the village does the rest. It's calm and all-ages by design — no violence, nothing explicit, no chat with strangers.

See it running

More: what NPC.LIFE is · FAQ · privacy · the full NPC Life tour (travelers, the porch cat, settlers, world events).