100 Lives
Playing now
—First samples arriving
—of peak
All-time peak
—Tracking since the first sample
Playing now
—First samples arriving
All-time peak
—Tracking since the first sample
| Published | Kind | Announcement | Build |
|---|---|---|---|
| Community | Devlog #7: Painting the World of Kingstown, One Detail at a Time In this devlog, we’re hearing from Canan A., whose work this week is focused on giving Kingstown its unique visual identity. From learning the art of hand-painted textures to implementing environmental storytelling elements, Canan’s contributions help ensure the world doesn’t just look good, it feels alive, layered, and full of surprises. She’s been helping guide the shift from placeholder bloc… | — | |
| Community | Devlog #6: Tools for Time, Transitions, and Toddler Versions of Yourself In this devlog, we’re checking in with Dala K., a developer on the 100 Lives team focused on building flexible, behind-the-scenes systems that make the world feel dynamic—and help the rest of the team bring their ideas to life. From implementing a full day/night cycle to creating smarter camera transitions and even experimenting with an NPC aging tool, Dala’s work is all about making Kingstown… | — | |
| Community | Devlog #5: Building the Systems You Don’t See (But Definitely Feel) This week, we’re highlighting some of the less visible, but absolutely essential, work that keeps 100 Lives running smoothly. We spoke with Maria M., one of our software engineers, who focuses on everything from back-end systems to player-facing improvements like resolution support and early multiplayer tools. While her work often happens behind the scenes, it’s key to making sure players have… | — | |
| Community | Devlog #4: Infinite Stories, One Spreadsheet at a Time This week, we’re handing the mic to Simon S., our quest designer and narrative systems specialist here on 100 Lives . Simon’s work sits at the intersection of story and structure, crafting the systems that make Kingstown feel full of possibility, while also writing the moments that surprise, delight, and occasionally derail your carefully planned life path. In this devlog, Simon shares how we’r… | — | |
| Community | Devlog #3: Designing a World That Feels Alive For this week’s devlog, we’re catching up with Carl, the Art Director for 100 Lives . Carl’s been with the project from the early days, helping shape the visual identity of Kingstown from the look of individual characters to the overall feel of the world. In this update, Carl shares a glimpse into how the team is building scenes that feel unique and immersive, the challenges of animating expres… | — | |
| Community | Devlog #2: Building the Backbone of 100 Lives Welcome back to the second installment of our devlog series! This time, we spoke with Jose, one of the developers working behind the scenes on 100 Lives. He’s responsible for the GameBook engine, the system that powers the branching stories, evolving choices, and unpredictable outcomes at the heart of the game. Jose’s work focuses on building the tools that support our narrative design, from lo… | — | |
| Community | Devlog #1: Breathing Life Into 100 Lives (Literally) Welcome to our very first devlog! We’re starting things off with a behind-the-scenes look at one of the coolest and most foundational features of 100 Lives : the character customization system. To walk us through it, we sat down with Kimberly, our resident Live2D magician and the person making sure your characters don’t just look good, but move like they mean it. From complex rigging setups to… | — | |
| Community | Hello future Kingstown residents! Hey there, future Kingstown Residents! Does the idea of jumping into a world where you could quite literally be anything or anyone you want sound awesome to you? How about a world where starting a new life means taking all the best (potentially magical or wacky) parts of your old one to add to what’s new? Okay, how about committing tax evasion in one life to ending up rock-battling Satan in ano… | — |
Announcements are the developer’s own posts to the game’s Steam news feed: updates and their patch notes, in-game events, releases and sales. The important ones are marked on the players chart.