Living World Online is a living simulator: one shared, persistent world where you start at eighteen with a few hundred dollars and a student loan, and build an entire virtual life — a trade, a career, a home, a business, a fortune, a family — while the clock keeps running whether you are there or not.
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A living simulator
15 days
of real time is one year of your character's life
18 → 80
a whole life, lived in about two and a half real years
24 / 7
training runs, rent falls due, tenants pay and markets move while you sleep
1 world
one economy, one calendar, one map shared with everyone playing
Nobody levels up here. Your character learns things, takes jobs, buys buildings, drives a van across the country, gets old, writes a will — and everything they do leaves a mark in a world that carries on when you close the app. What happens next is the only part that is up to you.
What you can become
Pick what you want to be good at and study it — for hours, for weeks, while the app is shut. You either know how to do the thing or you do not, and every job in the country asks for skills it can name.
Sixty-odd industries with five rungs each, from the trades to finance to medicine. Turn up, do the work, be worth asking back. Some people make director. Some people stay on nights.
A stock market that moves whether you are watching or not. Buildings that pay rent while you sleep, shops that sell your stock while you are elsewhere, tenants who leave, roofs that need doing, and a tax bill that always finds you.
Buy where it is made, sell where it is not. A car holds a little, a van holds more, a truck empties a warehouse in one trip — and the spread on a load across two cities is a trading game all of its own.
Five airfields, scheduled flights you can buy a seat on, and three airplanes of your own to earn a license for — one of which will carry five of your friends across the country in under ten minutes.
There is another way to make money in this city. Nobody advertises it. If it opens up, it opens up because of what you have been doing — and it comes with a record that follows you into every interview afterwards.
Half the game needs somebody else in the room. Bars, cafés, gyms and parks are where players actually meet: to trade, to hire, to fly together, to start a crew — or to be robbed by one.
A pension from your twenties, a will, a trust. When a life ends, an heir picks it up: the family home, everyone you knew, half of what you learned, and a weekly allowance from whatever you set aside.
Somewhere real
A single map with highways, a railway and small towns strung along the roads between the cities — with New Avalon in the middle and everything else around it. Where you live decides what you pay and who you meet. Every journey is a real route on real roads, and you choose which one.
Cheapest · trades and healthcare
Strip malls, garages and school districts. Cheap to live in, steady trade work, nothing glamorous.
Modest · trades and logistics
Quarry town turned freight town. The work is hard, the rent is honest, and nobody asks what is on the truck.
Pricier · logistics and maritime
Container cranes and salt air. Logistics and maritime work, plus whatever comes off the boats unrecorded.
The hub · finance and tech
Glass towers and short tempers. Finance and tech pay the most here, and everything costs more.
Dearest · business and science
Old money on a hill, and the people who bill it. Nothing here is cheap and nothing here is quick, but everything here is worth more.
A whole life
18
A few hundred dollars, a student loan, a room in the cheapest city, and the first rung of something.
Twenties
A skill sheet that pays every shift for life. A van. A pension you cannot touch for decades, which is exactly why it grows.
Forties
Property that pays weekly, a shop that sells itself, a seat on the board — or a reputation the police keep a file on.
50+
Draw the pension. Write the will. Put money in trust. When the life ends, your heir starts further along than you ever did.
Closed alpha · open for applications
The world is running now, with a small number of players in it, and we are letting people in by hand. If you want to be one of the first to build a life here — and to tell us what is broken about it — ask.
Bought once. That is all.
Free to start. One payment when you are sure, and never again — no subscription, no loot boxes, nothing on this side of the paywall you could not also have earned.
Coming to
Your character lives in the world, not on the device. Put your phone down and pick it up on a desktop with everything exactly as it was.
Android and Windows are in the alpha now. iOS and Steam follow.
From the guide
To build a life. Start with nothing, get a job, learn a trade, buy a van, then a shop, then a house on a lot you own. Know people. Leave something to whoever comes after you. None of it is a level to clear — it is a world to live in, with everyone else who is playing, and it runs while you are away. If you want something to aim at: the seats, and the boards. A President for the world and a Mayor for every city, elected by the players, each handed one hard decision a term that everyone lives under — a rent freeze that guts every landlord, free transit that doubles fuel, an amnesty that puts twice the police on the streets. A rich list with a title on top of it. Cities that compete for a season, and live cheaper for winning. Ground a crew holds by walking it, drawn on a map everyone looks at, with everyone on it paying. And a wanted board with a price on every face — a description until somebody puts a name to it, and a bounty hunter to bring it in.
A game year is fifteen real days. You start at eighteen and a character lives to eighty, so a whole life is about two and a half years of real time. When it ends, whoever comes next inherits the house you lived in, everyone you knew, half of every skill you had, and whatever you put in trust — paid to them weekly rather than handed over.
Yes. Training runs, rent falls due, shops sell stock, property earns, deliveries arrive and interest accrues. There is a cap on how much one absence can bank — long enough that a night is fine and short enough that logging in is worth doing.
One world, shared by everyone playing. One market, one economy, one calendar. Bars, cafés, gyms and parks list who else is there; you trade with people, hire them, fly them across the country, form crews with them — and occasionally get robbed by them.
It is most of what the rent buys. Each rung of the ladder is offered its own addresses, and the dearer the rent the more there is within walking distance of your front door — the screen tells you how many minutes it is to the market, the bank and the works before you choose. A cheap room is a long way from everything, and that is why it is cheap. Moving is a move, too: the van drives at a van's speed and you are in it.
Buy a lot, mark it out, and feed bricks, timber and glass into it until it stands up. Then move in and stop paying rent — nobody charges you for a roof you paid for. You can keep building on it, a room at a time, for materials and a fee. What you can put up depends on the ground: the planners will not have a townhouse on farmland, so a place out in the country stays a cottage however much you spend.
Yes. Some of what a person can do in a city is not advertised, is not on any syllabus, and will not appear in a list until your character has some reason to know it exists. You will find it by being somewhere you have no particular business being, or by knowing somebody who is. That is all anybody is going to tell you.