Playable Client
First-person Unreal laboratory
A packaged Unreal validation client provides movement, visible interaction targets, a generated test yard, simulation feedback, save and load, and reset controls.
Deterministic Simulation Engine
A persistent world that remembers what happened, what caused it, and what changed as a result.
The Project
LifeSim is a standalone C++ simulation engine foundation for a persistent life-skills and survival game. It is designed around deterministic execution, conserved physical quantities, exact save and replay, long-term world change, and evidence-based consequences.
Terrain, weather, water, atmosphere, materials, tools, human condition, and practical activity are being developed as connected systems rather than isolated game mechanics.
The authoritative engine has no dependency on Unreal Engine, Unity, a renderer, an operating-system clock, or a third-party runtime. Unreal serves as a presentation client while the LifeSim engine remains the source of simulation truth.
Current version: 0.57.1
Deterministic
Persistent
Renderer-independent
Evidence before consequence
Finite materials and energy
Exact save and replay
Working Now
LifeSim is already playable as an engineering laboratory. The current client exists to validate simulation behavior, interaction, persistence, and presentation boundaries before the full survival scenario is built.
Playable Client
A packaged Unreal validation client provides movement, visible interaction targets, a generated test yard, simulation feedback, save and load, and reset controls.
Human Foundation
The human model currently includes posture, energy, hydration, nutrition, pain, mobility, hand use, carrying capacity, core temperature, sleep pressure, and body-region injury evidence.
Physical World
Terrain can be excavated, transferred into finite loose-material lots, placed into piles, compacted, gathered, and preserved through saves without inventing or destroying volume.
Environment
The engine includes finite weather forcing, atmospheric gases, soil horizons, infiltration, runoff, aquifers, groundwater, surface water, erosion, sediment, snow, freezing, and thawing.
Interaction
Players can inspect, carry, store, connect, pull, strike, dig, consume, clean wounds, cover wounds, stabilize injuries, and begin, pause, resume, or abandon persistent activities.
Determinism
Simulation state uses integer quantities and saved integration remainders. Large time advances are tested against equivalent smaller partitions to ensure exact reproducibility.
Current Development
Current work is focused on connecting physical evidence from the world to human function without inventing unsupported biological outcomes.
Latest completed milestone: Deterministic Activity Runtime Milestone 53
Record what physically happened first. Derive consequences only when the available evidence supports them.
Development Progress
Each major layer must remain playable, deterministic, saveable, and accessible through the renderer-neutral interface before later systems depend on it.
Completed Foundation
Planned Expansion
Long-Term World Change
LifeSim is designed to support persistent environmental history over years and decades. Later systems are intended to account for changes such as vegetation growth, tree age, fallen and broken branches, accumulated leaves and pine needles, decay, soil changes, erosion, altered drainage, and the consequences those changes create.
Small details are not treated as decorative when they can affect fire, moisture, soil, movement, habitat, visibility, construction, or survival.
If the world changes, something should have caused it.
Future Applications
LifeSim is being developed first as the foundation for a playable survival simulation, but its systems may support other applications as the project matures.
Game
A playable world centered on practical knowledge, survival, environmental change, physical consequences, and long-term persistence.
Engine
Individual systems or the larger engine may eventually be made available for licensing to developers and specialized partners.
Education
Practical procedures and environmental systems may support educational scenarios where actions, conditions, and consequences can be examined directly.
Research and Training
The engine architecture may support reproducible simulations, specialized training environments, and controlled scenario development.
Commercial Direction
LifeSim may eventually support consumer sales, paid testing, expansion content, engine licensing, subsystem licensing, educational use, research partnerships, or specialized simulation work.
No final commercial model has been selected. Development remains focused on building and validating the underlying simulation before deciding how public access, testing, sales, or licensing will work.
Future licensing and partnership inquiries may be considered as development progresses.
Current Boundary
The current build is intended to prove simulation systems, determinism, persistence, and integration. It is not yet the complete survival scenario, and many coefficients remain explicitly verification-only until calibrated real-world datasets are approved.
Already Real
The deterministic engine, playable laboratory, terrain systems, environmental foundation, human foundation, interactions, activities, and persistence are working now.
Not Claimed Yet
The project does not yet claim complete anatomy, calibrated medicine, complete ecosystems, construction, vehicles, a finished scenario, production graphics, or a final commercial release.
Documentation
LifeSim maintains an extensive technical record of implemented systems, migration history, current limitations, architecture decisions, validation commands, milestone records, and future work.
That record is intended to support recovery, testing, final integration, public transparency, and future licensing or collaboration.
Return to SoftwareImplementation history
Architecture decisions
Milestone records
Save-format migrations
Known limitations
Future roadmap