
An AI-directed town where anything can happen. Let your NPCs thrive, or turn them against each other. Each character has their own goals and desires and responds to events in real time.
Modeled estimate, not a reported figure. How we estimate →
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About
Life of an NPC is a top-down AI-directed town simulator. Each NPC formulates their own goals and decides how to respond to other NPCs or in-game events. They can also use items on each other or interact with objects within the world.
Towns are procedurally generated via your prompt. Manipulate a character's goals or add new objects into the world to see how they react and develop over time.
This game is currently in Early Access. Please see the "Early Access" section for details.
Notice: The future of this game is uncertain and continued updates are not guaranteed, though I will do my best to ensure it isn’t broken. Among AI Roguelite, AI Roguelite 2D, and Life of an NPC, I will always prioritize whichever game seems to have the most potential to become great. For example, if tomorrow I get some random burst of inspiration which I feel would take Life of an NPC to the next level, I would redirect all my efforts in that direction. Currently, I am focusing on AI Roguelite (original). That may change in a few months, or it may not. This message was last updated July 2025.
Genres
Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English
Engagement
Hours played at review time, across 21 reviews with recorded playtime.
Reviews
Very interesting to watch! A few suggestions for the dev: [list] [*]Location names should be able to be edited. [*]Outside should count as an area where NPCs can go, maybe even with specific coordinates. [*]At the moment, conversations with 3 or more NPCs are a little weird. I would add a specific conversation type for conversations with more than 3 NPCs. (one where NPCs can join and leave the conversation based on their distance, and take specific turns speaking, perhaps?) [*][strike]Option for more NPC's[/strike] - Added March 11 2025 [*]At the moment, if one NPC wants to talk to another NPC, they'll immediately path straight to them no matter where they are. I would suggest that NPC's store a 'last seen' location for all other NPC's. If they want to talk to that NPC they will go there instead. If they are not there (or if they have not seen that NPC yet), they can 'search' for them, using hints such as their description to head to likely locations where they could be. Once they have found them, then they are able to enter a conversation. [*]The player should be able to move objects and maybe NPCs [*]Customisable/different backgrounds. The grass texture doesn't fit for something like a space station. Also the buildings having floor and wall textures is also a good idea. [*]More customisation in general, changing NPC clothes etc. [/list] I will add to this from time to time if I get any new ideas.
Very interesting and in-depth concept of a AI colony simulator, but i really do hope the developer adds a local plug and play option for the AI models. If you aren't a master of downloading AI models yourself and configuring scripts of said models, (yes, i tried multiple times and didn't get too far.) you'll be out of your depth, or stuck with the free online models. I can see massive potential if that can be addressed.
Pretty entertaining. Needs a lot of work though (as expected).
I'll be honest, I was afraid that this game wouldn't be what I hoped before I bought it. Unfortunately, I was right. Don't get me wrong, it's a technical achievement - and a fascinating one at that - But man, there is so little to the game right now. I love simulators where you sit back and do very little interfering, but this game has so little going on visually that it's just not viable to sit back and observe; Though the logs do help you understand what's going on, it's more of a "Joe examined the flower" and less of "Joe looked at the flowers because he was chasing a bee". Again, the game is in early access so of course it's not perfect, but it's one of those games that sounds amazing but is just... Not there yet. Maybe one day, but I recommend waiting just a little before you buy.
an incredibly emergent experience using the foundation of the AI Dungeon/AI roguelike setup. This game deserves to be continued! The depth of interaction this product showcases using LLM technology is incredibly vast however limiting it may seem to those not willing to view it past the shallow visuals in current state.
Pretty funny game. I created an asylum where the doctor conducted experiments, and the patients were constantly drawing symbols and suffering from five mental debuffs at the same time. But even while playing on the Sapphire version, the AI still critically broke down: A nurse who wanted to escape started starving but couldn't find food, even though the kitchen had a water dispenser, a sack of potatoes, and canned beans as standing objects. She kept running back and forth, unable to spawn food, and eventually died of hunger. When she died, I triggered the "Rebellion" crisis, which generated three more bots. After that, my computer's memory gave out, causing the game to crash along with Opera and the music I was playing. It was kind of interesting, but all this running around for food turned the asylum into a real madhouse. I wish there was an option to create items, rearrange furniture, and have more control over what’s happening. Oh, and keeping track of everything was really difficult since there’s no proper context for the current situation. You have to read mission updates, snippets of conversations, and the rapidly scrolling chat logs.
In it's current state, no. The Free AIs are slow and the game is as well. It'll maybe be a fun time after local AI are supported and the game implements more ways for the NPCs to interact with the world. It's currently just released into Early Access, but this Dev doesn't have a Flawless track record when it comes to supporting their games for a long time. Wait a year to purchase. Regarding the Dev Response: If the option was supposed to be there, it didn't display for me. It might've been an issue resolved by simply restarting the game, but I only saw the free hosted text gen. Image gen presumably lacks local options due to the automatic background removal that works about 40% of the time.
haven't laughed this hard in a long time, this game rocks. its also exceptionally emergent, truly able to watch a society simulate itself
pretty unpolished in its current state but i hope it can with time get updated (this has REALLY good potential so i hope it isn't abandoned like ai rougelite 2d)
The game has some kind of promise, but it's incredibly bare at the moment. Also with the recent news post (July 2025) the dev has basically stated they aren't updating it anymore because they're focusing on their previous projects. So, you know, no. Fun for a bit but it really just doesn't have enough polish or depth.
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Trends
Concurrent players on Steam, sampled daily since tracking started.
Momentum
Pace estimated from the game's recent review growth (our daily snapshots) at its own sales-per-review ratio — a momentum signal, not booked sales.
Audience
Estimated from the language of this game's reviews — a proxy for where players are, not official Steam demographics.
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