
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.
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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
edit: the dev has already begun to address more control over the game in the first update. looking forward to see what comes from this game. at the moment it needs a lot of work, for sure. and i would definitely like to have more control over editing the map, addings NPCs, and other things during gameplay, right now you basically have no control once gameplay starts. but it is definitely funny. i created a prison with inmates, described them all as vicious and deadly or whatever, and one guard to keep them in line. within a few minutes one of them shoved a toothbrush in the food dispenser, breaking it. then they all gathered in the kitchen and argued about toothbrushes for so long that i forgot who actually even did it in the first place.
It's a bit early for a comprehensive review, but I am enjoying myself with this little simulator. Unlike the release and current state of AI Roguelite 2D, I haven't found many issues with the game. The biggest one that comes to mind is that sometimes the npcs get stuck inside a building probably because of a door way, and even if I "force" them to move somewhere else, I see the path and they have a walking animation, but they don't move, so hopefully you bring the Unstuck feature from 2D and let us reset NPC locations or something. I also would have liked that there were more than 5 initial npcs to feel more like a town, but I understand the limitations, so hopefully in the future we could see at least 10 initial npcs, though I have partially recompensed this issue by spawning npcs via the calamity button, which is my favorite feature in this sim. I also wish, and this is me nitpicking here, that initial npcs spawn in with some iitems in their inventory, like the npcs that spawn via the calamity button. This sim has extremely high potential, so keep working on it Max. 8/10
Pretty rough and uncut currently, but the concept alone is awesome There are some odd behaviour loops the NPCs get into Might be worth waiting a bit for more functions to come in and a bit of polish, but having a Farm run by chickens getting rained on with eggs was definitely a highlight
this is genuinely so stale that it's taken my review virginity, and I find it wild that it's a negative one, but there really is just nothing here. Go check out AI Roguelike/lite if you're interested in this sort of thing, but stay away from this. 2/10
Like the review before me, this is also my first review of a game ever. This game hasn't been touched since April, and the game just drags on. The AI doesn't really respond to the little input you do have, so it's just a text-based storyteller without much to say. Great potential, but it's still just an idea.
A flawed game with a starvation bug, the ai cant feed themselfs and dies because of it. The dev wrote to me that it will perhaps be fixed but with no date. So probably abandonded. Good idea but abandoned the same year it was released.
Interesting idea, but for now it is broken. I was able to host a number of different LLMs locally and got the game pointed at them and running for a few hours. NPCs will wander around and converse with each other. They often get caught in conversation loops and keep repeating the same dialogue. The NPCs also never prioritize feeding themselves, and will always eventually starve to death. Sometimes the LLM will make objects for example like "Fridge full of food" but it will be empty. again interesting idea, but there are a number of bugs that break it.
not updated, abandoned project. Not worth your money
While I like the idea of the game as a whole, I struggle to find real enjoyment with it because of how barebones it is at the moment. There just isn't much to do at the moment, and often the NPCs will get stuck in a loop of repeating actions and will, more times than not, just starve themselves to death. Not only that, the last major update was March 20, 2025, with the last official update being April 26, 2025, so this isn't already boding well for a game in Early Access. There has been no comments, updates, talks, or virtually anything regarding this game, from the Reddit, the Website (which no longer exists), X (which hasn't posted anything) and the dev has already made two other games after this one, so I'm going with the notion that this game might be abandoned. The novelty of building your own story, and watching your carefully crafted NPCs, towns, and items "evolve" will rapidly wear out and then you'll just be sitting there doing nothing. Like I said, I really like the concept of the game, but as of this comment, I do not recommend it, even if it goes on sale at some point.
The needs system is what is holding this game back. Hunger and mood depletes so quickly, and the AI struggles to keep itself alive. If that were to be fixed, this would be an awesome experience. Maybe just an option to turn needs off completely.
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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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