Notice:
This game is very early in the development. It will change considerably with time.
The game will be released in chapters.
If builds are provided they are just for testing, feedback, and support purposes.
Currently only the chapter 01 is available.
The rest of this page is about planned features and should not be taken as the current state of the game.
LifeDev is an exploration game with elements from Point/Click adventures.
Where you journey through the experiences of a person with CPTSD.
You will be able to experience and reflect upon this complicated reality.
You'll be finding clues, untangling the complexities, and recreating a new life on each step.
Finding, developing, and training new skills that will help you create a small door of hope.
Devlog 26
# ------ Announcements
\n## Sprint
\n4rd sprint, of the 3rd cycle. Chapter 03/Pass 02.\nLess challenging than previous sprint, still quite difficult.\n\nPlay-tests are always welcome open. If you want to help me with your feedback, please contact me :)\n\n**Explanation and showcase**\n\n\n# ------ Game
\n## General
\n\nThis build contains HUGE amounts of refactoring.\n\nNEW\n\nImprove:\n* General cleanups, optimizations, small fixes, and documentation everywhere.\n* * Added `AdaptiveAddToWorld`. Also \"Skip generate overlaps\" on stream. Reduces hitches on load.\n* * Shadows on floors.\n* Moved a ton of things from hard ref to soft references.\n\nKnown issues:\n* Screen might flash when loading the next chapter. It\'s a UE thing.\n\n## Settings
\nNEW:\n* Added option to set the default RHI. Experimental. Requires a restart. If it breaks, delete your config files (but not your savefiles).\n\nImprove:\n* Moved a ton of code to cpp.\n\n## Art
\nNEW:\n* Added outro animation!\n* Started using style assets for ui elements. Most noticeable on the settings.\n* * Unified and improved the style of some elements.\n\nImprove:\n* Moved everything possible to \"Packed Actors Level Instances\". Improves performance a bit. (A ton of work involved).\n* Improved \"ppl\" materials.\n* Optimized some material\'s permutation count.\n* Still working on the hall01.\n\n## Chapters
\nAll:\n* Implemented more card effects. (I think \"what works\" doesn\'t have anything to work with, but the logic is there).\n* * Redesigned and reorganized their effects a bit.\n* Improved the hints all around. Added more hints, and tweaked how and when they get enabled.\n* Improved doors quite a bit. Optimized windows too.\n\nCH00:\nCH01:\nCH02:\nCH03:\nCH04:\n\n# ------- Subsystems and plugins
\n## All
\n> Public repos for the plugins are updated on a later date, according to (my) availability.\n\n## Flashbacks
\nNew:\n* New clouds effect.\n* FX on the effects.\n\n## Dialogs
\nhttps://codeberg.org/jerobarraco/Diags\n\nLifeDev:\n\nPlugin:\n\n## Interactions (and animations)
\nhttps://codeberg.org/jerobarraco/Interact\n\nLifeDev:\n* A lot of rework with `SetHiddenInGame` and `Fade`.\n* * It works well during construction. It helps a lot with Puzzles too. And allowed to move `ActorsShow/Hide` to the Story Plugin.\n\nPuzzle:\n* Rework how hints work, using the new `SetUseHint` virtual.\n* Improved properties initialization. Now more reliable.\n\nPlugin:\n* A ton of work relative to `SetHiddenInGame`.\n* * Some rework to use `SetAutoActivate` on constructors.\n* Removed the spot. Moved functionality to regular `Interacts`. This required extra work in the game itself.\n* Rework item use.\n* `UseHint` is now a function `SetUseHint`, and virtual.\n* Improved collisions and auto-activate.\n* Refactor `CInteractor` so that the collision profile is local to the component (as opposed to the same for all interactors).\n* * Allows for having multiple `CInteractors` doing different work.\n* Added `CAnimatorSFX`. Animates submixes effects.\n* Added field for comments on interactions.\n\n## Inventory / Flags / Teach
\nhttps://codeberg.org/jerobarraco/Inventory\n\nLifeDev:\n* Animations on the inventory!\n* * Took a ton of work, since i had to rework the whole implementation.\n\nTeach (NUX):\n* Rework the style a bit.\n\nPlugin:\n\n## JSignificance
\nhttps://codeberg.org/jerobarraco/JSig\n\n## JUtils
\nhttps://codeberg.org/jerobarraco/JUtils\n\nNew:\n* Added a couple of helpers to use style assets on ui elements.\n* Added experimental ability to get/set the preferred RHI.\n* Added ability to get hardware info.\n* Added ability to get number of remaining precompiles. (For PSOs)\n* Added `AddOutlinerSection`.\n* * Added sections for `Story`, `Interact`, and maybe others.\n* Added `IsInConstructor` and `NeedsInit`.\n\nImproves:\n* Added `ShouldCreate` to `LoadScr`.\n* Reworked how some UI elements expose some initial properties.\n\n## Sounds
\nhttps://codeberg.org/jerobarraco/Sounds\n\nLifeDev:\n* Reworked the menu fx on music.\n* Added phone ring, hanger squeaks.\n\nPlugin:\n\n## Story
\nhttps://codeberg.org/jerobarraco/Story\n\nLifeDev:\n* Reworked the code for managing the end of the game.\n* * Updated StepEnd to unload all data layers.\n* Moved to the StoryManager, the code to manage chapters loading, starting, next, etc.\n* Removed `RewardIntersTriggerClass`, `RewardIntesActiveClass`.\n* Created a new class for the books. Starting porting some objects to it. WIP.\n* Ported a ton of dialogs to \"auto dialogs\". So that i can remove some declarative dialogs (old system).\n* * Was a considerable amount of work.\n* * Removed `LockedDlg`, `TriggerDlg`, `DlgId` from step.\n* Added \"auto flags\" for step\'s start/stop.\n* Removed `InterFadeIn/Out` in favor for new `ActorsShow/Hide`.\n\nPlugin:\n* Added field for comments on steps.\n* Removed unused `TeleportCharAfter`. Reworked `TeleportChar`.\n* Removed unnecessary `FinishPostWait`.\n* Added/improved blocking load of assets, during step change, when it\'s set to block on load.\n* * Including pso generation.\n* * Added garbage collection during step fade.\n* Rework showing and hiding actors.\n* * Moved `ActorsShow/Hide` to the base plugin. Now they work better.\n* * New `SetHiddenInGame` refactor ensures that interacts fade in/out. And that puzzles also work well.\n* * Removed hiding actors on `Begin Play`.\n* `Story` now depends on `JUtils`. It was something i was delaying, but it actually cleans the code.\n\n# ------ Links
\n\nPlay on Steam https://store.steampowered.com/app/2450230/LifeDev/\n\nForums https://forums.unrealengine.com/t/solodev-lifedev-my-game-about-overcoming-cptsd/1172122\n\nTwitter: https://twitter.com/jerobarraco\n\nMastodon: https://mastodon.gamedev.place/@jerobarraco\n\nSupport on patreon (\"one time\" also available) https://www.patreon.com/c/jerobarraco\n\nSupport on liberapay https://liberapay.com/nande\n\nSupport on Ko-fi https://ko-fi.com/jerobarraco\n\n[ 2025-09-07 23:38:04 CET ] [Original Post]
Minimum Setup
- OS: Ubuntu 22 /Debian
- Processor: 4 Core. 2.5 GhzMemory: 32 GB RAM
- Memory: 32 GB RAM
- Graphics: Vulkan: AMD or NVIDIA 8Gb VRam
- Storage: 1 GB available space
Recommended Setup
- OS: Ubuntu 22 /Debian
- Processor: Quad-core Intel or AMD. 2.5 GHz or fasterMemory: 32 GB RAM
- Graphics: Vulkan: AMD (21.11.3+) or NVIDIA (496.76+) 8Gb VRamSound Card: yesVR Support: noAdditional Notes: might get away with less ram or disk. might work on other distros or older versions of ubuntu if you make it work.
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