Live an entire life. The dice decide. You live with the consequences.
| Title | LifePaths |
|---|---|
| Developer | Antoine Cottenier |
| Publisher | Independent / self-published |
| Country | France |
| Genre | Narrative, choice-driven life simulation |
| Platform | Web browser (desktop, tablet, mobile) |
| Languages | French, English |
| Availability | Available since August 17, 2026 |
| Business model | First life free up to age 45, then credit packs |
| Website | lifepaths.io |
| Contact | contact@lifepaths.io |
The first life is free up to age 45. After that, three credit packs:
| Pack | Credits | Price (tax incl.) | Estimate (Prestige engine) |
|---|---|---|---|
| Discovery Existence | 500 | €4.99 | ~50 narrative decisions |
| Premium Life | 2,000 | €14.99 | ~200 narrative decisions |
| Dynastic Existence | 3,000 | €24.99 | ~300 narrative decisions |
Prestige (10 credits/decision) is the most credit-expensive engine: with the Classic engine (2 credits/decision), these figures are roughly 5 times higher.
LifePaths is a narrative life simulator: you're born, and you decide everything: career, money, relationships, health. Every action goes through two checks before it counts: first its plausibility, judged by AI, then a roll of a hundred-sided die, resolved by the game's own engine. It all plays out in a 2076 dystopia, where an algorithmic score (the Civic Index) decides what you're allowed to do.
Every playthrough opens with an AI-generated childhood — three to five formative events that shape the character's traits, skills and first job, with no character-creation menu involved. From there, one to four decisions a year: a situation is presented, the player picks a suggestion or writes a free action, the AI judges its plausibility, and the engine resolves it with a dice roll. The player ages, works, borrows, falls ill, until death... which is permanent. What's left is a life summary, a shareable card, and a lineage to carry on or a new life to start.
One rule explains why LifePaths isn't a chatbot with a UI on top: the AI classifies, the engine decides.
The interface that frames the game: a retro-futuristic operating system that "sells simulated existences." A satirical costume.
2076 and beyond: broken climate, automated labour, megacorporations. The stakes stay human: money, health, dignity.
An algorithmic score from 0 to 1000 that decides what's allowed: housing, healthcare, credit. Three castes (Off-Grid, Flux, Certified), partly inherited from one's parents and shaped by the player's own actions.
In the game's fiction, the euro was unofficially abandoned in 2059: lives are counted in Kairos.
Artwork: Alex "Primis" Beddelem.
Editorial reproduction is authorized for articles, reviews, interviews and videos about LifePaths. Usage terms and credits.
Wallpapers: the default theme, plus the 5 unlocked by the game's achievements.
The in-game news portal INFO.exe (the OMNI·INFO feed, its fictional ad banners and article visuals) uses AI-generated images. That's a deliberate diegetic choice: this synthetic content stands in for the advertising and information flow of a 2076 world saturated with artificial corporate content, and its synthetic nature is part of what it's saying.
LifePaths is developed solo by Antoine Cottenier. The logo and five unlockable wallpapers were made by independent illustrator Alex "Primis" Beddelem. Some diegetic OMNI·INFO visuals are AI-generated.
Game design, development, narrative systems, LifeOS and overall direction.
LifePaths logo, and 5 of the wallpapers unlocked by the game's achievements. Behance ↗
LifePaths plays well on video and stream: the dice roll is always on screen, decisions can be put to chat vote, every playthrough produces different twists, and the end screen sums up a whole life as a shareable card.
There's no formal creator programme yet — write to contact@lifepaths.io to discuss one.
Press, creators, partnerships: