Paralives

IndieSandboxSimulation0 Mods

openmods.json · supportedGameId: "paralives" or 115

An indie life-sim with built-in mod support, and a community ready for it.

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More about Paralives

What Paralives is

Paralives is an independent life-simulation game from Paralives Studio, a small Montreal-based team led by Alex Massé. It targets the same player as The Sims: someone who wants to build houses, design neighborhoods, and tell stories about the people who live in them. The pitch has always been a more flexible take on that genre. Walls move freely off the grid. Objects scale. Roofs are parametric. Neighborhoods are open, not loading-screen-gated.

The studio crowdfunded the game on Patreon for years before its public Early Access window, posting monthly devlogs and gathering one of the most engaged simulation communities on the internet outside of EA's own. Early Access opened the game up to a wider audience but the project is still very much in active development. Expect features to land month by month rather than as a finished product.

Why modding matters to this game specifically

Paralives Studio has stated from early in development that mod support is intended as a built-in feature, not an afterthought. That's an unusual stance for a life-sim. The Sims tolerates mods but doesn't sanction them; Paradox titles ship with official tooling; Paralives sits closer to the Paradox model than the EA one, philosophically.

In practice the modding scene is still nascent. The game is in Early Access. The official toolchain, file formats, and recommended mod-distribution channels are still being defined by the studio. What's already in place is a community: a large active Discord, the r/paralives subreddit, and a Patreon community that has been talking about modding for years before any of it was actually possible.

If you came here looking for a deep BepInEx-style plugin scene with hundreds of established mods, that scene doesn't exist yet for Paralives. What exists is the foundation: a Unity-based game from a developer who is openly mod-friendly, and a community ready to build the moment the tooling is stable.

What you'll find on OpenMods

The catalogue right now is small, intentionally so. OpenMods skews toward GitHub-published mods, which favours engines and games with a strong open-source modding tradition. For Paralives, that's a developing story: the modders publishing code openly today are mostly early adopters experimenting with the announced extensibility hooks, not finished consumer-facing mods.

Expect this page to grow as the official tooling matures. The mod authors who do publish openly to GitHub will land here automatically through our sync pipeline. For more polished cosmetic content (custom CAS-equivalent items, build pieces, etc.), check Paralives Studio's official channels; they've signalled plans for a curated showcase, though the specifics are still in flux.

Practical notes for early adopters

  • It's Early Access: the build you play on Steam today is not the build that will ship as 1.0. Any mod that touches game internals risks breaking on the next patch. Treat your saves as throwaway until the official mod APIs are stable.
  • Patreon vs Steam builds can diverge: backer-only builds have historically shipped features ahead of the public Steam channel. If you're following the Studio's modding announcements, double-check which build a given feature targets before you assume your install supports it.
  • The Discord is the canonical source: more than any other current life-sim, Paralives' modding conversations happen in real time on Discord rather than on forums or wikis. If you're following the toolchain as it lands, join the official server through the Studio's site.
  • Bookmark, don't commit yet: this is a great game to keep tabs on. It's not yet a great game to invest 200 hours of mod work in. The first authors to ship serious mods here will be the ones who waited for the official APIs to stabilise.

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