Dev Blog: This is Just Attribute(s)
Health.
Happiness.
Hygiene.
Stress.
Long ago, the four attributes lived together in harmony. Then, everything changed when the Landlord Nation attacked.

Attributes! We all have them, and we all like to exaggerate them. (I should know—I scored an IQ of 190 on a very reputable online quiz.)
Attributes play a crucial role in life simulators. They give players a clear and relatable sense of how their character is doing in, well, life. They also unlock opportunities for interesting game mechanics and plenty of humorous content.
In No Time to Relax, attributes were directly tied to your final score. Higher health and happiness meant a higher score contribution. This led to an odd strategy: maximizing these attributes early in the game let players essentially ignore them afterward.
Conversely, letting your health or happiness drop to rock bottom wasn’t a big deal—you could just wait until the late game to pump them back up for maximum points. Stress functioned a bit differently, and only began affecting you once it got too high.

In hindsight, this didn’t work too well for a life simulator. In real life, you (unfortunately) can’t just stockpile health and happiness and then coast. Maintaining these parts of your life is a constant effort, not a one-time task.
From a gameplay perspective, it also led to linear strategies for players who wanted to optimize their score. Ignoring attributes for most of the game generally meant less decision-making.
We want this to change for Walk of Life. Our most recent experimental change was to disassociate scoring entirely from attributes and instead tie it to other achievements, such as the quests we talked about in our last blog.

Instead, players will now have to carefully maintain their attributes at the same time that they pursue objectives to maximize their endgame score. If your health, happiness, or the newly introduced hygiene, fall too low, dire consequences will follow, making quests and other achievements significantly harder to get.
This functions similarly to how accumulating too much stress did in No Time to Relax. And don’t worry, stress is still there!
Walk of Life is meant to be a hectic and hilarious life simulator, and we think having your attributes falling out of balance every so often will go a long way to emulate the hardships we all face in our day to day lives.
Then again, this is all experimental and might not make it to the game at launch. Everything you’ve just read is vapor. A flickering shadow. Sand sifting between your fingers. Tears in rain. Fleeting and meaningless.
See you again for our next blog!
Happiness.
Hygiene.
Stress.
Long ago, the four attributes lived together in harmony. Then, everything changed when the Landlord Nation attacked.

Attributes! We all have them, and we all like to exaggerate them. (I should know—I scored an IQ of 190 on a very reputable online quiz.)
Attributes play a crucial role in life simulators. They give players a clear and relatable sense of how their character is doing in, well, life. They also unlock opportunities for interesting game mechanics and plenty of humorous content.
In No Time to Relax, attributes were directly tied to your final score. Higher health and happiness meant a higher score contribution. This led to an odd strategy: maximizing these attributes early in the game let players essentially ignore them afterward.
Conversely, letting your health or happiness drop to rock bottom wasn’t a big deal—you could just wait until the late game to pump them back up for maximum points. Stress functioned a bit differently, and only began affecting you once it got too high.

In hindsight, this didn’t work too well for a life simulator. In real life, you (unfortunately) can’t just stockpile health and happiness and then coast. Maintaining these parts of your life is a constant effort, not a one-time task.
From a gameplay perspective, it also led to linear strategies for players who wanted to optimize their score. Ignoring attributes for most of the game generally meant less decision-making.
We want this to change for Walk of Life. Our most recent experimental change was to disassociate scoring entirely from attributes and instead tie it to other achievements, such as the quests we talked about in our last blog.

Instead, players will now have to carefully maintain their attributes at the same time that they pursue objectives to maximize their endgame score. If your health, happiness, or the newly introduced hygiene, fall too low, dire consequences will follow, making quests and other achievements significantly harder to get.
This functions similarly to how accumulating too much stress did in No Time to Relax. And don’t worry, stress is still there!
Walk of Life is meant to be a hectic and hilarious life simulator, and we think having your attributes falling out of balance every so often will go a long way to emulate the hardships we all face in our day to day lives.
Then again, this is all experimental and might not make it to the game at launch. Everything you’ve just read is vapor. A flickering shadow. Sand sifting between your fingers. Tears in rain. Fleeting and meaningless.
See you again for our next blog!