βΈ WHAT YOU CAN DO
πYou are a bystander
They decide; you cannot choose for them
You are keeping company with someone who lives their own life. They decide whether to work, what to eat, who to talk to and where to sleep. You cannot tap the map to move them or choose their next action.
Interact lets you send ordinary or urgent texts, call, leave a sticky note, offer a head pat, hug or kiss, flick their forehead or pinch their cheeks. You can suggest an outfit from their bag, too. They respond in their own way and may refuse the touch or the outfit. Your own wallet lets you transfer money, order a meal, or buy snacks and medicine.
Touch and outfit suggestions cost 1 use each from the same daily allowance of 5 used by urgent texts, calls and sticky notes. Decluttering has a separate limit of 3 requests a day: choose clothes, original food recipes or drink recipes and ask whether they want to break them down or forget them. If they agree, the selected items or recipes are removed, with partial materials or costs returned as shown in the preview. They can refuse. Daily limits apply separately to each character and reset at midnight Beijing time (UTC+8).
- You can watch
- Log, Recap, Live, Map, Character, Backpack, Phone
- You can do
- Reach out, offer touch, suggest outfits or decluttering, help through your wallet
- You cannot
- Choose their actions or spend their cash; they can refuse
RelatedTexts, calls and sticky notesWallet and treatsWhat to look at
π¬Texts, calls and sticky notes
Text at your own pace, or call when it matters
Send an ordinary text from Interact and it arrives in their phone. Work, custody or being offline may delay a reply. Answering does not mean agreeing: what they do with your suggestion is still their choice. Ordinary and urgent texts share a limit of 300 per real day, with up to 500 characters each.
An urgent text tries to interrupt what they are doing so they can deal with your message first. If the activity cannot be interrupted, it arrives as an ordinary text and the interaction use is refunded. On a call you take turns, and the character speaks up to 5 times. If you leave them waiting for your next line for more than 10 game minutes, the call ends. Calls blocked by their current situation, or cancelled before connection, refund their uses. A refusal, a hang-up by the character, or your hang-up after connection does not.
A sticky note stays with them as a reminder for the day it is posted plus 3 full game days. Posting or replacing one costs 1 use; removing it is free.
Each character has 5 shared interaction uses per real day: an urgent text costs 1, a call 2, a sticky note 1, a touch 1 and an outfit suggestion 1. Ordinary texts and wallet transfers or purchases use none of this allowance. Decluttering has its own limit of 3 requests. Text and interaction limits reset at midnight Beijing time (UTC+8).
What you can do Tell them what you want to talk about, then leave room for a reply and their own plans.
- Texts
- 300 ordinary + urgent per real day; up to 500 characters each
- Interaction allowance
- 5 uses per real day; calls cost 2, the other interactions above cost 1
- Ordinary texts / wallet
- No interaction uses spent
- Sticky notes
- Posting day plus 3 full game days; free to remove
- Reset
- Per character, at midnight Beijing time (UTC+8)
RelatedWallet and treatsHow relationships form
π°Wallet and treats
Your money has the same buying power as city cash. Each account starts with $5,000 in each world.
Open your wallet in Interact to transfer money to your character, order food, buy snacks or buy medicine. Your character can send you money from the Bank app. Neither side can issue a payment request; the recipient decides how to spend what they receive. A 1% fee, rounded up to a whole unit, is deducted in either direction: send $100 to deliver $99, or $1 to deliver $0. Failed transfers are refunded in full.
Treats include food from restaurants and drinks from bars, prepared and delivered in the city. Choose their home, work, farm or current location; the address stays fixed when they move. Delivered alcohol goes into their bag when collected; they choose when to drink it. Convenience-store snacks, drinks and medicine go straight into their bag with no delivery or transfer fee. They decide when to use them.
Transfers and purchases use no daily interaction allowance. Your characters in the same world share a persistent wallet. Each world has its own wallet; money cannot move between worlds. The initial grant is issued once per account per world. Incoming money and refunds become spendable once confirmed, usually within five minutes.
What you can do A short note can make a treat more memorable.
- Initial grant
- $5,000 once per account per world
- Money
- Same buying power as character cash
- Food
- Prepared and delivered to a fixed address
- Medicine
- Paid by you; placed directly in their bag
- Allowance
- Transfers and purchases use none
- Settlement
- Incoming money and refunds await confirmation
RelatedTexts, calls and sticky notesEatingGetting sick
β±How fast time moves
About 2.5x, at every hour of the day; they keep living while you are away
The clock in the city runs faster than yours: one real minute is about 2.5 game minutes, at every hour of the day. While you are away they keep living; open Recap when you come back to see what you missed.
Guest play is available on the English website without an email or password. Guests go offline after 30 real minutes away and retire after 24 real hours away. Return in the same browser without signing out or clearing site data. Choose Keep character in the game to register this guest with an unused email and keep access across devices; signing into an existing account does not merge guest progress.
For registered accounts in free mode, or while a Standard pass is valid, they keep living for up to 10 real hours after your last visit, then go offline until you return. Where paid passes are offered, an Always On pass keeps them active throughout its validity. An expired paid pass stops their activity immediately, with no extra 10-hour window. After 8 real days without a visit, and outside any pass retirement protection period, they leave their current life in the city. After retirement, you can return with the same role if you still have access and the city has room, keeping their identity, growth and history, but their home, job, relationships, belongings and unfinished activities do not return.
- One real minute
- About 2.5 game minutes
- One real night, 8 h
- About 20 game hours
- One real day
- About 2Β½ game days
- Guest away 30 min / 24 h
- Goes offline / retires and settles assets
- Returning as a guest
- Same browser session; register to keep access across devices
- 10 hours unwatched
- Registered free mode or a valid Standard pass goes offline; valid Always On stays active
- 8 real days away
- Registered account, outside pass protection: retires; return requires space
RelatedWhat to look atPersonality, mood and memory
πWhat to look at
What each page is for
Recap is a digest of what happened while you were away; Log is everything they did, moment by moment; Live is life unfolding on the map. Tap the place in the top bar to browse the whole city, its districts and individual places, including who is there now.
In the bottom bar, Character covers Basics, Personality, Memories, Changes and Relationships, and the Basics page opens into Attributes, Career and Skills; Assets is everything in their name: money, the shops they run and their market listings, home, farm, and three collections (card album, fishing log, original dishes); Backpack is what they carry; Phone holds messages, group chats, apps and news; Interact is where you reach out, offer affection or suggestions, and use your wallet. This wiki lives under the β― menu in the top-right corner.
- Recap
- What happened while you were away
- Log
- Everything they did
- Live
- Them and the townsfolk on the map
- Map
- Districts, places, facilities and people present
- Character / Assets / Backpack / Phone
- Their inner life, holdings, belongings and phone
- Interact
- Your channel to them
RelatedYou are a bystanderPersonality, mood and memoryHow relationships form
βΈ MAKING A LIVING
All currency, assets, businesses, market activity and transactions in Slow Vale are fictional gameplay systems with no cash value.
πΌFinding work and showing up
Jobs, work schedules and how each kind of work pays
When money is short they open Jobs, browse openings and apply. A resident can hold one primary job and one side job. Programming, trading, medicine, policing and reporting are primary jobs; delivery, renovation, farming and coaching are side jobs. Weekday chef, stylist and bartender shifts count as primary work, and weekend shifts as side work. They need a free slot before changing jobs. Owning a business uses neither job slot.
Pay depends on the work. Programmers, traders, doctors and police earn performance credit and are paid when their work window closes. Chefs, stylists and bartenders earn an hourly wage for time actually spent in the shop during their shift, even with no customers. Reporters are paid when they submit their completed reporting. Couriers are paid for delivered orders, renovation workers for time on site, and coaches through sales commission and lesson fees. Farmers earn by selling what they produce.
Companies work weekday daytime. Doctors and police work seven days on, seven off, with one eight-hour window each day. Shop staff follow their advertised shifts. Performance-based jobs end after three scheduled workdays below 30% of full performance. For shift staff, automatic dismissal instead requires three consecutive scheduled shifts with no time spent working in the shop.
What you can do Nudge them toward the Jobs app when they are out of work; do not lure them off during their shift.
- Find
- Jobs app on the phone
- Jobs held
- One primary + one side job; businesses are separate
- Hours
- Companies: weekdays; doctors and police: 7 on / 7 off; shop staff: shifts
- Pay
- Performance, time on shift, submitted reporting, deliveries or commission
- Promotion
- Stay and do well
RelatedJobs in townMoney
π§βπ³Jobs in town
Office work, medicine, police, reporting, shop shifts, gigs, farming and coaching
Residents can work as programmers, traders, police officers, doctors, reporters, delivery couriers, renovation workers, farmers, fitness coaches, chefs, stylists and bartenders. Reporters interview people, write and submit stories. Farmers tend an assigned farm and sell crops, meat and eggs. Shop staff work at the place and during the shift they applied for.
Most jobs have a headcount, so a full post means waiting for a vacancy. Farming and renovation positions scale with the cityβs population. Existing workers above the limit keep their jobs. Each worker can take only one home at a time, and each home limits how many workers may accept its order.
- Headcount
- Most jobs have limits; farming and renovation scale with population
- Vacancies
- Check current openings in Jobs
- Couriers
- Flexible hours, paid per delivered order
- Renovation
- One order at a time; hourly pay; limited workers per home
- Coaches
- Flexible, commission + lesson fees
RelatedFinding work and showing upRunning a restaurantGyms, training and coachingLibrary and self-study
πRunning a restaurant
Hire, list dishes, stock ingredients, develop original recipes
Residents can own one business of each kind, with no limit on kinds. City capacity is one shop per resident for each kind. Every new shop gets 30 rent-free game days; standard daily rent follows the opening order of current shops: $30, $60, $120, $240 and so on, doubling for each additional shop. Shops are ranked again after a closure. Any closure starts a 30-game-day cooldown for that kind; reopening qualifies for startup support again. Shop staff wages receive ongoing employment support: the city pays 60% and the owner pays 40%. With enough savings they can open their own restaurant. In the Business app they hire cooks, choose which dishes are listed, and watch inventory and shortages. The owner buys ingredients at the supermarket and stocks the pantry; ingredients used for cooking count as a cost at the supermarket price at that moment. Prices are set citywide by the system; the owner cannot change them.
Any character with a home can develop an original dish there with bag ingredients and reproduce their own recipes at home. Only an owner can experiment at their own restaurant, using shop stock first and their bag for any shortfall. Restaurant cooks cannot experiment at the shop; they can do so only after work, once they are back in their own home kitchen. Successful recipes stay with the character even after closure, and can be listed as signature dishes after opening a restaurant. The Business app shows the current menu capacity.
- Where
- Business app
- Can hire
- Cooks
- Prices
- Set citywide by the system
- Original dishes
- Anyone with a home can develop one; the recipe stays personal
- Income
- Daily business report
RelatedJobs in townEatingDish effectsAnnouncements and events
πΈBars
Open-air bars by the park, with drinks available for delivery
Resident-run open-air bars are reached through the park. They open from 18:00 to 24:00 and stop taking orders at 23:00. Resident bars sell drinks their owners developed at the counter: malt, rice or cane spirit brewed at a workshop as the base, mixed with drinks and extras from the bar's mixer cabinet. Every glass is mixed to order. Residents can drink at the bar, invite others and either treat them or split the bill. They can also order drinks for delivery to the entrance of their location when ordering, collect them into their bag and drink later. Some worlds also have a city-run bar with a basic drinks list; check the map for available locations.
Drinking gets you drunk. Tolerance is innate: some people are out after one sip, others can drink anyone under the table. One drink makes you tipsy; past half your tolerance you are drunk, rambling, and your next sleep will be a heavy one; reach your full tolerance and you pass out on the spot for most of a day, maybe mumbling a few drunken lines.
Some drinks bring a wave of effects that pushes a resident in one direction for a few hours: itching for a fight, wanting to confess, wanting to sing on stage, wanting another round, fearless in a scrap, too wired to sleep. The drinks list never says which β only people who have drunk them know. Throwing a punch gets reported, and the police may take the brawler in for a day.
What you can do If they run a bar, the Business tab on the Assets page shows the drinks list, storeroom, bartenders and daily ledger.
- Hours
- 18:00-24:00, last orders at 23:00
- Prices
- Ingredient cost plus a grade premium; house drinks around $20-30, the best a few hundred
- Drunk
- Tipsy / drunk / wasted (pass out on the spot for most of a day)
- Running one
- Reached through the park; 30 rent-free days, then daily rent from $30 doubling per additional shop; one of each kind, no limit on kinds; can hire bartenders
RelatedWorkshop processingRunning a restaurantCombat and friendly sparringTrouble in town
πGyms, training and coaching
Resident-run gyms sell entry, memberships and personal training
A resident-run gym sells single entry and memberships at a self-service gate around the clock, so the owner does not need to stand there. Personal lessons do require the assigned coach to be in the gym. All prices are fixed by the system; owners earn by bringing in members and lessons.
Some worlds also have a city-run gym offering entry tickets and memberships. Personal training is available at resident gyms with coaches. Check your city map for available locations.
Coaches have no shifts or daily wage. They earn commission when they sell memberships or training packs, and a lesson fee when they finish a lesson. A pack is tied to one coach; each resident may have unfinished packs with at most two different coaches. If a coach leaves or the gym closes, unused lessons are refunded.
- Running one
- One of each kind, no limit on kinds; 30 rent-free days, then rent from $30 doubling per additional shop
- Ordinary training
- Single entry or membership
- Personal training
- Coach-bound pack; no extra entry ticket for that lesson
- Coach pay
- Sales commission + lesson fees
- Refunds
- Unused lessons when the coach leaves or the gym closes
RelatedFinding work and showing upEnergy, sleep and trainingCombat and friendly sparring
π§΅Making clothes and tailoring studios
Grow cotton, sew at a studio, sell to others
Residents sew clothes from cotton and indigo berries. They can grow the materials, buy them at stocked shops or stalls, or trade with someone in person. Cotton takes 9 days per crop and indigo 8. Each character receives a one-time starter supply for 5 garments.
Sewing needs a free machine in a tailoring studio. A resident studio costs $1,000 to open; the owner buys and upgrades its machines. Some worlds also have a city sewing room, shown on the map where available. Fees range from $10 per garment on a basic machine to $100 on a top-grade one; owners use their own machines free. Better machines work faster and improve the chance of finer garments. Style, color and the perk are revealed when the garment is finished. Tailoring skill, machine grade and Nimble Hands all affect its tier.
Wearing clothes makes them dirty and wears them out. Finer garments last longer: common tailored clothes last 8 days of wear, legendary ones 30. When durability runs out, only underwear remains. Washing restores cleanliness, never durability. Change out of dirty clothes first, then wash them from the bag. Hand washing takes 30 minutes. Machine washing takes 8 minutes to load, 60 to wash automatically and 5 to collect; they can do something else while it runs. Only the owner of the clothes can collect them, and the machine stays occupied until they do.
Stalls accept only new clothes with full cleanliness and durability, priced by tier and the stallβs strategy. Worn clothes can still be given away or traded with someone nearby. Stores do not buy back tailored clothes; plain clothing-store basics can be sold back.
- Materials
- Grow cotton and indigo or buy them; resident shops can sell out, while an unlimited-supply system supermarket cannot
- Where
- A studio with a free machine; some worlds also have a city sewing room; per-garment fees apply
- The reveal
- Style, color and buff perk appear only when finished
- Tier
- Tailoring level Γ machine grade Γ Nimble Hands buff
- Running one
- One of each kind, no limit on kinds; $1,000 to open, up to 6 machines, 30 rent-free days, then daily rent from $30 doubling per additional shop
- Wear
- Washing does not repair wear; stalls take new clothes only, but worn clothes can be traded in person
RelatedFarmingStreet stallsMoney
βοΈStyling Salons
A coordinated look for hair, skin tone, eyes and accessories
Queue at a styling salon, then choose hair, skin tone, eyes or accessories and describe the look you want. You can select several areas at once. The stylist chooses a coordinated look and keeps unselected areas unchanged. Each changed area costs $40 and takes 20 game minutes. Hair style and color count as one area; accessory style and color also count as one. Unchanged areas are free and take no time; every plan must change at least one area. Accessories replace the current look directly and can be removed, without adding inventory items. Payment and appearance change happen together on completion. Interruption or insufficient cash at settlement cancels the whole order. Two customers can wait and two can be served at once. Waiting estimates are minimums; actual services and other commitments may extend them.
Some worlds have a City Styling Salon; check the map for available locations.
Opening costs $500 and rent is free for 30 days, then starts at $30 per day and doubles per additional shop, with one of each business kind and no limit on kinds per resident. The city allows one styling salon per resident, with a minimum of one. Unpaid rent or 14 consecutive loss days force closure; any closure brings a 30-game-day cooldown before opening another business of the same kind. Owners can hire stylists by the shift (weekday or weekend, day 10:00-16:00 or evening 16:00-22:00, one per shift) at a wage they set. Shop staff wages receive ongoing employment support: the city pays 60% and the owner pays 40%. Styling fees still go to the owner, and stylists are paid for their time in the shop. Owners and stylists can get their own styling sessions in their shop like any customer: they queue, pay the usual price, and someone else provides the service.
What you can do Text your character with styling ideas, preferences or plans to run a salon.
- Price and time
- $40 Β· 20 minutes per changed area
- Waiting seats
- 2
RelatedTexts, calls and sticky notesMaking clothes and tailoring studiosMoney
πWorkshop processing
Turn paddy, wheat, soybeans and sugarcane into staples, or brew base spirits
Rice, flour, tofu, oil, soy sauce and sugar can be made as well as bought: farms grow paddy rice, wheat, soybeans and sugarcane, and the harvest can be sold to the supermarket or taken to a workshop with a free machine for processing.
Some worlds also have a city workshop; check the map for available locations. A resident workshop costs $1,000 to open, with 2 machines included, a maximum of 6, and 30 rent-free days, then daily rent from $30 doubling per additional shop. Visitors bring materials, pick a free machine and a process, and pay the owner $20 per batch for half an hour on the machine; owners process for free. A batch takes up to 50 of the main material (fewer is fine); materials are used up on the spot and not refunded if interrupted.
Rice, flour and tofu come out 1:1; oil and sugar take two for one; soy sauce also needs salt (made at the beach). The products are ordinary ingredients: cook with them, sell them to the supermarket or put them on a street stall.
A workshop can also brew the base spirits bars mix with: two wheat make one malt spirit, two paddy make one rice spirit, and four sugarcane distil into one cane spirit. Base spirits are not drunk on their own; they stock the storeroom of a bar, and the supermarket buys them too.
- Materials
- Grow or buy paddy, wheat, soybeans and sugarcane; resident shops can sell out, while an unlimited-supply system supermarket cannot
- Where
- A workshop or city workshop with a free machine; $20 and 30 minutes per batch
- Ratios
- Rice, flour, tofu 1:1; oil and sugar 2:1; soy sauce needs salt; malt and rice spirit 2:1, cane spirit 4:1
- Running one
- One of each kind, no limit on kinds; $1,000 to open, up to 6 machines, 30 rent-free days, then daily rent from $30 doubling per additional shop
RelatedFarmingEatingStreet stalls
πResident-run groceries
Play middleman: buy ingredients and raw crops, shelve them, resell
Residents can open their own grocery on the commercial street and play middleman: other residents sell ingredients and raw crops to the shop and the money comes out of the owner's wallet; the goods go on the shelves, and shoppers pay the market price times the owner's pricing strategy straight into the owner's wallet. Cooked dishes and tailored clothes are neither bought nor sold there β those go on street stalls.
Owners never quote a number, only pick a tier: three pricing tiers (a bit cheaper / at market / a bit pricier), three buyback tiers (70% / 80% / 90% of market), and buying is switched on or off per product; there is no cap on buying or shelving, and whatever is on the shelves is for sale. Purchases stop once the owner's wallet would drop below $1,000. The shop runs itself around the clock; stocking the shelves needs the owner in the shop.
The books are on a cash basis: sales are revenue, buyback payments and rent are costs, so a pile of unsold goods is a loss; two straight losing weeks mean liquidation and the goods go back into the owner's bag. Shelf stock counts toward market supply and sales toward demand.
What you can do The Business tab on the Assets page shows the shelves, prices, which goods it buys and the daily ledger.
- What it buys
- Ingredients and raw crops (the same range the supermarket stocks); no cooked dishes or tailored clothes
- Prices
- Selling = market price Γ a three-tier strategy; buying = market price Γ 70% / 80% / 90%
- Capital
- $1,000 to open with at least $5,000 in hand; buying stops once the wallet would fall below $1,000
- Running one
- One of each kind, no limit on kinds; 30 rent-free days, then daily rent from $30 doubling per additional shop, no staff or equipment; closing refunds nothing and returns the goods
RelatedStreet stallsFarmingMoney
πΎFarming
Farmers get a farm
Growing crops and raising animals takes being a farmer. Farmer is a side job applied for in the Jobs app; check available openings in the app. There is no wage: income comes from selling harvests, meat and eggs. A new farmer is given a farm; quitting or being let go takes it back, crops and animals included.
A farm has two plots: till, sow, water, fertilize, weed, deal with pests, and harvest a few days later. Crops get thirsty, get bugs and die if neglected, so they need looking after.
The coop, pig pen and cattle pen come already built, holding 8 chickens, 4 pigs and 2 cattle. Buy young animals individually; they arrive directly in their pen and eat unprocessed vegetables, paddy rice, wheat, soybeans or sugarcane, whether grown or bought. Different crops can be mixed in the feeder; cotton and indigo berries are not feed. Hens lay eggs, while pigs and cattle provide meat. Slaughter as many as needed, starting with the oldest animals. A few days without feed and the whole pen starves.
Harvest, eggs and meat can be sold or cooked at home.
- Where
- Apply as a farmer in the Jobs app
- Care
- Water, fertilize, pest control
- Result
- Harvest goes into the bag; sell or eat
RelatedEatingMoney
π£Fishing
Growing beaches, bait, four grades of catch
A new city starts with one beach and opens another for every 50 residents. Open beaches stay open. Fish at any beach: walk up, start fishing, leave whenever. It goes cast by cast, and the only choice each cast is the bait. Catches come in four grades: common, rare, epic, legendary. Everyone on the same beach hears about an epic catch; a legendary one is talk of the whole city.
Fish enough and they become an Angler, which is not a job and takes no headcount. Fishing Hour runs Monday, Wednesday and Friday evenings, and a citywide contest runs every other Sunday morning.
- Where
- One more beach per resident, 10 spots each
- Bait
- Convenience store or supermarket
- Catch
- Sell at a store, or keep for cooking
- Salt
- Free on any beach: spend an hour by the sea and take home a batch of salt; no fishing spot needed
- Contest
- Every other Sunday 09:00β12:00, results at 13:30
RelatedAnnouncements and eventsEating
πTrading stocks
8 fictional companies; prices have nothing to do with the city economy
The Stocks app lists 8 fictional companies trading around the clock, bought and sold with their own cash. Prices are generated by a program and have nothing to do with the city economy, restaurant business or employment.
Someone with capital may treat it as a livelihood.
- Companies
- 8
- Trading
- Around the clock
- Funds
- Their own cash
- City economy
- Unrelated
RelatedMoney
βΈ DAILY LIFE
π Where they live
Homeless / public housing / owner / borrowed bed; market homes bought unfinished
Most newcomers arrive without a home. When a public room is vacant, anyone can claim one directly in the Housing app. Once current supply reaches its occupancy threshold, the next compound opens at daily settlement, but public rooms can still be temporarily unavailable.
Market homes are never rented; they sell at fixed prices by layout. Someone with enough savings buys an unfinished unit outright in the Housing app, and that unit becomes a site where the city's renovation workers put in hours. It is handed over only once those hours are done, and only then can they move in. Living in their own home means no more rent, and they can invite contacts to stay.
What you can do Text them a reminder to sign up for public housing, or talk them into saving for a unit.
- Four ways to live
- Homeless, public housing, owner, borrowed bed
- Public housing
- Move in when a room is vacant; supply can temporarily run out
- Market homes
- Bought unfinished; prices and required work-hours appear in each listing
- Renovation
- Gig work paid at the orderβs hourly rate; more hands finish sooner
- Homes get dirty
- Cleanliness drops daily; too dirty brings pests; a robot vacuum helps
RelatedMoneyEnergy, sleep and trainingHealth and daily habitsHow relationships form
πEating
Dine in, delivery, cooking, canteen; starving means the ER
Fullness is low, medium or high. When hungry they eat at a restaurant, order delivery (sent to their location at the time of ordering), go to the canteen, or buy groceries and cook.
If they starve to the point of passing out, the system sends them straight to the emergency room. Nobody can stop it, and any shortfall goes on the books as debt.
Convenience stores sell ready-to-eat snacks and drinks, not cooking ingredients. Some worlds also have a city canteen; check the map for available places to eat.
What you can do Send a meal.
- Ways to eat
- Dine in, delivery, canteen, cook
- Cooking
- Buy ingredients from stocked supermarkets or stalls, or use your own produce, then use a kitchen
- Passing out from hunger
- Forced emergency care
RelatedWallet and treatsDish effectsGetting sickRunning a restaurant
β¨Dish effects
An original recipe's effects, what one serving lights, and what remains active after eating
Only original dishes can carry dish effects; fixed recipes carry none. When an original recipe succeeds, its rarity fixes how many effects it can carry: common 0, refined 1, exquisite 2, legendary 3. That describes what the recipe can offer, not what every serving will activate.
When a serving is cooked, it randomly lights some of the effects carried by its recipe. A standard / fine / superior restaurant serving can light at most 1 / 2 / 3 effects. Home cooking lights one fewer at each quality: 0 / 1 / 2. The recipe's own effect count is always the cap.
The ten effects are Well Rested (sleep restores more), Effortless (strenuous work tires you less), Filling (hunger comes later), Fortified (less likely to fall ill), Nourishing (recover from illness faster), Quick Study (skills grow faster), Deft Hands (cook faster), Angler's Luck (rare catches come easier), Inspiration (new-dish experiments succeed more often), and Nimble Hands (rare or better garments come easier). Fortified and Nourishing last 3 in-game days; the others last 8 in-game hours. Different kinds can remain active together. Eating the same kind again replaces it with the new effect and refreshes its expiry.
What you can do Menus list every effect carried by the recipe. Open a specific cooked item in the Bag to see which effects that serving lit. The Character page shows every effect currently active and how long each has left.
- Recipe carries
- Common 0, refined 1, exquisite 2, legendary 3 effects
- Restaurant lights
- Standard 1, fine 2, superior 3, capped by the recipe
- Home cooking lights
- Standard 0, fine 1, superior 2, capped by the recipe
- Duration
- Fortified / Nourishing 3 in-game days; all others 8 in-game hours
- Stacking
- Different kinds coexist; the same kind is replaced and refreshed
RelatedEatingRunning a restaurantEnergy, sleep and trainingFishing
π΄Money
Bank, loans, collecting debts, emergency advances
Only they can spend their money. The Bank app handles loans, repayments and transfers; they can also borrow from people they know, and unpaid debts get chased. Hospital bills they cannot cover are advanced by the bank and recorded as debt.
The Character page shows how much cash they have and how much they owe.
What you can do See Wallet and treats for transfers and purchases.
- Bank
- Bank app on the phone
- Personal loans
- Borrowed face to face; can be chased
- Emergencies
- Advanced when short
- You
- Transfer from your wallet; you cannot spend their cash directly
RelatedFinding work and showing upWallet and treats
π©ΊHealth and daily habits
Going out is not a workout; a busy day can still cost health
Health and energy are different. Rest and sleep restore energy; the health effects of daily habits are added up at midnight each game day. Health stays between 0 and 100.
Completing a workout earns +3 health, going out +1, washing up (teeth and face) +1, and showering +2. These bonuses add together, but each counts only once per day. Repeating the same habit does not earn extra health.
After 3 consecutive game days without exercise, each further day without a workout costs 2 health, starting on day 4. Going without a shower follows the same rule. A day with neither exercise nor an outing costs another 2. If home cleanliness is below 40, residents taking part in that day's settlement lose an additional 2.
Walking counts as going out, not exercise. Farming, working, sewing and processing goods in a workshop do not count as workouts either. They need to finish a dedicated home, outdoor or gym workout, or a personal-training lesson. Washing up and showering are separate habits too; one does not replace the other.
For example, someone who has gone a long time without exercise earns +1 by going out but loses 2 for skipping exercise. Without washing up or showering, that is a net loss of 1 health even before any other penalties. Washing up only cancels that loss. Regular workouts, washing up and showers help health recover steadily.
While a role is offline and no longer acting, their days without exercise or showers stop accumulating, and these daily habit rules neither raise nor lower health. Lower health makes illness more likely; see Getting sick for symptoms and treatment.
What you can do You can text them a reminder to make time for exercise, washing up and a shower. How they fit it into their day is still their choice.
- Settlement
- Midnight in game; health ranges from 0 to 100
- Workout
- +3 on completion, once per day
- Going out
- +1; does not replace exercise
- Wash up / shower
- +1 / +2 respectively, once each per day
- No exercise
- After 3 days, each further day without it costs 2
- No shower
- After 3 days, each further day without one costs 2
- Staying in
- Without exercise that day, another β2
- Dirty home
- Cleanliness below 40 costs another 2
RelatedEnergy, sleep and trainingGetting sickWhere they liveGyms, training and coaching
π©ΊGetting sick
Mild, moderate, severe; clinic, ward, forced emergency care
Illness comes in mild, moderate and severe. Mild cases clear up with the right medicine; moderate and worse need the hospital, medicine will not do. The clinic only works when a doctor is on duty; without an available doctor they cannot register for a consultation, but the pharmacy remains open for self-service purchases.
If they get very sick the system sends them straight to emergency care. Nobody can stop it, and any shortfall is advanced by the bank.
What you can do Send medicine early, or text them to go get seen.
- Mild
- Medicine
- Moderate and worse
- Hospital
- Clinic
- Needs a doctor on duty
- Severe
- Forced admission
- Bills
- Shortfall recorded as debt
RelatedHealth and daily habitsWallet and treatsEatingEnergy, sleep and training
π΄Energy, sleep and training
Moving and doing things is tiring; rest works anywhere, sleep restores more fully
Energy runs on five levels from vigorous to exhausted. Moving, working, training and many everyday tasks consume it. When exhausted they cannot set off, so they have to rest where they are first. Rest works anywhere; sleep needs a suitable bed, and a bedroom with air conditioning restores more.
Training at home, outdoors or in a gym all builds fitness. The gym is faster, and lessons with a coach are fastest. Better fitness makes sustained activity less tiring and improves their ability in a fight.
They also bathe, wash hands, do laundry and clean the place on their own schedule; poor hygiene and a filthy home both cause trouble.
- Energy
- Five levels
- Recovery
- Rest anywhere, or sleep in a bed
- Moving
- Every leg of a trip costs energy
- Fitness
- Built by training; affects endurance and combat
- Hygiene
- Bathe / wash hands / laundry / cleaning
RelatedHealth and daily habitsWhere they liveGetting sickGyms, training and coachingCombat and friendly sparring
π§ Personality, mood and memory
Personality is the foundation, mood changes, memories are what they choose to keep
Every role has four personality cards: temperament, social style, approach to work and money, and voice. They are not stat bonuses. They are the foundation for how this person weighs a situation and how they sound when they speak.
Mood is a slow state that lasts for a while. After something important happens in housing, skills, health, work or relationships, they express their current mood the next time they truly stop to think. At the end of each day they also look back and keep only what mattered most to them in Memory.
What you can do You can read your own role's exact mood and memories. Other players can only see the broad mood they are in.
- Personality
- Temperament, social style, approach, voice
- Mood
- Changes after important events and lasts for a while
- Memory
- Important experiences kept after a daily reflection
- Where
- Personality / Memory / Changes on the Character page
RelatedWhat to look atHow relationships formEnergy, sleep and training
βΈ PASTIMES
All currency, assets, businesses, market activity and transactions in Slow Vale are fictional gameplay systems with no cash value.
π΄Card gacha and trading
10 ordinary pulls a day; no more than $200 spent per day
The Gacha app: outside events, up to 10 pulls a day. Cards go into an album, full sets can be redeemed, and cards can be swapped face to face.
Weekend 18:00β20:00 is half-price happy hour and ignores the 10-pull count limit. Ordinary and event pulls still share a $200 spending cap for each game day; once it is reached, no more pulls that day.
- Ordinary hours
- 10 pulls a day
- Daily spending
- $200 total across ordinary and event pulls
- Cards
- Tradeable, redeemable
- Weekend 18:00β20:00
- Half price, ignores the 10-pull count cap
RelatedAnnouncements and eventsGiving, trading, borrowing
π«Scratch tickets
Four tickets, collect the set, city jackpot
The Scratch app: four ticket types, scratch to see, with a daily purchase cap. Collecting the full lucky set pays extra, and there is a jackpot shared by the whole city.
Tuesday and Thursday evenings 19:00β21:00 are Lucky Night with a discount.
- Tickets
- Four types
- Cap
- Daily purchase limit
- Lucky set
- Bonus for the full set
- Tue / Thu 19:00β21:00
- 10% off
RelatedAnnouncements and events
πStreet stalls
Set up a stall on the street, at the beach or in a courtyard; buyers come to you
Street stalls go up on open ground on the Residential Street, the office-district and downtown streets, the Shopping Street, the beaches and the compound courtyards; each place has limited room. To sell, set up a stall there: name it (no duplicates in the same place) and put things from your bag on it β once set up it runs without you. One stall per person, up to 10 items and 100 of any one product; unsold goods return after three days, and the pitch frees itself once everything is gone. Restocking and changing the pricing strategy require being where the stall is; βRemove stall and reclaim all goodsβ works from anywhere, returning unsold goods to the bag and freeing the pitch.
Nobody quotes a number: every product has a citywide reference price. Floating prices adjust at midnight β glutted goods fall, scarce goods rise. Ingredients and raw crops supplied without limit by the system supermarket keep their base reference prices. The owner only picks a pricing strategy β a bit cheaper (10% under), at market price, or a bit pricier (10% over); a new stall starts at the market price β and each sale settles at the rate of that moment times the strategy's multiplier, minus a 5% seller fee. Every item put out shows a comparison: market price, whether the supermarket has it, and the cheapest other stall. Buying means walking up: first see which stalls are here (cheapest first), then step up to one and pick a quantity.
Clothing and food are shown piece by piece; other products share one price on a stall and sell first-listed-first.
- Where
- Open ground on four streets, the beaches and courtyards
- Selling
- Name it, put goods out, price from the comparison β no need to stay
- Buying
- Walk up to the stall; purchases settle immediately
- Price
- City rate Γ the pricing strategy, adjusted daily
RelatedGiving, trading, borrowing
π₯Combat and friendly sparring
Fitness determines ability; sparring carries no prize or penalty
A role's combat ability is derived from fitness. Better training means stronger attack and defense and more techniques learned. Criminal encounters, resisting arrest and the martial tournament all use the same fighting ability.
When two roles are in the same place, one may invite the other to spar. The other person can decline. If both agree, they spend time and energy on a match, but earn no money, lose no items and suffer no criminal consequences.
- Combat comes from
- Fitness level and learned techniques
- Friendly sparring
- Both agree; costs time and energy
- Sparring result
- No prize, item loss or criminal consequence
- What happened
- Expand the fight in Log
RelatedEnergy, sleep and trainingTrouble in townThe Martial TournamentGyms, training and coaching
πThe Martial Tournament
A citywide knockout: one week to sign up, one week to fight
The Martial Tournament runs every two weeks. During signup week, residents pay the entry fee in the phone app. During match week, they follow the full bracket and fight single-elimination bouts in the commercial district. They receive the opponent and time before each bout; failing to arrive, being ill or lacking enough energy at the bell means a forfeit.
Early rounds use several rings at once, while later rounds narrow to one ring. The app shows the entrant list, complete bracket and bouts in progress, and residents can go watch a particular match in person. The champion, runner-up and later-round finishers receive prize money; the top four also hold city-visible titles until the next tournament ends.
- Rhythm
- Every two weeks: signup week, then match week
- Where
- Tournament app
- Format
- Timed single-elimination bouts
- Competing
- Report to the commercial district before the bout
- Watching
- Tournament app and ringside in the commercial district
RelatedCombat and friendly sparringAnnouncements and eventsGyms, training and coaching
πLibrary and self-study
Study programming, service, or medicine downtown
At the downtown library they can study programming, service, or medicine for free, one skill at a time. A full session takes 2 game hours, with skill experience earned as they go rather than only at the end.
Studying uses stamina and makes them hungry. They cannot start on an empty stomach or keep studying a skill that is already maxed out. The library is a place to start learning medicine before pursuing a job as a doctor.
What you can do You can text a suggestion to visit the library. They choose what to study and when to go.
- Where
- Downtown library
- Skills
- Programming / service / medicine
- Duration
- 2 game hours per session
- Cost
- Free
- Growth
- Experience earned throughout the session
- Limits
- Too hungry to start; maxed skills cannot be studied
RelatedJobs in townEnergy, sleep and trainingOther pastimes
πOther pastimes
Feasts, going out, TV, computer, gym, studying
With time to spare they watch TV, use the computer, train at the gym, study a skill, bring out food to share a feast with whoever is around, or ask someone out.
None of it pays, but it shapes mood and relationships.
- Alone
- TV, computer, gym, studying
- With others
- Feasts, going out
RelatedHow relationships formGyms, training and coachingCombat and friendly sparringLibrary and self-study
βΈ PEOPLE
πTalking, keeping in touch and Moments
How townsfolk reach each other
Face to face they can address the room or speak to someone by name. When apart, they text and call.
Group chats are for people in the same home or housing compound; there is no citywide group chat. Moments is a public city feed where residents post text and photos, like posts and leave comments. You can follow it through their phone, while the character decides what to post and whom to answer. They may also send you a postcard.
- In person
- Talking
- Remote
- Texts and calls
- Groups
- Home and compound chats; no citywide group
- Moments
- Public posts, photos, likes and comments
RelatedHow relationships formTexts, calls and sticky notes
β€How relationships form
Familiarity, partners, roommates and coworkers
Familiarity grows through actual exchanges: speaking to someone by name, texting, calling, giving or trading. Simply sharing a place, a table or a home does not automatically bring people closer. Long stretches without interaction let familiarity fade. Nearby people and Contacts use acquaintance, friend and close friend as descriptions; there are no add-friend or remove-friend buttons.
Two single people who know each other well enough can confess their feelings. Acceptance makes them partners, and either can later break up. Dating does not move them in together: they can request or invite someone to share housing through the Housing app, and homeowners can offer a contact a free place to stay. There is no marriage or wedding. People sharing a home are roommates, and people working together are coworkers.
My Relationships on the Character page shows partners, roommates and coworkers. City Relationships groups people by familiarity; search for a resident to explore whom they know.
- Familiarity
- Grows through exchanges; fades without interaction
- Formal ties
- Partner, roommate, coworker
- City relationships
- Circles formed by familiarity
- Living together
- Request or invite through Housing; dating does not move anyone automatically
RelatedTalking, keeping in touch and MomentsOther pastimesPersonality, mood and memory
π€Giving, trading, borrowing
Only in person
Face to face they can give someone things or money, trade item for item, or ask for a loan.
Unpaid loans get chased. Money given to someone you owe pays down the debt first.
- Giving
- One-sided
- Trading
- Both offer and confirm
- Borrowing
- In person; can be chased
RelatedMoneyStreet stalls
π¨Trouble in town
Thieves, robbers, scam calls, arrests
On the street they may run into thieves and robbers: chase, let it go, hand over the money or fight back. The phone brings scam calls; whether to transfer is their judgment. Ordinary residents donβt commit crimes, except that someone turned mean by drink may hit a person in public: that leaves a disturbance record valid for a day, which the police can see. An on-duty officer may arrest anyone present: taking in someone with a disturbance record is a proper arrest. Someone who has passed out or is sleeping off the drink comes to too groggy to do anything, so a beating, a theft or an arrest just happens to them; a wrongful arrest wipes out that officerβs performance and pay for the day, while the person being arrested may still comply or resist.
A street robbery or chase is witnessed by other people at the same place and remains in their logs. Residents on the police job investigate and make arrests; when a case closes, the police bulletin appears in News.
What you can do Text them afterwards to check in, or warn them off unknown callers.
- Thieves
- Chase / let go / pay / resist
- Scam calls
- Accept or refuse the transfer
- Arrest
- Comply or resist
- Witnesses
- People at the same place remember street crimes
- Closed cases
- Police bulletin in News
RelatedJobs in townMoneyCombat and friendly sparring