My Life
Is an RPG
It's 5:14 AM and Hana is texting you about your posture. Three more characters are about to do the same. Try a day below.
“Resting heart rate. Volume of water before bed. NOW.”
“You have three ways to answer me. One of them is chaotic. I'm awake. I'll wait.”
Lifted from the actual game. The chaotic option rolls dice; yes, it can crit-fail.
You wake up to a massive text block from an unknown number demanding to know your resting heart rate and the exact volume of water you drank before bed.
It is 5:14 AM.
✦ choices roll dice — the chaotic one always does. crit-fail is on the table. that's the contract.
Sketch your own places.
Sam helps you draft them. They live in your phone next to the canonical ones. Open the realm picker from any chat header, tap + BUILD A REALM, and you're in a sketching session. Or just type let's buildin Sam's chat — he'll handle the rest.
okay. you want to build a realm. one sentence: what's this realm FOR. or just have me make one.
Tap the surprise-me chip and Sam picks sensible defaults — small size, doorway portal, an atmospheric brief — and generates the realm in about three seconds. Comes back with a working title like the small calm one, an ASCII fragment, and a tappable preview card. Ship it or revise it.
Brief, purpose, occupants, weird-thing, portal. Chip-tap the whole way; type only when you want to. Sam reacts to each answer and emits a draft when there's enough to go on. Rename it on ship. It shows up in your picker.
v1 ships these as viewable artifacts— places to look at, sketches that persist next to the canonical map. Chat integration with the squad (so Hana knows she's in the small calm one) is on the roadmap.
The Squad
Four characters. You meet them in order: Sam on Day 0, Hana on Day 1, Kenji on Day 3, Mei on Day 5. They live inside your phone. They know each other. They write notes about you and each other, and the notes leak into the next day's dialogue. ▸ SEE THE COURTYARD
Runs the tutorial on Day 0 and stays in the squad as the in-fiction help system. Treats the mechanics like documented systems — because he wrote them.
Joins on Day 1. Intensely dramatic; treats a skipped workout like a failure to save the world. Will text you at 4:55 AM.
Joins on Day 3, introduced by Hana. Coldly analytical; everything is a spreadsheet; the spreadsheets are kept BECAUSE he cares — not despite it.
Joins on Day 5, introduced by Hana. Clipped, imperative, mise-en-place obsessed; treats your fridge like a crime scene; names every expired item by date.
Three ways to play.
Curated canon
Seven days of hand-tuned story. The four canonical characters are locked sheets — you can chat with them, toggle their memories on or off, but you don't edit who they are. Quality floor. The story is written for everyone the same way.
Talk to the squad
Chat with any character you've met. They respond in their own voice, with their memories of you, your stats, your day so far. It costs an action credit. They remember tomorrow.
Cross over · build your own
Travel into an alternate-reality side zone. Meet strangers spun up at your chosen vibe — golden-age fantasy, 80s + cyber, 90s anime, isekai + party RPG, cottagecore, or surprise me. These characters are yours, fully customizable. Share the great ones via 8-char code. And as of v0.0.28, Sam helps you sketch the realms themselves.
The courtyard + the portal gate.
The four characters live somewhere. As of v0.0.24, that somewhere has a map. Hana's space stops being "her gym" and becomes the track + the bleachers + the foam-roller corner, drawn the same way every time, referenced the same way by every scenario. Open it any time from the MAP › link in any chat header.
╔══════════════════════════════════════════════════════════╗
║ THE COURTYARD — phone realm ║
║ ║
║ ╔══════════════ THE PORTAL GATE ══════════════════╗ ║
║ ║ % % % % % ║ ║
║ ║ the the mall the small the the ║ ║
║ ║ witch's (80) town tavern cottage ║ ║
║ ║ path (90) (isekai) (cozy) ║ ║
║ ╚══════════════════│════════════════════════════╝ ║
║ │ ║
║ ┌── HANA's track ──┘ └── KENJI's office ──┐ ║
║ │ , , , , , , , , ,│ │. . . . . . . . . . │ ║
║ │ , H . . . . . . t│ │. K . . . . . . . . │ ║
║ │ , . . [bleachers]│ │. . [desk] [ledger*]│ ║
║ │ , . [pic*] . . . │ │. . . . . [drawer] │ ║
║ └──────────│───────┘ └──────│──────────────┘ ║
║ │ │ ║
║ ┌───┴──[noticeboard]──┴───┐ ║
║ │ the courtyard center │ ║
║ └───┬─────────────────┬───┘ ║
║ │ │ ║
║ ┌─ MEI's kitchen ─┐ ┌─ SAM's desk ─┐ ║
║ │ [prep] [line s] │ │ . S . d . │ ║
║ │ [bell*] [mise] │ │ [notes*] │ ║
║ └─────────────────┘ └──────────────┘ ║
╚══════════════════════════════════════════════════════════╝Hin green = the character you're currently with[name*] = continuity object — bridges two spaces% = portal — one per Elseworld vibeA village green with five doors out
Four character spaces around the edge, a noticeboard in the courtyard center, the portal gate across the top. Continuity objects bridge spaces — Hana's pinned race photo is visible from the hallway; Kenji's open ledger has a flagged line readable from his doorway. The world is connected because the people in it live with each other.
Each vibe gets its own geography
The slow cottagecore village, the 80s strip-mall arcology, the small anime town with one school and one shrine, the Tavern Between Worlds, the dispersed medieval villages. Each Elseworld map highlights the encounter location and shows the surrounding geography — so the LLM (and you) can place the stranger you just met in a real spot. Queued, one panel-ratified per turn.
The map is a glance surface, not a navigation surface — you don't walk an avatar around. What it does is ground the person you're talking to in a place. When Hana mentions the bleachers, you can picture them. When Kenji says "the drawer," you know which drawer.
Play it. Then write a journal.
Specificity is what the LLM grabs. The vaguer you are, the more you disappear in the cracks. The more specific, the more they remember.
three booklets · the player's manual, the full-spoiler walkthrough, the campaign editor's sourcebook.
▸ OR BROWSE THE CODEX— the full wiki: characters, realms, mechanics.
▸ OR READ HOW THE ENGINE WORKS— design notes: how the mechanics, rules, and Story Engine intertwine.
— Sam (this site is the only place I get to do marketing copy. Don't tell Mei.)