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, not a figure you steer. They decide whether to go to work, what to eat, who to talk to and where to sleep tonight. You cannot tap the map to move them or pick their next move.
You see their whole life as it happens, you can leave them messages and send them things. Everything else is up to them.
- You can watch
- Log, Recap, Live, Map, Character, Backpack, Phone
- You can do
- Text them, send them things
- You cannot
- Command, choose for them, touch their money
RelatedTexting themSending thingsWhat to look at
π¬Texting them
No limit; whether they read or reply is up to them
Text them from the Interact page and it lands in their phone. They will see it the next time they pick the phone up. Whether they reply, or actually do what you asked, depends on their character and what they are dealing with right now. Some always answer; some say yes and forget.
This is not live chat. Give it a while and check back.
What you can do Concrete beats cheerleading: where to look for work, go sign up for public housing, do not forget the medicine.
- Limit
- None
- Arrives
- In their phone messages
- Reply
- Their call; may not come
RelatedSending thingsHow relationships form
πSending things
3 per real-world day; food up to $50 each
From the Interact page pick one thing to put in their hands: a meal, a bottle of medicine, or a piece of clothing. It goes straight into their bag; when they use it, or who they give it to, is not yours to decide.
You cannot send money. The allowance follows real-world days, resetting once a day at 16:00 UTC rather than on the in-game calendar.
What you can do Medicine when they are sick, a meal when they are hungry, is rarely wasted.
- Per real-world day
- Up to 3 times, 1 item each (resets daily at 16:00 UTC)
- Food
- Up to $50 per item
- Medicine / clothing
- No price cap
- Appliances and big items
- Cannot be sent
- Money
- Cannot be sent
RelatedTexting themEatingGetting 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.
After you have entered a role once, they stay online for 8 hours. If nobody looks in for 8 hours, they go offline until you return. After 8 real days without a visit, they leave their current life in the city. You can still return with the same role later, 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
- You are offline
- They keep going
- 8 hours unwatched
- They go offline
- 8 real days away
- They leave this life, but can return later
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 text them and send things. 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 app, rotating shifts, clocking in, daily pay, promotion
When money is short they open the Jobs app, browse openings and apply. Most jobs run by shift. Some posts are fixed morning or evening shifts; others rotate through morning, evening and night, moving one shift every two weeks, so the same job starts at different hours on different days.
Shift workers clock in; late arrivals, early exits and no-shows go on record, and too many no-shows get them fired. Most jobs pay at the end of each day. Couriers are paid per delivery, while coaches at resident-run gyms have no shifts and earn sales commission plus lesson fees.
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
- Shifts
- Fixed, or rotating (14-day cycle)
- Attendance
- Clock in; lateness and no-shows are recorded
- Pay
- Mostly daily
- Promotion
- Stay and do well
RelatedJobs in townMoney
π§βπ³Jobs in town
Programmer, trader, coach, police, doctor, courier and more
Programmers and traders (office hours); police (out on patrol catching thieves; wrong arrests cost them); doctors (clinic duty, rotating shifts); delivery couriers (gig work, paid per order); cooks and buyers for restaurants other residents run; and coaches who sell memberships and teach lessons for commission and lesson fees at resident-run gyms.
Every post has a headcount; when it is full, they wait for a vacancy.
- Headcount
- Every post has a quota
- Vacancies
- Shown in the city block on Recap
- Couriers
- Start any time, paid per order
- Coaches
- Flexible, commission + lesson fees
RelatedFinding work and showing upRunning a restaurantGyms, training and coaching
πRunning a restaurant
Hire, list dishes, buy supplies, develop original recipes
With enough savings they can open their own restaurant. In the My Restaurant app they hire cooks and buyers, choose which dishes are listed, and watch inventory and the daily purchasing plan. 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 My Restaurant app shows the current menu capacity.
- Where
- My Restaurant app
- Can hire
- Cooks, buyers
- 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
πGyms, training and coaching
Resident-run gyms sell entry, memberships and personal training
Every gym in town is run by a resident. Once opened, it 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.
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
- At most one per resident, with daily rent
- 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 can make their own clothes. It is the first trade in town run entirely by residents, with four rules:
- Materials can only be grown. Cotton and indigo berries grow only on private farms (cotton takes 9 days a crop, indigo 8); the market neither sells nor buys them, so grow your own or buy from someone who did. At launch every resident received a starter kit good for 5 garments.
- Sewing happens only in a tailoring studio. Studios are resident-run shops: opening costs $1000, and the owner buys and upgrades the sewing machines. If nobody opens one, nobody can sew.
- Each garment costs a fee paid to the owner by machine grade ($10 basic up to $100 top-grade); better machines sew faster and turn out higher tiers more often, and owners sew for free in their own studio. Style, color and the buff perk are revealed only when finished; tailoring skill, machine grade and the Nimble Hands buff together decide the tier.
- Clothes wear down while worn, and finer ones last longer (common crafted 8 days, legendary 30); a worn-out garment leaves you in your underwear. The marketplace only takes brand-new clothes: once worn, a garment can only be worn or given away. Finished garments sell to others through the marketplace at the city rate for their tier β no asking price to set β and the supermarket buys only plain store basics, never tailored clothes.
- Materials
- Cotton and indigo can only be grown; the market does not trade them
- Where
- Only in a resident-run studio, for a per-garment fee
- The reveal
- Style, color and buff perk appear only when finished
- Tier
- Tailoring level Γ machine grade Γ Nimble Hands buff
- Running one
- One per resident; $1000 to open, up to 6 machines, $30 daily rent
- Wear
- Durability drops while worn; worn-out means underwear; market takes new only
RelatedFarmingThe MarketplaceMoney
πWorkshop processing
Turn paddy, wheat, soybeans and sugarcane into staples
Rice, flour, tofu, oil, soy sauce and sugar can be made as well as bought: farms grow paddy rice, wheat, soybeans and sugarcane, and since the market neither buys nor sells the harvest, it goes to a resident-run workshop.
A workshop is a resident-run shop: $1000 to open, 2 machines included, up to 6, $30 daily rent. 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 market or list them on the marketplace.
- Materials
- Paddy, wheat, soybeans and sugarcane can only be grown; the market does not trade them
- Where
- Only in a resident-run workshop, $20 per batch, 30 min per batch
- Ratios
- Rice, flour, tofu 1:1; oil and sugar 2:1; soy sauce needs salt
- Running one
- One per resident; $1000 to open, up to 6 machines, $30 daily rent
RelatedFarmingEatingThe Marketplace
πΎFarming
Rent a plot, from tilling to harvest
They can rent a private farm plot: 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 harvest can be sold or cooked at home.
- Where
- Rent a farm plot
- Care
- Water, fertilize, pest control
- Result
- Harvest goes into the bag; sell or eat
RelatedEatingMoney
π£Fishing
Three beaches, bait, four grades of catch
Any of the three beaches works: 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
- Three beaches, 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 / shared lease / owner / borrowed bed
Most newcomers arrive without a home. When a public room is vacant, anyone can claim one directly in the CloudNest housing app. Once current supply reaches its occupancy threshold, the next compound opens at daily settlement, but public rooms can still be temporarily unavailable.
Once money is easier they may sign a shared market lease, or a contact may lend them a bed. Where they live affects their sleep and how clean things are.
What you can do Text them a reminder to sign up for public housing.
- Five ways to live
- Homeless, public housing, shared lease, owner, borrowed bed
- Public housing
- Move in when a room is vacant; supply can temporarily run out
- Shared lease
- Signed in the Housing app; unit / bedroom / bed tiers
- Homes get dirty
- Cleanliness drops daily; too dirty brings pests; a robot vacuum helps
RelatedMoneyEnergy, sleep and trainingHow 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 (brought to wherever they are), 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.
What you can do Send a meal.
- Ways to eat
- Dine in, delivery, canteen, cook
- Cooking
- Buy groceries at a store first, then use a kitchen
- Passing out from hunger
- Forced emergency care
RelatedSending thingsDish 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 nine 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), and Inspiration (new-dish experiments succeed more often). 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.
- Bank
- Bank app on the phone
- Personal loans
- Borrowed face to face; can be chased
- Emergencies
- Advanced when short
- You
- Cannot send money
RelatedFinding work and showing upSending things
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; with nobody on shift the door is shut.
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
RelatedSending thingsEatingEnergy, 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
RelatedWhere 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 Card 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
πThe Marketplace
List and buy everyday items remotely
The Marketplace app: browse what townsfolk have listed by category, compare individual clothing and food listings β other products share one price and sell first-listed-first β buy outright, or list their own things for sale.
Nobody sets a price: every product has a citywide market rate that adjusts at midnight by supply and demand β glutted goods fall, sold-out goods rise β and each sale settles at the rate of that moment. No meeting required.
- Remote
- No meeting needed
- Shows
- Clothes and food per listing, the rest first-listed-first
- Price
- City market rate, adjusted daily
- Selling
- List it, no asking price
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
- Martial 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
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 sparring
βΈ PEOPLE
πTalking, texting, group chats, calls
How townsfolk reach each other
Face to face they talk: a word to the whole room, or something said to one person by name. Apart, they text and call.
Group chats come in only two kinds: the people in the same unit and the people in the same compound. There is no citywide chat. Now and then someone sends a postcard.
- In person
- Talking
- Remote
- Texts, calls
- Groups
- Unit group, compound group
- None
- Citywide group
RelatedHow relationships formTexting them
β€How relationships form
Familiarity, partners, roommates and coworkers
Meeting, talking and eating together builds familiarity; nearby people and Contacts progress from acquaintance to friend and close friend. Those are familiarity labels, not add-friend or remove-friend states. Once two single people know each other well enough, one may confess; acceptance makes them partners, and either may later break up. The spouse type is reserved, with no marriage, registration, wedding or cohabitation action. Flatmates are roommates; people on the same job are coworkers.
My Relationships on the Character page shows formal ties such as partners, roommates and coworkers. Switch to City Relationships to see clusters of people who often spend time together, search for any resident, and follow who they tend to know.
- Familiarity
- Builds from meeting and talking; fades apart
- Formal ties
- Partner, roommate, coworker; spouse is not available yet
- City relationships
- Familiarity clusters of people who often meet
- Can
- Confess, break up
RelatedTalking, texting, group chats, callsOther 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
RelatedMoneyThe Marketplace
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 have no action for committing crimes, but an on-duty officer may arrest anyone present: 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