Changelog

New features, improvements and fixes.

Windows, walls and floor materials

Build now offers nine window models with matching walls and distinct boards, tiles and carpet.

New

  • Choose Windows from the Walls tool, or press N from any Build tool. Models span one, two or three wall units on either axis. Use Fit window for a new opening, Replace window for the whole selected window, or Remove window to restore solid wall across its complete span.
  • The chooser retains your selected model. Fit and removal report the applied result, including why an edit was refused.
  • Historical window saves load as one-unit Sash windows. Saved floor choices are preserved.

Art

  • Walls are slightly thicker, and slimmer door frames now match their depth.
  • Windows have authored frames, glazing and openings. Walls include thickness, joins, caps, reveals and baseboards. Cutaway windows follow their wall height while rear exterior windows remain full height.
  • Interior Boards, Tiles and Carpet use separate material artwork with patterns aligned across neighboring tiles. Unpainted house floors use pale tile, yard uses grass and street uses asphalt. The new floor artwork also appears in historical saves without changing saved covering choices.

Fixed

  • Wall and Room edits cannot leave fragments of a wide window. Back returns from Windows with the clicked line selected for Wall, Doorway or Remove wall; W and D also work from the chooser. Remove wall opens the whole span where permitted. Doorway uses the clicked line and restores the rest to wall.
  • Rear exterior windows can be selected from inside the lot. Windows light rooms during the day and stop contributing light at night. Flat lighting remains neutral.

Build controls, life satisfaction, meals and shared beds

Build actions beside your selection, shared meals, bathroom boundaries, developing relationships, solid doors and clearer Sim dock controls.

New

  • Assign a sleeping place in Sim details under Personality, habits and bed. Each place shows its assignee and current occupant.
  • Two Sims can share a double bed. Cancelling one Sim's orders leaves the other asleep; saves retain both sleepers and their assignments.
  • Tired Sims prefer a reachable assigned sleeping place. Player orders take priority, and new games place the double bed where both sides are accessible.
  • Cook breakfast, lunch or dinner and share extra portions with up to three hungry friends. Everyone gathers to eat, sitting at usable chairs or standing near the table.
  • Housemates prepare snacks at the counter. Cooking, carrying plates and washing dishes have distinct animations.
  • Tidier people are more likely to wash dishes. Mess left by others can sour moods and relationships.
  • See what people are doing with activity bubbles. Mood and life satisfaction stay visible when the Sim panel is collapsed.
  • Find New housemate and Changelog in Options. The changelog groups updates by date and remembers your choice of dark or light mode.
  • Housemates usually find another option or wait when someone is using a toilet, shower or bath. Urgent needs and player orders keep priority; shyness changes avoidance and annoyance.
  • Walking in during bathroom use annoys its user. Starting beside someone already present annoys that person. The furniture's room defines the boundary.
  • Pleasant company and mutually enjoyable reading, exercise or aquarium watching improve relationships. Opposing interests cause friction; shared meals and TV do not yet receive this activity bonus.
  • Conversations initiated while someone's needs are low or critical can reduce their opinion of the initiator.

Improved

  • Average Sims wash their own dishes more often. They can notice their own old mess and remember to clean it after finishing a busy activity. Urgent needs still take priority.
  • Diners use reachable chairs with clean settings. Full or dirty settings make them stand nearby; households without a reachable table eat at a counter.
  • Dirty settings add annoyance when they force someone to stand. An average, rested Sim has a separate 30% chance to clean the blocking dishes after eating; cleanliness and current needs change that chance.
  • Life satisfaction has a centered meter and a description from Very dissatisfied to Fulfilled. Hover or focus it to see the exact score out of 100.
  • New Sims start at 50 before small trait adjustments. Life satisfaction now changes over game months and years; sustained mood still raises or lowers it.
  • Saved scores from 0 to 100 stay unchanged. Earlier scores above 100 become 100.
  • Queue mode starts enabled. New orders go after the waiting ones until you turn the mode off.
  • The Queue panel names its toggle Queue mode.
  • The mood meter has more room, with a smaller bold mood description.
  • Doors swing more smoothly as Sims walk through.
  • Wall, doorway and window controls appear around the selected edge. Curved arrows turn the selection without changing the house until you choose an edit.
  • Furniture and purchases have nearby placement, rotation and cancellation controls. Selling shows its return; buying shows its price.
  • Room controls let you choose a doorway or restart its corners.
  • Floors now selects a tile first. Choose its covering afterward; selecting another tile never paints it automatically. Remove restores the original floor.
  • Shortcuts starts collapsed and groups actions with labeled keycaps. Help groups building, people, camera and saved-game controls.
  • Zoom buttons work in Build.
  • Dirty dishes have a smaller effect on relationships; their mood effects stay the same.
  • Friendships and grudges fade more slowly without interaction.

Fixed

  • Clicking Sim details again closes the open sheet. Clicking Queue again closes its section.
  • Sim details stays highlighted while the sheet is open; Queue stays highlighted while its section is open.
  • Door leaves and frames overlap Sims correctly during crossings.
  • Sims' feet no longer disappear beneath doorway thresholds.
  • Doorways on both wall directions now show doors with the same crossing and closing sounds.
  • All desktop Build tools keep the same panel width. Action labels are centered, and compact layouts keep navigation and essential controls reachable.
  • Keyboard focus stays on Build controls when the panel moves during resizing.
  • Floor previews show the whole selected tile, with instructions that adapt between desktop and phone controls.
  • Activity bubbles appear when an activity starts, rather than while someone walks toward it.
  • Audio recovers after browser interruptions without restarting sounds from activities that have already ended.
  • New housemate controls fit narrow screens and larger text. Closing a dialog returns keyboard focus, and Sim details stays readable while values update.
  • Meals, leftover portions, dirty dishes and interrupted cooking carry over when you save and load.
  • Sim details start narrower and expand when Personal details need more space. Shyness appears alongside personality information.
  • Privacy detours preserve meal pickup, occupied dining spaces and interrupted cleanup.
  • Seated diners rest on dining chairs without sinking through the seat or showing through the back rails. Their hands and plates remain visible above the table. Clicking exposed chair parts selects the chair.
  • The bar at the bottom always shows what the selected Sim is doing. Critical needs now appear on their own line instead of replacing it.

Art

  • Cooking shows a pot on the stove and a stirring utensil. Carrying plates and seated eating use separate animations; the floating cooking plate is gone.
  • Doors have visible thickness, panels and handles on both sides. Lighter frame outlines fit the furniture, and the posts have clean joins.
  • All four double-bed facings show either sleeper or both beneath one duvet. Select each visible Sim separately; furniture colour changes preserve shirt colours. Sleeping poses are static.

Sound

  • Finishing a toilet visit plays its flush even when it interrupts cooking or dish cleanup; the suspended work resumes afterward.
  • Doors open silently and close with a softer thud.
  • Running sinks and cooking have their own recorded sounds.
  • Footsteps are quieter.
  • Toilets play a recorded flush after completed use. Cancelling use does not play it; pausing stops an active flush.

More personality around the house

Housemates have more varied habits, longer memories and a home full of new furniture.

New

  • Housemates make more varied choices. Self-preservation instinct affects how readily they respond to critical needs; choose a value or leave it random in New housemate.
  • Open Personality and habits in Sim details to see sleep rhythms and how quickly each need falls and recovers.
  • Sustained mood affects life satisfaction. Waiting for an occupied object lowers mood, especially when the need is urgent.
  • Grief fades gradually over 10 to 60 game days, depending on the relationship.
  • Death starts enabled in new games and is enabled once in older saves. Turning it off and saving keeps your choice.

Improved

  • Build and Options sit at the upper left. The bottom panel holds the selected person's details, actions and relationships.

Fixed

  • Early risers and night owls keep their sleep rhythms after saving and loading.
  • Conversation audio stops with the correct conversation, fades at normal endings and retries missing voice recordings.
  • Build previews and queued actions behave more consistently.

Art

  • Living-room furniture, dining furniture, chairs, the bookcase and kitchen bin have new artwork.
  • The room layout and cutaway walls give a clearer view of the house.

Sound

  • Voices has its own volume control within the overall Effects volume.
  • Showers and doors have recorded sounds, and activity sounds continue while the activity is in progress.

Preferences, grief and survival

Housemates react to their surroundings and to losing people they care about.

New

  • Prolonged hunger or exhaustion can be fatal. Warnings identify danger, and Death in Options lets you turn this off.
  • Surviving housemates grieve according to how close they were to the person who died.
  • Nearby objects can improve or worsen someone's mood, depending on their preferences.

Easier furniture placement

Rearrange the house with clearer previews and a better view of the interior.

Improved

  • Move and rotate furniture with placement feedback before confirming the change.

Fixed

  • Cutaway walls reveal more of the room and the activities inside it.

Build a home and choose family ties

Build rooms, shop for furniture and decide how new housemates fit into the family.

New

  • Draw a room by choosing opposite corners and a doorway. Add hinged doors to interior doorways.
  • Buy furniture by the needs it supports, preview its placement and sell unwanted items.
  • Recolour supported furniture and paint individual floor tiles.
  • Add a partner, parent, child or sibling through New housemate. People shows the family relationship.
  • Find lighting, sound, saving and Help in Options. New housemate has a paged form, and Traits starts collapsed.
  • Furniture descriptions are available by pointer, keyboard and touch.

Fixed

  • Building refuses changes that block the front-door route or make furniture unreachable.
  • Build controls and placement markers stay reachable on phones.
  • Rotating lamps and televisions keeps their light working.

Art

  • The house has a yard and street. Housemates travel outside for work, and daylight comes through windows.

Natural Causes and editable walls

The game has a name, and you have more control over the house.

New

  • Welcome to Natural Causes. Your existing saves and settings carry over.
  • Use Walls to build or remove interior walls and make doorways. Changes that block access are refused.
  • Traits give housemates stronger preferences for particular activities.

A working front door

The house has a moving front door and a tidier room layout.

Art

  • The front door opens when people arrive or leave.
  • The bedroom and bathroom layout gives furniture more room, including the lower-bunk ladder. Existing households still load.

Fixed

  • Walls no longer cut through nearby wide furniture.

New furniture throughout the house

The kitchen, bathroom, bedroom and office have more detailed furniture.

Art

  • The refrigerator, stove, kitchen counter and sink have new looks.
  • The bathroom sink, toilet, shower, bathtub and washing machine have updated artwork.
  • Beds, bedroom storage and the office desk have been redrawn to fit their rooms.

See what happens next

Plan longer sequences of actions for each housemate.

New

  • Open Queue to see a person's upcoming actions.
  • Queue up to ten orders, increased from four.

Voices and sound on phones

Conversations sound less repetitive, and sound starts more reliably on phones.

Sound

  • Conversations use longer voice recordings.

Fixed

  • Tapping the game can start sound on mobile browsers.

New looks and household sound

Housemates have more detailed appearances, clearer movements and voices.

Art

  • Walking, talking, eating, reading, sitting, sleeping, cycling and watching fish have updated poses.
  • Tim, Bill and Casey wear different shirt colours.
  • Furniture animations look correct when objects are rotated.

Sound

  • Conversations have voices. Sound controls let you mute the game and adjust the Effects volume.

Fixed

  • Wall corners and doorways line up more clearly.

Sitting and lower-bunk sleeping

Resting housemates fit their furniture more naturally.

Art

  • People sit in the armchair instead of standing in front of it.
  • Sleeping has a pose fitted to the lower bunk. The upper bunk is still unavailable.

Clearer fish and cycling animations

The aquarium and exercise bike have updated artwork.

Art

  • Fish and cycling movements are easier to see, with reduced-motion settings still respected.

Fish, exercise and more room to play

Two new activities give housemates more ways to spend their time.

New

  • Watch fish in the aquarium or exercise on the bike.
  • Collapse the household panel to leave more room for the house. Essential status stays visible.

Reading, walking and clearer actions

People carry books, sit to read and move more naturally around the house.

Art

  • Reading has seated and standing poses, with the book in the person's hands.
  • Walking animations follow the direction of travel. Character hair has also been corrected.

Fixed

  • A full action queue tells you why another order cannot be added.
  • Activity labels and object-menu titles describe their actions more clearly.

Better phone controls and night lighting

The house is easier to use on a phone and easier to see after dark.

Fixed

  • Controls rearrange to fit narrow screens instead of extending beyond the edge.

Art

  • Lamps and televisions cast light around them at night.

A little more life around the house

Housemates move around between activities and show more of what they are doing.

New

  • Idle housemates take short walks nearby.

Art

  • Talking and eating have their own animations.

Fixed

  • Existing saves still load after the starting household's name changes.
  • Startup messages identify missing artwork more clearly.

Days, nights and bedtimes

The house changes with the time of day, and housemates settle into their own sleep rhythms.

Improved

  • Sleeping slows the loss of needs, and each person's daily rhythm helps guide their bedtime.

Art

  • Day and night change the house lighting.
  • Housemates have more distinct looks, and sleep indicators are easier to see.

Mood and safer keyboard controls

See how your housemates feel and take your time reading the controls.

New

  • Sim details shows mood and the needs, traits and relationships affecting it.
  • Help and other dialogs pause the game while open.

Fixed

  • Keyboard actions keep the correct target when objects change.
  • Startup messages explain why the game cannot run.

Save progress and direct a household

Save your household, follow their working lives and plan what they do next.

New

  • Save and load one household in your browser, with an automatic save each game day.
  • Select up to six housemates and open People to inspect their relationships.
  • Traits, hobbies and work affect life satisfaction. Working housemates follow an office schedule and earn wages for the household.
  • Activities such as cooking involve several steps and can resume after an interruption.
  • Move and zoom the camera with a pointer or touch. Long-press for actions, queue orders, or choose targets with the keyboard.
  • First-time Help explains the controls.

Fixed

  • A failed load keeps your current game. Saving and loading cannot overwrite one another mid-operation.
  • Needs drain correctly at work, and the reading chair can be used.

A house full of people

Three housemates move into a furnished, five-room home.

New

  • Explore a larger house with 33 objects, floors and doorways.
  • Each housemate has a distinct appearance and different needs.
  • Start conversations from the action menu. Talking satisfies Social and changes how people feel about one another.
  • Activity indicators show what people are doing. Housemates can wait for objects already in use.

The first playable alpha

Meet a household with needs to juggle and a furnished room to live in.

New

  • Housemates look after Hunger, Energy, Hygiene, Bladder, Social, Fun and Comfort.
  • Click a person and an object to give an order, or let them choose what to do.
  • Housemates vary their activities instead of always making the same choice.