Open-world roleplay built in Unreal Engine 5, a standalone world where players write their own stories.
LIFE is an open-world roleplay game built from scratch in Unreal Engine 5, not a shooter with roleplay bolted on top. Buy a house, get a job, run a business, get arrested, get treated by a medic, cook something illegal in your basement and get a tax bill for it. All of it runs on dedicated servers today.
Nothing is scripted for you. There are no missions handed out by the game, there are jobs, businesses, laws and other players. Pick up a delivery contract, open a workshop, join the police, become a medic, or run something illegal out of your basement and hope nobody talks.
The economy is made by players. Shops only sell what someone gathered, processed and delivered. If nobody hauls the goods, the shelf stays empty, and the prices follow. Everything you own persists: your house, your cars, your money, and your jail time.
1 KM
click to enlarge
A race track, farmland, quarries, a harbor, forests full of wildlife, and enough back roads to lose the police on. Bigger worlds are on the table, the alpha runs on this one.
Health, stamina, hunger, thirst. Damage tracked per bone, limbs bleed, bones break, and each one is treated separately. Go down with a bleedout timer instead of dying; a revive doesn't clear your wounds. Twelve equipment slots, weight that matters.
Tickets the suspect must accept or refuse, crime log, vehicle dossier, search by personal number, tow orders. Seven police interfaces. Sentences persist through logout; leave the jail bounds and you're flagged as an escape. Cuff, escort, book.
Five real procedures, diagnose, bandage, splint, medkit, defibrillate, each gated by the patient's actual injuries and consuming the right item. Medics get paid for every treatment. Unpaid bills go into the negative on your account.
Gather, grow, process and sell. Shops have real stock and real shortages, so there's always a delivery to haul. Auction house and black market. Banking and ATMs. A tax office that bills your electricity, your house and your car, miss it and the lights go out and your car gets locked in the garage.
Six complete drug chains from leaf to brick, with stations you place inside your own house. Lockpicks, chop shop, business safes worth robbing, an informant who sells knowledge of who's sitting on cash, home invasions. Cartel head buys product.
Sedans to semis with trailers, tow and crane trucks, quads, four helicopters. Damage where you hit it, crumple a door, kill an engine, or burn a wreck to the ground until someone puts it out. Fuel cans, physical keys, garage, dealership, insurance, impound, tuning, and a scrapyard for the wrecks.
Buy a house, lock every door separately, and furnish it with 189 pieces of furniture exactly where you want them. Storage crates, a private safe, and yes, you can dig up the back yard.
Text, call, save contacts, call 112 and see how many cops and medics are actually on duty. Proximity voice: talk to whoever is standing near you. A full map, a minimap, and a GPS that talks, turn by turn, across the whole island.
14 weapons and 13 ammo types. Sights, grips, stocks, foregrips and barrels you fit yourself. Magazines are real items, reloads are staged, recoil has character. Melee, taser and a spray system that already runs the fire extinguisher.
Sawmill, mill, smelter, roastery, bakery, winery, tools workshop and more. Raw material in, finished goods out, for a wide range of items, from bread and wine to axes, furniture and fuel. What you make is what the shops sell.
43 shops, workshops and offices, each with its own NPC: gas station, supermarket, clothing, car service, delivery centre, realty office, DMV, tax office. Haul freight, run a store, tow cars, join the police or the medics. Every one of them pays.
Deer roam hunting areas and react to you, sight, gunshots, damage. A wounded animal keeps running before it calms. Headshots count. Skin and butcher a carcass with a hunting knife: venison, hide, antlers.
Where something is still rough, we say so, see the status table under Kickstarter. We'd rather show it than have you find out three weeks after backing.
All alpha access is handed out on our Discord server. Join with the invite below, it's where announcements, updates and testing sessions happen.
Say hi and let the team know you want to play. Slots are limited during closed alpha, so tell us a bit about yourself and your roleplay experience.
Once you're in, grab the build, hop on the server and play. Found a bug? Report it on Discord, every fix lands in the changelog.
The complete picture of the game as it stands today. Every NPC on Block Island and what they trade or make, every item with its price, recipe and where to get it, every car, truck, helicopter and boat with photos and stats, every marker, house and resource spot on the map.
It is also honest about the state of the build: what is missing, what is misconfigured, what still needs work and what is planned for the nearest future, so testers know where to look and what not to report twice.
Step-by-step guides for everything you can do in the closed alpha and where to do it. Pick a trade, follow the chain from gathering to processing to selling, and learn which NPC to talk to at every step, from the peach orchards and sawmill to the oil fields and the cartel's back rooms.
Also covers your house: the planting table, the moonshine still, the rolling table and the drug bench, what they need and what they turn out. The same pages are available in game from the Job Office.
KEY ART · Coastal road at sunset
KEY ART · Beach highway
IN-GAME · Police helipad on the pier
IN-GAME · Fire department in the pine forest
IN-GAME · Old checkpoint on the coast road
IN-GAME · Dex Race open-world track
IN-GAME · Beach house terrace
IN-GAME · Medic helicopter over the hairpin
IN-GAME · Quad ride through the pines
IN-GAME · Lakeside at dusk
We built a game you can actually play. What it doesn't have yet is the layer that makes a game feel like a product instead of a prototype: animation and sound.
Right now, treating a patient, cuffing a suspect, cooking a batch, cutting timber, opening a safe, refuelling a car, planting a crop and picking a lock all work perfectly, and all look far too similar. Every one of those actions needs its own animation set. The same goes for audio: our channel and mixing architecture is in place, and most of the shelves behind it are empty.
This is the one part of the project that needs money rather than time. It is not salaries, we've worked on this for nine months without them and we'll keep going either way. This funding decides how good it looks and sounds when you play it, and how soon.
Anything with your name, face or design on it goes through us first. We won't put anything into the game that breaks our own naming rules, we'll say so politely and work with you on an alternative. Final tier prices, limits and delivery dates will be on the campaign page.
| Area | Status | Where it stands |
|---|---|---|
| Character, vitality, injuries, combat | Ready | Complete and stable |
| Police, jail, medic | Ready | Complete, seven police interfaces |
| Housing, furniture, placement | Ready | Complete, 189 furniture pieces |
| Economy, shops, deliveries, banking, tax | Ready | Complete |
| Drugs and production chains | Ready | Six full chains |
| Cars, garage, dealership, chop shop, impound, scrapyard | Ready | Complete |
| Phone, SMS and voice calls | Ready | Complete |
| Map and GPS with voice guidance | Ready | Complete, turn-by-turn spoken directions |
| Processing and crafting | Ready | Complete, production chains for a wide range of items |
| Weapons and attachments | Ready | Complete, 14 weapons, 13 ammo types, sights, grips, stocks, barrels |
| Hunting | In progress | Deer with full AI and harvesting are in; more species to come |
| Inventory | Ready | Complete, fully working |
| Character appearance | In progress | Body parts swap correctly, no character creator screen yet |
| Helicopters | In progress | Ownership, fuel, damage and police checks work; flight model in rework |
| Safe robbery | In progress | Rules and tiers built, interface not yet |
| Racing | In progress | Tracks, checkpoints and lap times recorded; no overlay or rewards yet |
| Boats | In progress | Prototype floating on water, not yet a full vehicle |
| Animation and audio | In progress | This is what the campaign funds |
| Renting property from other players | Planned | Billing covers electricity, property and vehicle tax today; player-to-player rent is designed, not built |
| Fishing | Planned | Assets and animations exist, the mechanic does not |
| Gangs, factions and organisations | Planned | Permission levels exist, structured organisations do not |
| Proximity voice chat | Ready | Complete, in-world voice by distance, plus phone calls |
| Character progression, skills | Planned | Deliberately left until the core loop is proven in the alpha |
Taken from our internal register. Ready means built and working. In progress means it works but isn't finished. Planned means it's designed and not built. Everything marked Ready is something you can do the day you get your alpha key.
The campaign isn't live yet. Join the Discord and you'll be the first to know when it launches, and you can play the alpha in the meantime.
Get notified on DiscordLIFE is an open-world roleplay game built in Unreal Engine 5, designed from the ground up as a standalone experience where players create their own stories in a living, dynamic world.
HC Team starts making mods for roleplay games. The biggest work: the Life mods for the Arma 3 roleplay community.
For more than seven years we ran them, community management, server ops, modifying a game strictly for roleplay, 3D assets and animations, netcode, and keeping a large project alive for a large number of players.
We already knew what we really wanted: a game made for roleplay instead of bent into shape afterwards. We made a few attempts. Life got in the way, and those projects never went far. We're saying this up front.
Custom mods for GTA roleplay servers, and the same thought every time we hit a wall that existed only because the underlying game was never meant for this.
A new Unreal Engine 5 game, a simple name for a simple purpose: a game made strictly for the roleplay community, combining the best of GTA roleplay and Arma 3 Life.
Building started at the beginning of the year with one goal: a playable proof of concept anyone can try, so players tell us what to change. Nine months in, working on it every single day. Closed alpha is open.

We are a small team, and we have been here before. We ran the largest Polish Arma 3 roleplay servers through every kind of technical problem a live server throws at you. We know what breaks, and we built this game in the order that stops it from breaking.