
Screenshots

Watch trailer on Steam ↗LifeDev
Jeronimo Barraco-Marmol · Published by Jeronimo Barraco-Marmol · Official site ↗
Content notice: This game deals with adult and sensitive themes about trauma and cptsd. Which brings difficult themes. The intent of the game is to focus on overcoming these issues, and is planned for people who already is struggling. So in order to not trigger them much, to not glorify these themes, and to focus on overcoming them; the topics will be only shown as little as possible, sometimes they will only be hinted at, or it will be a reference to it through a memento, or poem. Also the game has minimal characters and minimal player interactions. So if there are depictions of any of these topics it will be minimal and as non-explicit as possible. There will be dialogs, or pieces of text, discussing these topics in search of a way to heal. But it is critical to be able to express that they exists and express the emotions and feelings of the characters as they go through the healing process. How the character experiences emotionally and its drama is the most important part, not the source of it itself. These emotional expressions could be very intense and crude. Mentioning topics like self-harm, self-deprecation, and abuse. These mentions will be minimal and toned down to the bare minimum necessary to convey the situation in order to establish a baseline from which move out of it. If you think this will negatively impact yourself, please don't play the game. I don't take responsibility for the results of playing the game or listening to the music.
1 user reviews — 100% positive (1 reviews)
Last updated 27 Sept 2026
1st Person 3D Exploration Point&Click Intimate Journey. Experience trauma, gather clues, join the dots, find allies, unravel the truth, create your way out, face the demons, become stronger, challenge your "reality". Have you had enough already?
£7.15
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Price history
Adventure, Indie, RPG · 2025 · More £5 - £15 games
Embark on a poignant journey of self-discovery as you navigate LifeDev’s intricate world, piecing together clues and forging alliances to confront your inner demons.
About this game
Notice:
This game is early in the development*1. The quality is very low, and It might change considerably with time. Some features might be removed, others added, others might be in progress. There potential for bugs is high.
All builds (including release, demo and play-test) are intended mostly for feedback, payment is provided as way of supporting the project. If you want to play-test and provide feedback without acquiring a release build, please contact me.
Please send me your feedback. Thanks!
LifeDev is an exploration game with elements from Point/Click adventures.
Where you journey through the experiences of a person with CPTSD.
You will be able to experience and reflect upon this complicated reality.
You'll be finding clues, untangling the complexities, and recreating a new life on each step.
Finding, developing, and training new skills that will help you create a small door of hope.
*1 the steam website had some issues and now the game can not be marked as early access.
System Requirements
Will my PC run this? →Minimum
- Requires a 64-bit processor and operating system
- OS: Windows 10
- Processor: 4 Core, 2.5 Ghz
- Memory: 8 GB RAM
- Graphics: 8Gb VRam . DirectX 11 or 12 compatible graphics card, DirectX End-User Runtimes (June 2010)
- DirectX: Version 11
- Storage: 1 GB available space
- Sound Card: yes
- VR Support: no
- Additional Notes: might get away with less ram or disk
Recommended
- Requires a 64-bit processor and operating system
- OS: Windows 10 64-bit version 1909 revision .1350 or higher, or versions 2004 and 20H2 revision .789 or higher.
- Processor: Quad-core Intel or AMD, 2.5 GHz or faster
- Memory: 16 GB RAM
- Graphics: 8Gb VRam. DirectX 11 or 12 compatible graphics card, DirectX End-User Runtimes (June 2010)
- DirectX: Version 11
- Storage: 1 GB available space
- Sound Card: yes
- VR Support: no
- Additional Notes: might get away with less ram or disk
Supported Languages
Latest news
AnnouncementsOfficial
Devlog 29
# ------ Announcements ## Sprint 2nd sprint, of the 4th cycle. Chapter 01/Pass 03. Play-tests are always welcome open. If you want to help me with your feedback, please contact me :) Enjoy. **Explanation and showcase** https://www.youtube.com/watch?v=9tyTXHmzzDo # ------ Game ## General NEW: Improve: * Using camera rotation smoothing. * Reorganized feature manager and ghosts. Known issues: ## Settings NEW: Improve: * Added comfirmatino before deleting savegame. * Improve video settings' quality's layout. ## Art NEW: * Added elephant. Improve: * Quite some work improving ui buttons. including message box. * Improvements on templatizing UI sliders. ## Chapters All: * Kept fixing books on shelves. CH00: CH01: * New cabinet * Added elephant, toy, hanger CH02: CH03: CH04: # ------- Subsystems and plugins ## All > Public repos for the plugins are updated on a later date, according to availability. ## Flashbacks New: ## Dialogs https://codeberg.org/jerobarraco/Diags LifeDev: * Added rain as "effect". Plugin: * Added ability to have "Effects" on any dialog. ## Interactions (and animations) https://codeberg.org/jerobarraco/Interact LifeDev: * Fixed relative end transform on drawers. Something that is prone to issues. * Added show condition on ppl. Plugin: ## Inventory / Flags / Teach https://codeberg.org/jerobarraco/Inventory LifeDev: * Refactored the flag init flow. Fixes a few issues with the Outro and savegame. Teach (NUX): Plugin: ## JSignificance https://codeberg.org/jerobarraco/JSig ## JUtils https://codeberg.org/jerobarraco/JUtils New: * Added material for scene shadow. * Added slider widget style data asset/utility. Improves: * Improved buttons for msgbox. Added ShowNow. * Moved the UTPInput to JUtils, to UJPInput ## Sounds https://codeberg.org/jerobarraco/Sounds LifeDev: Plugin: ## Story https://codeberg.org/jerobarraco/Story LifeDev: Plugin: # ------ Links Play on Steam https://store.steampowered.com/app/2450230/LifeDev/ Forums https://forums.unrealengine.com/t/sol...Read full article on Community Announcements (Nande!)AnnouncementsOfficial
Devlog 28
# ------ Announcements ## Sprint 1st sprint, of the 4th cycle. Chapter 00/Pass 03. New cycle! Play-tests are always welcome open. If you want to help me with your feedback, please contact me :) Note: I've messed the version numbers from 0.5.1 onwards. They should roughly indicate something like "XXX.Cycle.Chapter.Build" but somehow i messed it up. Also XXX is not very indicative, at the moment i've decided to increase to 1. 1... usually is considered a finished product, but not for me, i want to use it as a "milestone". At first i considered using the year. But it has been about 2 or 3 years, and it's hard to line up with chapters' end times. I thought about using the Cycle as major, but i feel there should be another metric in between. In terms of cycle it would be at version 4.0 which seems odd. So i'll use the major as a sort of "milestone". After 3 full cycles, and almost 3 years, i think the game deserve to jump to 1.0. So i will go with 1 for now. If something else major happens, i might increase again. Keep in mind my versions and numbers are 0 based. So even if the current version uses 0 for the chapter, it refers to the 1st chapter. Enjoy. **Explanation and showcase** https://youtu.be/51pPZkZB7NQ # ------ Game ## General NEW: * Added force feedback! * Added "ppl"! This is a bit of a stub, and still work in progress. Improve: * Several optimizations and refactors. * * Adjusted scalability for `r.Forward.LightGridPixelSize`, `r.Lumen.DiffuseIndirect.Allow`. * * Optimized scalability for all niagara systems (including ghosts). With different configurations. * * Optimized lamps, shadows, lights attenuation, light animation interval and duration, sunlight. * * Optimized vsm invalidation, clipmap levels, max wpo distance. * * Optimized materials blending and inheritance. * * Optimized fog volumes, disable local fog volumes. * Several fixes. * * Bra collisions, piano keys, piano mesh, hints, screwdriver, kitchen light, plate fade. * * Possible crash when reloading...Read full article on Community Announcements (Nande!)AnnouncementsOfficial
Devlog 27
# ------ Announcements ## Sprint 5th sprint, of the 3rd cycle. Chapter 04/Pass 02. (The last chapter). All chapters are at the same pass, Next sprint is a new cycle! Play-tests are always welcome open. If you want to help me with your feedback, please contact me :) **Explanation and showcase** # ------ Game## General NEW * Added app icon to windows. * Added basic haptics (force feedback) to interactions. Can be toggled in the settings. Improve: * This build contains LOTS of refactor and improvements. * * More soft object pointer usage. * * Refactor and cleaned the book class. * General cleanups, optimizations, small fixes, and documentation everywhere. * * Optimized Nanite's "Pixel programmable distance". * * Enabled GarbageCollector's actor and asset clusters. * * PSO cache and precache. * * More stringent cooking to reduce package size. * Updated to Sentry 1.1.1. * Fixed issue with shaders not compiling for low quality scalability settings. Known issues: * Outline effect looks odd with TAA at a shallow angle. * Shelf has issues on proton with non-nanite mesh. * The plate at end shows up and the fade starts later. * Missng hint for poem on chap 02.## Settings NEW: * Added configuration for "color aberration" visuals, and a feature toggle. * Added ability to set defaults on game settings. Improve: * Improved setting full screen mode, resolution, and resolution scaling. * * Resolution scaling now shows the actual resolution %. Might not be accurate if the main resolution changed, and it has not been applied yet. * Added (performance) trace start/stop for debug builds. ## ArtNEW: * Working on the new hall01, and toy. * Adjusted the character energy particles. * Added light importance volumes. * Added reflection captures. * Added and optimized cloud material. * Added meshes for: cup. Not yet in build: cabinet-02. * Improved UI style for: "big button", checkbox. Improve: * Optimized ambient occlusion. And enabled them for baked lights. * Optimized lamp cover. * Optimize...Read full article on Community Announcements (Nande!)AnnouncementsOfficial
Devlog 26
# ------ Announcements ## Sprint 4rd sprint, of the 3rd cycle. Chapter 03/Pass 02. Less challenging than previous sprint, still quite difficult. Play-tests are always welcome open. If you want to help me with your feedback, please contact me :) **Explanation and showcase** # ------ Game ## General This build contains HUGE amounts of refactoring. NEW Improve: * General cleanups, optimizations, small fixes, and documentation everywhere. * * Added `AdaptiveAddToWorld`. Also "Skip generate overlaps" on stream. Reduces hitches on load. * * Shadows on floors. * Moved a ton of things from hard ref to soft references. Known issues: * Screen might flash when loading the next chapter. It's a UE thing. ## Settings NEW: * Added option to set the default RHI. Experimental. Requires a restart. If it breaks, delete your config files (but not your savefiles). Improve: * Moved a ton of code to cpp. ## Art NEW: * Added outro animation! * Started using style assets for ui elements. Most noticeable on the settings. * * Unified and improved the style of some elements. Improve: * Moved everything possible to "Packed Actors Level Instances". Improves performance a bit. (A ton of work involved). * Improved "ppl" materials. * Optimized some material's permutation count. * Still working on the hall01. ## Chapters All: * Implemented more card effects. (I think "what works" doesn't have anything to work with, but the logic is there). * * Redesigned and reorganized their effects a bit. * Improved the hints all around. Added more hints, and tweaked how and when they get enabled. * Improved doors quite a bit. Optimized windows too. CH00: CH01: CH02: CH03: CH04: # ------- Subsystems and plugins ## All > Public repos for the plugins are updated on a later date, according to (my) availability. ## Flashbacks New: * New clouds effect. * FX on the effects. ## Dialogs https://codeberg.org/jerobarraco/Diags LifeDev: Plugin: ## Interactions (and animations) https://codeberg.org/jerobarraco/Interact LifeDe...Read full article on Community Announcements (Nande!)AnnouncementsOfficial
Devlog 25
# ------ Announcements ## Sprint 3rd sprint, of the 3rd cycle. Chapter 02/Pass 02. This sprint was even more challenging. My aim was to do more on narrative, and i did manage to do some. I also made a ton of refactors, which were difficult, but also important. I haven't detailed the refactors and fixes so i've done more than what's shown here. Play-tests are always welcome open. If you want to help me with your feedback, please contact me :) **Explanation and showcase** # ------ Game ## General This build contains big amounts of refactor. NEW * Moved to unreal engine 5.6.0. Improve: * Game save time is now on UTC (warning). * Patched Sentry being called in a background thread. * Regular optimizations, cleanups, and so on. * A good amount of refactoring and moving stuff. * * Moved chapter loading to `LStoryMan` (not in the build, but scheduled for the next one). * * Moved menu to `LFeatsMan`. * * And more listed in their own category. Known issues: * Screen might flash when loading the next chapter. It's a UE thing, not my code. ## Settings NEW: Improve: * Reworked buttons for key binding. Now using button styles. Styles are planned to be used more in the game. * Fixed the message box for re-loading the current save-state. ## Art NEW: * Added new plant, cup, 2 types of towels (one unused), coat hanger (unused), toy (unused). * Attempt at adding an app icon. Improve: * Improve item use colors. * Modified flashback material! (again). Removed gooch and changed it a bit. * Improve the intro UI. * * Improved warning screen. * * Reworked savegame screen. * Improve a few of the settings screen. Included key binding. * Fixed issue with roundedness of the dialog box and blurred background. * Adjusted rounded corners for `Teach` and `Prompt` ui. * Changed font for `Teach`. * Disabled some material's "set automatic usage". To reduce the required shader permutations. This is also an optimization. It's a work in progress. * Refactored the dialog animation to use a "retainer" box....Read full article on Community Announcements (Nande!)






