The short version
15 emotions, and the one that quietly stops skill progress
Paras feel 11 core Emotions — Happy, Sad, Stressed, Angry, Bored, Inspired, Disgust, Embarrassed, Amused, Flirty and Uncomfortable — plus four situational ones (Fire, Sick, Sleep, and Fear, which is not actually in the game yet). You never pick an emotion directly; interactions and daily events trigger them, and several can run at once with different weights. The one to watch is Bored: at intensity 2 it drops learning speed to zero. To inspect what is active on a Para, open the console with Ctrl+F1 and run SHOWSTATUSEFFECTS.
The full list
The 11 core Emotions
Every core Emotion feeds the same three systems — autonomy, which interactions a Para chooses, and which Wants they roll — but only a handful have documented mechanics beyond that. Here is everything the community wiki can actually source, emotion by emotion.
| Emotion | Polarity | What is documented |
|---|---|---|
| Happy | Positive | The baseline positive emotion. Each pregnancy trimester adds +2 Happy for 21 hours, and it feeds autonomy, interactions and Wants like every core emotion. |
| Sad | Negative | Normally a penalty — but a Gloomy Para learns faster the Sadder they are and doubles job performance per point of Sad, which makes it a resource for that Vibe. |
| Stressed | Negative | Feeds autonomy, interactions and Wants. One documented trigger: a Baby whose Sleep need hits 3 gives the household +5 Stressed. |
| Angry | Negative | Feeds autonomy, interactions and Wants. A Toddler whose Sleep need hits 3 is a documented +5 Angry source — sleep-deprived toddlers make angry households. |
| Bored | Negative | The only emotion with quantified mechanics: −2 learning speed at intensity 1, learning speed 0 at intensity 2+, and a Fun Need at intensity 3+. Comes from grinding one knowledge field for hours. |
| Inspired | Positive | The skill-gain emotion. Triggered by skill-related dialogue options on six skill pages, by listening to skill-tips cards near a Bored Para, or directly via Together Cards. |
| Disgust | Negative | Feeds autonomy, interactions and Wants. A Gloomy Para who feels Disgust or Embarrassed gains extra Sad on top — which, for Gloomy, is not entirely bad news. |
| Embarrassed | Negative | Feeds autonomy, interactions and Wants. Like Disgust, it converts into extra Sad for Gloomy Paras. |
| Amused | Positive | Positive, feeds autonomy, interactions and Wants — but no mechanic page exists for it, so nothing beyond the summary level is documented. |
| Flirty | Positive | Positive, feeds autonomy, interactions and Wants. Its card is one of only two with a documented colour: pink. |
| Uncomfortable | Negative | The most-sourced negative emotion: Sleep at 3 gives +2 Uncomfortable, and morning sickness adds another +2. Its card is documented as red; the wiki notes the icon file is named Anxiety while the in-game label is Uncomfortable. |
Polarity follows the wiki's card-colour grouping (positive blue, negative orange) cross-checked against data-mined files. Only two per-emotion colours are officially documented: Flirty cards are pink and Uncomfortable cards are red.
Context-dependent
The 4 situational Emotions
These four only appear in specific situations — one of them does not appear at all.
- FearNot in game
Listed on the wiki as currently not in the game. Included here so you know you are not missing a trigger — it simply is not implemented.
- Fire
Tied to the fire disaster — it appears while something burns, alongside the Get Away From the Fire situational Need.
- Sick
Tied to the health system; appears when a Para catches a virus at school or work.
- Sleep
Tied to the Sleep Need rather than a mood — low Sleep is also a status-effect machine: −2 learning speed at 4 or below, plus Uncomfortable, Stressed or Angry hits depending on lifestage.
Inspired: every confirmed way to get it
Inspired is the emotion players hunt for most, because it is the one tied to skill gains. The wiki-confirmed routes:
- Skill-related conversation cards: six skill pages on the wiki (Programming, Painting, Graphic Design, Exercise, Piano and Guitar) describe NPC dialogue options that grant +15 experience, a learning-speed status effect, or trigger an Inspired moodlet.
- When a Bored Para listens to a skill-tips Together Card, everyone else listening can gain +1 Inspired — the bored Para just gets more Bored.
- Together Cards can set an emotion variant directly, so an Inspired card played at the right moment is the most controllable route.
Data mining of the Early Access build files (via wikily.gg, unverified against official docs) finds 9 status effects that modify Inspired — five of them timed, two stackable. Treat their exact names and durations as provisional until the wiki or the patch notes confirm them.
Bored: why learning speed hit zero
Bored is the only emotion with quantified mechanics on the wiki, and they are brutal: at intensity 1 it applies −2 learning speed, at intensity 2 or higher learning speed becomes 0, and at intensity 3 or higher the Para gains the Fun Need on top. If your Para has stopped gaining skill points, check for the Bored card before anything else.
The trigger is grinding one knowledge field: learning Music, Art or Technology knowledge for roughly 4–10 hours inside a 5/8/12-hour window adds 1 or 6 Bored, with higher thresholds for Serious Paras. Other knowledge fields had no Bored effect as of build 0.1.5. Listening to skill-tips cards while already Bored makes it worse — another +1 Bored for 2.5 hours.
How to fix it
- 1Stop practising the same knowledge field. Switch to a different one, or drop learning entirely for a few in-game hours and let Bored decay.
- 2If intensity reached 3, the Para now has a Fun Need — fill it, because unmet Needs feed negative emotions that slow skills even further.
- 3Check Sleep before re-trying: a Sleep need at 4 or below applies its own −2 learning speed, which stacks with the Bored problem.
Pregnancy: the trimester status effects
Each trimester of a pregnancy is its own 21-hour status effect granting +2 Happy — the first one only appears once the pregnancy is known. After waking up, morning sickness adds +2 Uncomfortable; while the pregnancy is still unknown the symptom is labelled Feeling Dizzy, and once known it becomes Morning Sickness. When birth starts, In Labor runs for 2 hours as a negative emotion and unlocks the AAAAAAHHHH! Together Card.
Under the hood
How emotions drive skills, work and socials
Emotions are not decoration. Per the wiki's summary of the official Live Mode gameplay reveal, they feed directly into four systems — and the thoughts panel gives you the tools to read them.
- Emotions influence action success rates, job performance, whether and how fast skills level, and the quality of social interactions.
- You cannot select an emotion manually. Interactions and daily events trigger them, and the same event lands differently on different Paras depending on Vibes, Social perks and context.
- Together Cards set emotion variants directly — the closest thing to choosing an emotion on purpose.
- Several emotions can be active at once, even contradictory ones. They are weighted — a great meal will not necessarily outrank a fresh argument — and the dominant emotion shows on the portrait in the bottom-left corner.
- Each emotion card shows an intensity number; hovering it breaks down every contributing cause.
- Clicking an emotion card in the thoughts panel lets you pick a Want as a direct consequence of that emotion.
- On the skill side, negative emotions slow the skill currently being practised — especially emotions tied to unmet Needs, so the official advice is to tend to Needs first and practise after.
- Vibes twist the rules: a Gloomy Para learns faster the Sadder they are and doubles job performance per point of Sad, while Serious Paras get their own money-stress and focus status effects.
- Emotion cards are colour-coded: positive emotions are blue, negative ones orange, Flirty pink and Uncomfortable red (as documented in June 2026).
- Emotions are moddable — the studio has confirmed new ones can be added through Steam Workshop mods.
The modifier layer
Status effects: what sits underneath
Emotions are the visible cards; status effects are the underlying modifiers that produce them and everything else — learning-speed bonuses, need masking, career boosts. Players coming from The Sims call these moodlets, and the wiki's skill pages use the same word.
What data mining says: wikily.gg's decompiled dump of the Early Access build lists 407 status effects across 24 categories — 133 timed, 18 stackable — with 113 emotion modifiers and 294 gameplay modifiers, including 71 touching learning speed alone. None of this is verified against official documentation, so treat it as a map of what the game files contain, not as confirmed numbers.
What the wiki can source is much shorter — about nineteen effects with concrete triggers and numbers, across six mechanic pages. This is the complete verified list:
| System | Status effect | What it does |
|---|---|---|
| Bored | Bored (intensity 1) | −2 learning speed while active. |
| Bored | Bored (intensity 2+) | Learning speed drops to 0 — skill practice gains nothing. |
| Bored | Bored (intensity 3+) | The Para gains the Fun Need on top of the zeroed learning speed. |
| Bored | Skill tips while Bored | A Para who is already Bored gains +1 Bored for 2.5 hours from skill-tips cards; everyone else listening gains +1 Inspired or more. |
| Pregnancy | Pregnant (1st trimester) | 21 hours, +2 Happy. Only appears once the pregnancy is known. |
| Pregnancy | Pregnant (2nd trimester) | 21 hours, +2 Happy. |
| Pregnancy | Pregnant (3rd trimester) | 21 hours, +2 Happy. |
| Pregnancy | Morning Sickness | +2 Uncomfortable after waking up. Labelled Feeling Dizzy while the pregnancy is still unknown. |
| Pregnancy | In Labor | 2 hours, negative emotion; unlocks the AAAAAAHHHH! Together Card. |
| Sleep | Low Sleep (4 or below) | −2 learning speed, and the Para rolls a Go to sleep Want. |
| Sleep | Sleep at 3 (adults) | +2 Uncomfortable. |
| Sleep | Baby Sleep at 3 | +5 Stressed. |
| Sleep | Toddler Sleep at 3 | +5 Angry. |
| Gloomy Vibe | Gloomy: no promotion point | +1 Sad for 3 hours after work when the day earned no career upgrade point. |
| Gloomy Vibe | Gloomy: work strike | +2 Sad after being written up at work. |
| Gloomy Vibe | Gloomy: Want completed | +1 Sad for 2 hours — completing a Want makes a Gloomy Para sadder, which their Vibe then converts into learning speed. |
| Serious Vibe | Serious: money trouble | Unemployed with a household balance under $500: +1 Sad. At $30 or below the Para becomes Sad outright. |
| Serious Vibe | Serious: In the Zone | Earned by staying on the same interaction for 3+ hours; 6+ hours extends it further. Exact duration numbers are not documented — the wiki text cuts off. |
| Skill dialogue | Skill dialogue options | NPC conversation options on six skill pages grant +15 experience, a learning-speed status effect, or trigger an Inspired moodlet. |
Console commands for status effects
Three commands from the wiki's Cheats page read and clear status effects. Open the console with Ctrl+F1 (Cmd+F1 on Mac), run SHOWSTATUSEFFECTS to see everything active on the selected Para, and use the clear commands when a stuck effect refuses to decay.
SHOWSTATUSEFFECTSCLEARSTATUSEFFECTSCLEARSTATUSEFFECTSONALLCHARACTERS
Not yet verified
- The full data-mined list of 407 status effects — including the names, durations and stacking of the 9 Inspired modifiers and the 71 learning-speed effects — comes from a decompiled Early Access build with no official documentation to check it against. Only the counts are quoted on this page.
- The exact weighting formula that decides which emotion becomes dominant; the wiki only says some emotions weigh more than others.
- Numeric per-skill bonuses or penalties for any emotion other than Bored (−2 / 0) and low Sleep (−2).
- Standalone mechanic pages exist only for Bored, Fire and Sleep — the other eight core emotions are documented only at summary level.
- The full colour mapping beyond the four documented cases; the wiki notes preview builds showed both Angry and Sad in orange, so the final mapping may differ.
- The exact duration numbers of the Serious Vibe's In the Zone effect — the wiki's own text cuts off mid-sentence.
- Whether patches 0.1.6 or 0.1.7 changed any of these values: the official patch notes contain no emotion or status-effect entries at all, which means no documented changes, not confirmed-unchanged values.
Emotions & status effects FAQ
- How many emotions are in Paralives?
- Fifteen: eleven core Emotions (Happy, Sad, Stressed, Angry, Bored, Inspired, Disgust, Embarrassed, Amused, Flirty, Uncomfortable) and four situational ones (Fire, Sick, Sleep, Fear). Fear is explicitly listed as not currently in the game.
- How do I make a Para Inspired?
- Three documented routes: pick skill-related dialogue options in conversations (six skill pages describe options that can trigger an Inspired moodlet), have a Bored Para listen to a skill-tips Together Card so the other listeners gain +1 Inspired, or play a Together Card that sets the Inspired variant directly.
- Why did my Para's learning speed drop to zero?
- Almost certainly Bored at intensity 2 or higher — it sets learning speed to 0. It comes from grinding Music, Art or Technology knowledge for hours inside a short window. Switch knowledge field or take a break; at intensity 3 the Para also gains a Fun Need you should fill.
- What does SHOWSTATUSEFFECTS do?
- It is a console command that lists every status effect currently active on the selected Para. Open the console with Ctrl+F1 (Cmd+F1 on Mac). Its counterparts CLEARSTATUSEFFECTS and CLEARSTATUSEFFECTSONALLCHARACTERS remove effects from one Para or the whole save.
- Are emotions and status effects the same thing?
- Not quite. Emotions are the visible cards on a Para's portrait and thoughts panel; status effects are the underlying modifiers that cause emotions and other changes like learning-speed bonuses. Players coming from The Sims call status effects moodlets, and the wiki's skill pages use that word too.
Keep reading
Related guides
Skills
Every skill and how to level it — and why negative emotions slow the one you are practising.
Relationships
Social quality is one of the four systems emotions feed — here is how relationships actually grow.
Vibes
Gloomy Paras learn faster while Sad; Serious ones get money-stress effects. Personality twists the emotion rules.
Needs
Unmet Needs are the most common source of negative emotions — all twelve bars explained.
Cheat command search
SHOWSTATUSEFFECTS and every other console command, searchable and copy-ready.
How to have a baby
Pregnancy runs on trimester status effects — the full Try for Baby walkthrough.
Checked against Early Access build 0.1.7c on 2026-08-21.