The short version
Seven points, one Vibe, one Social perk, one Talent
A Young Adult gets 7 Stat points to spread across Physique, Mind, Creativity and Charisma, capped at 3 per Stat while you are still in the Paramaker. On top of that you pick exactly one Vibe, one Social perk and one Talent, then set Lifestyles. Younger lifestages get fewer points. None of this can be edited later — a mirror reopens appearance only, and rewriting personality takes RESETPERSONALITY, which drops the Para back to level 1.
Stats
Four Stats and what they are documented to do
Every figure below comes from the community wiki's per-Stat pages, which draw on the official Gameplay Overview and dev chats. Where an effect has not been documented we say so rather than guessing.
7
Stat points a Young Adult can spend
3
Maximum per Stat in the Paramaker
4
Maximum per Stat after personality level-ups
| Stat | What it governs | Cost of leaving it at zero | Skills and learning | +4% at 3, +8% at 4+ |
|---|---|---|---|---|
| Physique | Physical strength, agility and general health. | Hygiene drains at 1 unit an hour instead of 0.75, and the Sleep bar loses a cartridge, so they tire sooner. | Fitness Knowledge learning runs from −2 at zero points to +3 at four or more; Dance rides the same track. Two points also stretch the Hunger bar by 2 units, three by 4. | Fitness · Maintenance |
| Mind | Problem solving, logic and mathematics. | −1 learning speed across the board and −10 on every Together Card roll, which is the harshest single penalty of the four. | Two points give +1 learning speed to every Knowledge plus Programming, Surgery, Biology and Astronomy. Three or more also widen how many Wants a Para can hold. | Software Development · Education · Healthcare · Science |
| Creativity | How good a Para is at making things. | −1 learning speed on the Art and Music tracks, and anything they produce sells for half its normal value. | At four or more, +3 learning speed and items sell at 1.5×. From three points up, any skill sitting at 85% of a level finishes it while the Para sleeps. | Art · Food · Music |
| Charisma | Communication and leadership. | Lying fails far more often, and other Paras can mock them for low charisma. | No documented skill effect. It pays out in hiring instead: one bonus Application point per Charisma point. | Service · Education · Management |
Zero is a choice, not a default
Because 7 points cannot fill four Stats, at least one is going to sit low — and the game treats zero as an active trait rather than an absence. A Para with no Mind takes −10 on every Together Card roll and is the only Para who enjoys a sarcastic compliment. A Para with no Physique showers more often and tires sooner. Deliberately zeroing a Stat is a valid character build; doing it by accident is how a household ends up quietly underperforming at work.
Talents
The seven Talents
A Talent speeds up progress in a family of Skills. You pick one at creation and can unlock its evolutions later through personality level-ups. Talents can also be modded and downloaded from the Steam Workshop, so a Workshop list may be longer than this one.
Art
3 evolutionsFaster progress on painting and the rest of the Art track. Its evolutions lean on mood, including one that makes painting itself lift the Para up.
Fitness
5 evolutionsThe longest evolution list of the seven, covering exercise speed, sweat and talking other Paras into working out.
Food
5 evolutionsCooking speed and quality, with evolutions built around group meals and feeding other people.
Good at Nothing
6 evolutionsA joke pick that is mechanically real. Six evolutions turn incompetence into social outcomes, from spreading it to others to suddenly getting good at something.
Jack-of-All-Trades
5 evolutionsNo single specialism. Its evolutions hand out passive learning and broad mastery instead of one deep track.
Music
4 evolutionsFaster progress on instruments, with evolutions that keep learning going passively and spread good moods around.
Technology
4 evolutionsProgramming and gadget skills, with evolutions that pay out as shower-thought breakthroughs and small paid contracts.
Vibes
Eight Vibes, five you can choose today
A Vibe is the Para's outlook: it shapes which Emotions they feel, which Together Cards they roll, and how fast some Skills and relationships move. You pick one at creation and can unlock more over a lifetime.
Energetic
In 0.1.7cGloomy
In 0.1.7cJester
In 0.1.7cOverjoyed
In 0.1.7cSerious
In 0.1.7cGrumpy
Not in this buildPeaceful
Not in this buildSensitive
Not in this buildGrumpy, Peaceful and Sensitive were shown during development and the studio confirmed in late 2025 that they arrive after the Early Access launch. They are not selectable now, and neither are the two Needs that depend on them.
Vibes explainedLifestyles
Lifestyles sit at the bottom of the Personality tab and steer what a Para does on their own. They combine freely — a vegetarian night owl is a normal thing to build.
Vegetarian
A plain checkbox. It steers what the Para reaches for when they cook or eat on their own.
Sleeping Habits
Shifts the Para's default sleep window. Early Bird and Night Owl also change which Wants they roll around bedtime.
- Normal
- Early Bird
- Night Owl
Cleaning Habits
How readily the Para tidies up without being told. Worth pairing deliberately with a Neat housemate for friction.
- Normal
- Sloppy
- Neat
How personality grows after creation
Paras earn Personality points by completing Wants and Goals. Fill the bar around their level number in the Profile panel and you get one pick. An Adult leaves the Paramaker at level 1, and the studio has published what each level up to the ceiling awards.
- 2Pick one Vibe evolution
- 3Pick one Social perk evolution
- 4Pick one Talent evolution
- 5Pick one extra Stat point
- 6Pick one Vibe evolution
- 7Pick one Social perk evolution
- 8Pick one Talent evolution
- 9Pick a second Social perk or Talent
- 10Pick an evolution for that second trait
- 11Pick one extra Stat point
- 12Pick an evolution for that second trait
Patch 0.1.6b confirmed the ceiling: at level 12 the level number changes colour and the Para stops accumulating experience. By then they hold one Vibe, one Social perk and one Talent with two evolutions each, a second Social perk or Talent with two of its own, and two Stat points more than they were created with.
What nobody has documented
These gaps are real, and filling them with a plausible-sounding number would be worse than leaving them open. If you have in-game screenshots that settle any of these, we will update the page.
- How many Stat points each lifestage below Young Adult gets. Only the Young Adult figure of 7 has been published; Child, Preteen and Teenager are described as fewer without a number.
- Charisma has no documented effect on Needs or Skills at all. That may be genuinely true, or simply undocumented — the other three Stats each have several.
- How Personality points are earned and spent by lifestages other than Adult. The published progression covers Adults only.
- Whether the Talent and Social perk lists grow during Early Access. The studio has said both are 'far from exhaustive' but has not named anything upcoming.
Personality questions
- How many Stat points do you get in Paralives?
- A Young Adult gets 7, with a cap of 3 in any single Stat while in the Paramaker. Personality level-ups later add points and raise the per-Stat cap to 4. Younger lifestages start with fewer, though the studio has not published exact numbers for them.
- What happens if you leave a Stat at zero in Paralives?
- Each Stat has its own penalty. Zero Physique means faster Hygiene decay and one less cartridge of Sleep. Zero Mind is −1 learning speed everywhere and −10 on Together Cards. Zero Creativity halves what the Para's creations sell for. Zero Charisma makes lying fail more often.
- How many Talents are there in Paralives?
- Seven ship in Early Access: Art, Fitness, Food, Good at Nothing, Jack-of-All-Trades, Music and Technology. You pick one per Para at creation. More can be added by mods from the Steam Workshop.
- Can you change a Para's personality after creating them?
- Not through normal play. The mirror route added in 0.1.5 explicitly excludes personality. The console command RESETPERSONALITY will clear it, but it also drops the Para to level 1 and wipes every upgrade they have earned.
- What is the maximum personality level in Paralives?
- Twelve. Patch 0.1.6b made this visible in the interface — at level 12 the number changes colour and the Para stops gaining experience.
- Which Vibes are not in the game yet?
- Grumpy, Peaceful and Sensitive. All three appeared in development previews, and the studio said in late 2025 that they would arrive after the Early Access launch rather than with it.
Keep reading
Where personality shows up
The Paramaker, tab by tab
The full walkthrough this page belongs to — screen layout, clothing and the identity panel.
Vibes explained
What each Vibe does hour to hour, and which three are not selectable yet.
Skills
The tracks your Talent accelerates and your Stats feed learning speed into.
Promotions and job rank
Where the +4% and +8% job performance bonuses actually land.
The Needs system
Two Needs are granted by Vibes that are not in this build, and Physique changes how fast two more drain.
Console command index
LEVELUPPERSONALITY, RESETPERSONALITY and the rest of the character commands.
Stat effects, Talent and Social perk lists checked against 0.1.7c on 27 July 2026.
Social perks
Five you can pick, one you cannot
Social perks govern how a Para does in company. The current build ships five selectable perks and fifteen evolutions between them. A sixth, Good with Family, appeared in development previews and is not in the game — worth knowing before you go looking for it.