Paralives Field GuideParalives Field Guide

Family & live mode guide

Paralives school & grades — stop the slide

Grades in Paralives slide faster than almost anyone expects, homework never appears as a physical item, and the game gives you no tutorial. If your child or teen keeps coming home with worse grades despite going to school every day, it is almost always a handful of mechanics the game never explains. This guide covers why grades fall, where homework lives, how to raise them, and what actually happens when school obligations go unmet — including the numbers the game has never published.

Difficulty: mediumRead time: 4 minutesUpdated August 2026 · Paralives EA
A Paralives family at home in live mode
School performance is judged every day, not just by homework. Paralives EA 2026.

The short version

Grades are re-judged every school day — attendance alone does not hold one up. A grade slips if your kid arrives tired, hungry, sick, sad or late, or if a homework assignment never gets done. Homework is digital only: check the school window in the career tab and clear it on a computer. Send kids to school with full needs and a good mood, do every assignment, and spend upgrade points on grades. The documented consequence of unmet school obligations is Child services getting involved, plus a strike when bad performance persists — no source publishes how many of either, so treat the first F as urgent.

My Para's grades keep dropping — what is actually happening

This is the complaint every Paralives parent brings, and the answer starts with a frame the game never explains: a grade is not something your child earns and keeps. It is re-judged every school day. Child and Preteen Paras are automatically enrolled at the Elementary School and Teenagers at the High School, they go Monday through Friday without being asked, and you cannot control them while they are there — so everything that gets scored has to be set up before the door opens. These are the inputs the game is actually confirmed to use. Find the one that is bleeding.

Mood, not attendance

The in-game Help guide is blunt about it: Parafolks heading to school with positive Emotions do better in school. Emotions also set Skill learning speed, and each one has a strength number and visible causes if you hover it — so a bad morning is measurable before they leave. Sending them off in a good mood is a grade input, not a nicety, and it is the one input on this list you can still influence from outside the school day.

Needs — and the Storyteller loophole

A neglected Need puts a Para in a bad mood, and a bad mood is what hits school performance and learning speed, so a drained bar is a grade problem at one remove. The part that surprises people: while a Para is away at school their Hunger and Bathroom Needs are automatically relieved over lunch hours — but the Help guide flags that this depends on your Storyteller settings. Switch Storyteller or tune its parameters and your student can come home having gone hungry all day, carrying the mood penalty into the next school day's check.

They can bring something home from school

Paras attending school sometimes catch a virus there, and it spreads to whoever stays close to them at home. Being sick affects learning speed in class as well as school performance, and nobody has documented a way to call in sick — so illness moves the grade whether you meant to send them or not. A digestive-system virus clears faster if someone with the Good at Taking Care of Others Social perk makes them Chicken Noodle Soup; otherwise it is a trip to the Hospital. There is no illness status effect to cheat away in the documented command list, either.

Cancelling the school trip now costs performance

Patch-linked and easy to miss: since Patch Notes 0.1.5, being late to work or school by cancelling the Go To Work action incurs a performance penalty. If you keep pulling your student off the school path to squeeze one more interaction in, you are paying for those minutes in grades. The same patch fixed the Go to Work/School action re-queueing every 20 minutes, so there is no clever version of this any more — either they go, or you eat the penalty.

Assignments nobody claimed

Homework rolls after a school day and only sometimes, it exists nowhere in the physical world, and it is the one input you can settle the same evening. Because completing it improves the grade of the corresponding subject — and because finishing homework is one of the four listed school obligations — a week of unopened Occupation panels is the quietest way a household's grades slide without anything obviously going wrong. Nothing will tell you the assignment is there.

The performance loop runs in both directions

Here is the mechanic nobody explains. The school performance meter is a percentage, and the Help guide says that percentage is exactly the daily likelihood of earning an upgrade point at the end of the school day — the same end-of-day performance check that gates an adult's job upgrade point. Upgrade points, alongside homework, are how a subject grade goes up. So a strong term funds its own next bump and a weak one digs its own hole: the worse performance gets, the fewer chances you get to fix it. Breaking the loop takes a deliberate push, not another ordinary week of sending them to school.

What nobody has actually documented

Four things most school guides guess at, and which we are not going to invent a number for. One: the weighting of each input in the daily grade check — the formula has never been published. Two: how many failing subjects, or how long a bad streak, is what brings Child services in; the confirmed wording is only that unmet school obligations get Child services involved and that persistent bad performance earns a strike, and neither tells you a count. Three: whether an unclaimed assignment drops off the panel after a timer, and if so what timer. Four: whether grades carry across the Child-to-Preteen and Preteen-to-Teen transitions. When a source publishes any of these we will cite it. Until then, a confident number somewhere else is somebody's estimate.

How to Stop Grades Dropping and Improve School in Paralives

  1. 1

    Understand why grades drop

    Every school day the game runs the day's check again, and every input is something you can fix before the door opens: needs (energy, hunger, hygiene), mood and status effects, sickness, whether the homework got done, and whether your student arrived on time. How much each one costs is the unpublished part — no source gives a per-day grade delta for any single factor, so nobody can tell you that one bad afternoon is worth exactly one letter. What players do see is the pattern: leave the same cause in place and the next day's check charges you again.

  2. 2

    Find and do the homework

    Homework in Paralives is entirely digital — there is no notebook on the floor or in the inventory. Open the child's school window from the career tab; if an assignment is listed, send them to a computer (with a chair) to complete it. The in-game Help guide says completing homework improves the grade of the corresponding subject — that subject, not your overall performance meter. How far the letter moves, and whether an unclaimed assignment ever drops off the panel on a timer, are both unpublished. So open the panel every evening and clear anything sitting on it.

  3. 3

    Fix needs and mood before the bus

    Send your kid to school well-rested, fed and clean, and in a positive mood. Low Energy, Hunger or Hygiene, or a sad/embarrassed/stressed status, all damage performance during the school day even if they attend. Leave early enough that they arrive on time — Paras physically walk to school and a slow start counts as a late arrival.

  4. 4

    Spend upgrade points on grades

    The school window shows a performance meter, current grades and any upgrade points. When a Para earns an upgrade point, spend it to raise a subject grade or take a perk such as faster learning. Raising grades is much harder than letting them fall, so take every boost the game offers.

  5. 5

    Keep Child services out of it

    What is documented is short: the school obligations are to get to school on time, be in a good mood, get good grades and complete homework, and failing to meet them gets Child services involved, with a strike earned when bad performance persists. Everything past that — how many failing subjects, how many strikes, whether any letter ever arrives at the door — is in no official source, however confidently another site prints it. So act on the mechanic you actually have: push the worst subject up with homework and upgrade points the day you notice it, instead of waiting for formal notice.

Common school mistakes

Pitfall 1

Thinking attendance is enough

Going to school does not maintain grades — they decay anyway. Manage needs, mood and homework every single day.

Pitfall 2

Looking for homework on the floor

Homework is digital. Open the school window in the career tab and complete it on a computer with a chair the same evening. No source publishes an expiry timer for assignments, so treat anything listed there as still owed.

Pitfall 3

Waiting for an official warning

The game never publishes a line that comes with a warning attached. The documented consequences are a strike for bad performance that persists and Child services getting involved when school obligations go unmet — so treat the first F as the warning and pull that subject up immediately.

Grades & report cards

Grades run from A to F and are judged on school days, not just by homework. The exact formula the game uses is not published, but the mechanics covered above are what players and the wiki have confirmed. Here is what we know about how grades are calculated, how to raise them, what a parent can actually see, and whether cheating matters.

How grades are calculated

Each school day the game scores the same inputs again: your child's needs (energy, hunger, hygiene), mood and status effects, sickness, a missed homework assignment and arriving late. Any one of them drags that day's performance down. The magnitude is the unpublished part — no source gives a per-day grade delta for a single factor, and the weighting inside the daily check is not yet verified. We treat the inputs above as the mechanic and the numbers as unknown, rather than guessing a figure.

How to improve grades

Treat grades as a daily recovery problem, not a homework grind. Send the child to school with energy, hunger and hygiene topped up and a positive mood — a need in the red, a late arrival, an illness or a missed assignment all pull the day's performance down. The confirmed levers are doing the homework on a computer with a chair, since it lifts the subject it belongs to, and protecting the performance meter, whose percentage is your daily odds of earning an upgrade point. Keep every subject off F and move on the first one: unmet obligations are what gets Child services involved, and no source publishes how many that takes.

What a parent can see

Open the child's school window from the career tab to see the performance meter, current per-subject grades and any upgrade points. Homework is listed there too — it is digital only, so that window is the one place to check assignments. Whether an unclaimed one ever drops off the panel after a timer has never been published, so look every day and assume anything listed is still owed.

Do cheats affect grades?

Not yet verified. No official patch note or developer source currently documents a cheating penalty, so we can't confirm whether cheating (for example through the in-game cheat menu) touches a child's grades. Treat that as unpublished rather than safe to assume.

How to do homework in Paralives

Paralives homework is digital and intermittent, which is why it confuses so many players: the official Help guide says Parafolks will sometimes have homework after a school day, and that a computer is what finishes it. There is no assignment sheet in an inventory, no marker over their head, no notification popping up. So most homework questions are really questions about where to look, and about what one is actually worth. Here is the whole lifecycle.

When an assignment appears

After a school day, not before one, and not every day — the game is rolling a chance each evening, which is why some nights there is nothing to do. That chance is something you can buy: the More Frequent Homework School Perk is +30% chance to get a homework assignment at all, and More Homework per Day is +30% chance to get a second one. The habit that pays is checking the Occupation panel in the evening rather than the morning, because that is when anything new lands.

Where and how it gets done

A computer. The Help guide's exact wording is that a computer can be used to complete homework, and that doing it improves the grade of the corresponding school subject — so an assignment lifts the one subject it belongs to, not your overall performance meter. Two accelerators are worth knowing: a higher Mind stat makes younger Paras finish homework faster, and Time Optimizer rolls a +30% chance for the work to be done at school instead of eating your evening.

What happens if you never do it

Completing homework is one of four listed school obligations, and the wiki is explicit that failing the obligations gets Child services involved. It is also named as one of only two confirmed influences on school performance, alongside mood — so an unclaimed assignment is not neutral. What has not been published anywhere official is how hard a single missed one hits the grade, or whether it quietly expires off the panel after a timer. Assume it drags that subject's daily check down and do not gamble on it being free.

Every lifestage gets the same homework

Child and Preteen Paras attend the Elementary School and Teenagers attend the High School, but for the Early Access launch all lifestages receive the same homework — stated in the studio's public developer chat before launch, and flagged there as subject to change in later updates. So your Preteen's assignment list looking exactly like your Teen's is not a bug. It is the current design, and it is on the studio's list to change.

The School Perks that change the maths

Three cards are offered at the end of every school day regardless of how the day went, and you pick one. Homework-relevant picks: More Frequent Homework and More Homework per Day, each +30% chance, if you want more grade-improving assignments appearing at all; Time Optimizer, +30% chance to do homework at school, if your evenings are crowded; and Effective Teacher, +1 learning speed for all skills, if you would rather they learn faster than grind assignments. Chosen perks are permanent and your slots are limited, so this is a real fork and not a freebie.

The one shortcut that exists

A Common nightly Story Card, "You forgot that you already did your homework!", instantly completes the Para's homework when it fires. That is a random nightly outcome, not a strategy. Beyond it there is nothing: the wiki's cheat inventory runs to 101 documented commands and none of them completes homework or sets a grade. A site describing a guaranteed homework trick is filling a gap it has not actually filled.

How to get grades up in Paralives

Straight answer: do the homework, then protect the performance meter. Homework is the only action in the game that improves a named subject's grade directly, and the school performance meter's percentage is literally your daily odds of earning the upgrade point that raises grades — so a low meter starves you of the very thing that fixes it. Everything else here is about removing what drags the daily check down: a bad mood, a red Need, an illness, a cancelled school trip. Grades are re-judged every school day, so there is no fast fix — only a loop you point upward and keep there.

  1. 1

    Clear every homework assignment on a computer before anything else. It is the only action that improves the grade of the corresponding school subject, so it is the highest-leverage thing available on any given evening.

  2. 2

    Manage the meter, not the attendance. The performance percentage is the daily likelihood of earning an upgrade point at the end of the school day, and upgrade points are what raise a subject grade — a high meter funds the next bump, a low one starves you of it. That is why the slide accelerates and why the recovery has to be over-committed.

  3. 3

    Choose the end-of-day School Perk on purpose. Good Advice from a Patient Teacher is the rescue card: +50% academic performance for 24 hours, and it only comes up while school performance is 50 or lower. A True Natural at Mathematics raises the Math grade after every school day (High School, requires Mind 2 or higher).

  4. 4

    Send them off with Sleep, Hunger, Bathroom and Hygiene in the green and a positive Emotion. The Help guide's stated grade lever is heading to school with positive Emotions, and a neglected Need is the usual source of the bad mood that cancels it out.

  5. 5

    Stop cancelling the school trip to fit in one more interaction. Since Patch Notes 0.1.5 that counts as late to school and incurs a performance penalty — the minutes are never free.

  6. 6

    Treat illness as a grade event. A virus caught at school slows learning speed in class and hurts performance, there is no documented way to call in sick, and it spreads around the household. Route it to the Hospital, or have someone with the Good at Taking Care of Others Social perk cook Chicken Noodle Soup for a digestive virus.

  7. 7

    Raise Mind for younger Paras. It does not lift a grade by itself, but higher Mind finishes homework faster — so more assignments clear inside the same evening, which is the part that actually moves grades.

Is pushing to A worth it?

Yes — in cash and in job offers. For Teenagers the Excellence Grant School Perk pays $20 per day for every subject sitting at grade A, and holding it, or any Skill at level 10, unlocks Inside Professor Jacob's Elite Club of Top Students. The bigger prize is hiring: a grade C or better in a subject matched to a career adds Application Points toward that career's postings — Biology for Healthcare and Science, Math or Tech Lab for Software Development. That is what the 'Useful for applying to' column below is for, and the careers hub has the full requirements.

There is no grades cheat

People come here hunting for one, and there isn't: the wiki documents 101 console commands and not one sets a grade, completes homework or lifts school performance. The useful route is fixing the cause instead — SHOWNEEDS shows every need and its value, and RELIEFNEED restores one to maximum, which removes the deficit driving the bad mood that fails the performance check. CLEARSTRIKES clears a student's strikes, but that deletes a consequence rather than the problem.

Full Paralives cheat list and command search

What they actually study

Grades run A/B/C/D/F per subject rather than as one overall score, which is why "my kid's grades keep dropping" is really "one or two specific subjects are dropping." At High School the electives are the ones mapped to careers, so an optional class is a hiring decision in disguise.

Elementary School — Child and Preteen

  • Art
  • Math
  • Music
  • Parli
  • Physical Education
  • Science

High School — Teenager

SubjectTypeUseful for applying to
ParliMandatoryManagement
Physical EducationMandatoryFitness
MathMandatorySoftware Development
BiologyMandatoryHealthcare, Science
History and GeographyMandatory—
Physics and ChemistryOptionalScience
Tech LabOptionalSoftware Development
EconomicsOptionalManagement
ArtOptionalArt
DanceOptionalFitness
MusicOptionalMusic

Source: paralives.wiki.gg's School system page, whose subject tables are transcribed from the studio's own 45-minutes-of-gameplay video. The elementary list is published without career mappings, so those chips mean nobody has documented a link — not that the subjects do nothing.

Paralives school & grades FAQ

Why do my Paralives kid's grades keep dropping?
Because a grade is not something your child banks and keeps — it is re-judged every school day, and attendance alone does not hold it up. The in-game Help guide names positive Emotions as a factor and lists homework alongside mood as what influences school performance; school is then scored the way a job is. So a B drifting to a C is almost always a mood, a need or an unclaimed assignment, not the game being random.
Where is homework in Paralives?
Nowhere in the world — there is no notebook, no backpack item, nothing to find on the floor. It rolls after a school day, and only sometimes, and you read it off the Occupation panel (school is an occupation in this game's own UI terms). Send the Para to a computer: the Help guide's wording is that a computer can be used to complete homework, which improves the grade of the corresponding school subject.
What happens if my child gets bad grades in Paralives?
School obligations are enforced. The wiki's school-system page lists four of them — get to school on time, be in a good mood, get good grades, complete homework — and states that failing them gets Child services involved, with a strike earned if bad performance persists. How many failing subjects trigger what, and whether a child is ever actually removed from the household over grades alone, is not published by any official source. Treat a confident F-count on another site as that author's guess.
Why do grades drop even when homework is done?
Each red need (energy, hunger, hygiene), low mood, sickness or a late arrival pulls them down further — homework alone can't hold a grade up while the rest is going wrong.
Do grades reset when a child ages up?
Not yet verified — no official patch note or developer source documents whether grades carry over the child-to-teen transition, so we list it as unknown rather than guessing.
How do I do homework in Paralives?
Wait for the school day to end, then look at your student's Occupation panel. If an assignment is listed, put them on a computer and let them finish it — a higher Mind stat clears the work faster, and the Time Optimizer School Perk rolls a chance for it to happen at school instead. Homework improves the grade of the subject it belongs to, and finishing it is one of the four listed school obligations, so an unclaimed one is never neutral. What nobody has published is how much one assignment moves the letter, or whether it drops off the panel after a timer.
How do I get grades up in Paralives?
Three moves, in order. First, clear the homework on a computer — it is the only action that improves a named subject's grade directly. Second, protect the school performance meter, because its percentage is literally your daily odds of earning the end-of-day upgrade point that raises grades. Third, control the inputs: positive Emotions, Sleep, Hunger, Hygiene and Bathroom in the green, and stop cancelling the school trip. There is no fast fix — grades are re-judged every school day, so recovery means removing whatever is dragging the daily check down.
Does homework actually raise grades in Paralives?
Yes, and it is the closest thing the game has to a direct grade button. The in-game Help guide states that completing homework improves the grade of the corresponding school subject — the specific subject the assignment belongs to, not your overall performance meter. How far a single assignment moves the letter grade is not documented anywhere official, so nobody should quote you a number for it.
Can my Paro skip school or call in sick?
There is no documented way to call in sick, and school is not optional: Child and Preteen Paras are automatically enrolled at the Elementary School and Teenagers at the High School, they go automatically Monday through Friday, and you cannot control a Para while they are there. Since Patch Notes 0.1.5, cancelling the trip counts as being late and incurs a performance penalty. And getting sick is its own hazard — Paras sometimes catch a virus at school, which slows learning speed in class and hurts performance, then spreads to whoever stays close at home.
Are there cheats for school grades in Paralives?
No. The wiki's cheat inventory runs to 101 documented commands and not one of them sets a grade, forces homework or touches school performance — so be sceptical of any site describing a grades cheat. What does work is fixing the cause: SHOWNEEDS displays every need and its current value, RELIEFNEED restores one to maximum, and RELIEFALLNEEDS restores all of them for the selected Para. That clears the need deficit producing the bad mood that is dragging the performance check down. CLEARSTRIKES, which removes all strikes from a Para's occupations, is also documented — but it deletes a consequence rather than fixing the cause.
What are School Perks in Paralives?
Three cards are offered at the end of every school day regardless of how the day went, and you pick one. It is the same system as job perks: a chosen perk lands in the Occupation panel, is effective permanently, and takes one of your limited perk slots. The grade-relevant ones are Good Advice from a Patient Teacher (+50% academic performance for 24 hours, which only comes up when school performance is 50 or lower — the rescue card), More Frequent Homework and More Homework per Day (each +30% chance of an assignment), Time Optimizer (+30% chance to do homework at school), Effective Teacher (+1 learning speed for all skills), and A True Natural at Mathematics (Math grade improves after each school day; High School, Mind 2 or higher).
Can a teenager work and go to school at the same time in Paralives?
Yes. School counts as one occupation and a Para can hold up to three as long as the schedules are compatible, so a Teenager can work too. These are not special part-time jobs — they are ordinary occupations whose hours happen to fit around the High School timetable. This is also where grades cash out: a C or better in a subject matched to a career adds Application Points toward that career's postings — Biology for Healthcare and Science, Math or Tech Lab for Software Development — so the classes your teen takes steer who will hire them later.

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