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Lyfe Town's plaza at midday in the playtest build: a player named You stands with Nara the town guide beside the fountain, the live Market Board and banners behind them.
Lyfe Town · Now in playtest

Learn how money and markets work, one building at a time.

Practice with pretend money at real market prices while the townsfolk explain how it all works, and nobody ever tells you what to buy.

Chapter 1 in playtestAbout 15 minutesNo real money involved

In-game capture from the playtest build: you and Nara by the fountain, the Market Board behind.

The town is the syllabus.

Every place in Lyfe Town teaches one part of how markets work, in the order you need it. You start at the Market Board and walk outward, one chapter at a time. Chapter 1 is open in the playtest. The rest are still being built.

  1. The Exchange: cream walls, a teal roof, its big wooden door open, a price board standing out front.The Exchange

    Chapter 1

    First Session

    At the Market Board and the Exchange: why a price is just the latest agreement, the small gap between buying and selling (the spread), and why how much you put in matters more than guessing where prices go.

    Open in playtest
  2. The South Gate: two stone towers with teal banners, the wooden gate still barred shut.South Gate

    Chapter 2

    Past the South Gate

    Who holds the keys to your money, how buy and sell orders wait in line, and how to add up every cost of a trade, on the way in and on the way out.

    Being built
  3. The Storm Cellar: a small stone house with a weather vane, a cellar hatch, barrels and the old well.Storm Cellar

    Chapter 3

    Storm Season

    Why prices swing, how borrowing to trade bigger cuts both ways, why a 50% drop needs a 100% climb to recover, and how to size a trade so one bad day can't sink you.

    Being built
  4. The Golden Hour: a striped merchant tent covered in gold flyers, with a cart full of sacks beside it.The Caravan

    Chapter 4

    The Golden Hour

    The fear of missing out, chasing losses, keeping a trade journal, and the red flags of an offer that sounds too good to be true.

    Being built
  5. Three guild halls at a crossroads: a round hall, an observatory with a telescope, and a lookout tower.Three Halls

    Chapter 5

    Three Lenses

    Three ways to read a market (what something is worth, what the chart shows, where the money moves), what each one misses, and writing your own rules.

    Being built

The townsfolk explain. They never sell.

Everyone in Lyfe Town has a job and one thing they're good at explaining. They ask you questions back, admit their own mistakes, and none of them will tell you what to buy.

  • NaraTown guide
  • FenExchange cashier
  • BramKeeper of the South Gate
  • WrenLibrary gardener
  • MiloCourier
  • PoppyPlaza runner
  • SableTown cat
Town chat
  • Nara

    A price isn't a promise, just the latest agreement.

  • Fen

    This counter takes orders, fills them at market prices, and never gives tips.

  • Bram

    I hold the gate keys. Nobody here holds yours.

  • Wren

    Digging up a seed to check on it won't make it grow any faster.

  • Milo

    I deliver the news. Asking who wrote it is your job.

  • Poppy

    Turns out rest days count as laps.

  • Sable

    Mrrp. (Naps next to whoever has the snacks. Ask who benefits.)

Your adventurer license.

At the Gatehouse you answer ten questions about how you think about money. Your answers become a license with four stats and one of four classes.

The Gatekeeper

Your license is a mirror of today's answers, not a grade.

Every class gets the same missions and the same lessons. Your class only changes a few lines of dialogue, never what you can do or how hard it is.

  • OathkeeperBuys the schedule, not the mood.
  • StormriderRides the wind. Plans the landing.
  • FlamewalkerPlays with fire. Counts the matches.
  • GrovetenderPlants early. Harvests patience.
Getlyfe · Character infoSample
Lv 2 · The Curious
MIRA
OATHKEEPER
Buys the schedule, not the mood.
Guts
Patience
Conviction
Discipline
Guild: unaffiliatedAdventurer license
A sample license. Yours shows your own answers.

House rules.

Posted on the town notice board. They apply to the game, everyone in it, and this website.

Town notice

  • No buy or sell calls.

    Nobody in Lyfe Town tells you what to buy or sell. Not the townsfolk, not the guilds, not us.

  • No promised returns.

    Any trade can lose money. The game says so out loud before your first practice order.

  • Practice comes first.

    Pretend money, real prices. Real trades inside the game come later, and only for players who pass the basics.

  • The game never holds your money.

    Your money stays in your own account. Getlyfe never holds it, in the game or in the app.

Join the playtest.

Chapter 1 takes about fifteen minutes. Leave your email and we'll send an invite when a spot opens.

What happens next

  • We email your invite. The first ones go out in October.
  • You answer ten questions at the Gatehouse and get your license.
  • You walk into town and place a first practice trade, with pretend money and real prices.
Gatehouse · Playtest sign-up

We use your email, and your name if you add one, only for your First Session invite. We don't sell or share it. To have it deleted, message us on Discord or X.