
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.
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.
The ExchangeChapter 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
South GateChapter 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
Storm CellarChapter 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
The CaravanChapter 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
Three HallsChapter 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
- 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.
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.

- Guts
- Patience
- Conviction
- Discipline
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.