SPSTEAMPULSELIVE ANALYTICS
100 Lives

100 Lives Steam news

Gamebook Entertainment | To be announced | game

Coming Soon

GameSteam Store content

AdventureCasualIndieSimulation

  • Steam app typegame
  • Steam App ID3864430
  • PriceNo longer available on Steam Store
  • Release dateTo be announced
  • DeveloperGamebook Entertainment

100 Lives news collects recent Steam feed items, update posts, and announcements that SteamPulse can associate with this app.

  • Steam app typegame
  • Steam App ID3864430
  • PriceNo longer available on Steam Store
  • Release dateTo be announced
  • DeveloperGamebook Entertainment
  • PublisherTycoon Publishing
  • Parent gameNot available

Genres: Adventure, Casual, Indie, Simulation

Company pages: Developer: Gamebook EntertainmentPublisher: Tycoon Publishing

No longer available on Steam Store. This app is no longer available for purchase on the Steam Store. SteamPulse keeps live player counts, media, metadata, and historical price snapshots where available.

Top Steam chartsTop 100 gamesGame directoryNo current Steam Store offer

100 Lives Steam news

100 Lives news collects recent Steam feed items, update posts, and announcements that SteamPulse can associate with this app.

Latest Steam announcements

  • An Update to 100 Lives - 17 April 2026

    Hey everyone,First of all, thank you! Seeing the wishlist number grow and the excitement building around 100 Lives genuinely means the world to our small team. We've been heads-down in development, and we wanted to pop up for air and give you a little update on where things stand.So, what have we been up to?A lot. We've been refining core systems, squashing bugs, polishing scenarios, and generally trying to make sure that each of your lives, all 100 of them, feels as good and meaningful as possible. The Tree of Life, the relationship system, the evolving world map, these are all getting a lot of love right now.We want 100 Lives to be the kind of game where you put it down after an hour and immediately think, "okay, one more life." Getting that loop to feel just right takes time, and we're committed to not rushing it.What's next?We're working toward opening up another demo, and we are ge…

  • Devlog #9: Designing the Decisions That Shape Your Story - 26 November 2025

    In this devlog, we sat down with Florian S., the Lead Game Designer on 100 Lives. Florian works across multiple areas of the game, balancing big-picture planning with hands-on design of core systems, story events, and player choices.From building out our turn-based interaction system to developing the new scenario feature, Florian is focused on creating gameplay that’s both strategic and accessible, giving players meaningful ways to shape each life they live in Kingstown.What did you work on last week, and what’s next?I set the remaining priorities for the remainder of the milestone, worked on the latest iteration of our turn-based interaction system, and did game design on a bunch of story events, which include setting the stage, defining roleplay choices, and difficulty of choicesWhat’s a new feature, mechanic, or piece of content you're excited about?There are a bunch of new things i…

  • Devlog #8: Crafting Endings That Make You Start Over - 19 November 2025

    This week, we spoke with Oscar G.P., the Narrative Director of 100 Lives, about what it takes to create meaningful conclusions in a game that’s designed to be played again and again.Oscar’s focus has been on building the narrative structure that supports each life from beginning to end, prototyping scenes that wrap up your story in ways that feel earned, surprising, and emotionally satisfying. His work also touches nearly every part of the production process, ensuring the writing, pacing, and presentation of each moment aligns with the game’s core vision.What did you work on last week, and what’s next? Last week, I mainly worked on content production. In particular, I focused on creating run-end content. Our game, which shares aspects with roguelites, requires content to end each run, so the player is compelled to start over. So, I prototyped a few possible end scenes with different var…

  • Devlog #7: Painting the World of Kingstown, One Detail at a Time - 12 November 2025

    In this devlog, we’re hearing from Canan A., whose work this week is focused on giving Kingstown its unique visual identity. From learning the art of hand-painted textures to implementing environmental storytelling elements, Canan’s contributions help ensure the world doesn’t just look good, it feels alive, layered, and full of surprises.She’s been helping guide the shift from placeholder blockouts to a fully realized map, while also supporting the character team and pitching new ideas for how players will experience the city across their many lives.What did you work on last week, and what’s next?I continued to my learnings about hand painting 3D models to ensure our game's 2D style is beautifully integrated (I would say painted!) into our 3D map. While I’m still in the early stages of this process, we can look forward to sharing updates on the new textures for our maps and buildings! T…

  • Devlog #6: Tools for Time, Transitions, and Toddler Versions of Yourself - 4 November 2025

    In this devlog, we’re checking in with Dala K., a developer on the 100 Lives team focused on building flexible, behind-the-scenes systems that make the world feel dynamic—and help the rest of the team bring their ideas to life.From implementing a full day/night cycle to creating smarter camera transitions and even experimenting with an NPC aging tool, Dala’s work is all about making Kingstown feel alive, responsive, and full of possibility.What did you work on last week, and what’s next?Last week me and Alberto been working on a daynight cycle, so that you can revisit the same location during different times of the day. Next task is sadly not as exciting, since I will be just fixing bugs that come with every new feature. What’s a new feature, mechanic, or piece of content you're excited about?I am really excited to soon work on our NPC Creator that can automatically age an character. In…

  • Devlog #5: Building the Systems You Don’t See (But Definitely Feel) - 30 October 2025

    This week, we’re highlighting some of the less visible, but absolutely essential, work that keeps 100 Lives running smoothly. We spoke with Maria M., one of our software engineers, who focuses on everything from back-end systems to player-facing improvements like resolution support and early multiplayer tools.While her work often happens behind the scenes, it’s key to making sure players have a seamless experience, whether it's customizing a character, tracking a specific lifestyle in the quest log, or noticing how Kingstown subtly changes around them.What did you work on last week, and what’s next? Last week: integrated the analytics system and created some events we want to track in order to improve the user experience. Next, looking into Twitch integrations! What’s a new feature, mechanic, or piece of content you're excited about? The changes on the map - how it will change as a reac…

  • Devlog #4: Infinite Stories, One Spreadsheet at a Time - 24 October 2025

    This week, we’re handing the mic to Simon S., our quest designer and narrative systems specialist here on 100 Lives. Simon’s work sits at the intersection of story and structure, crafting the systems that make Kingstown feel full of possibility, while also writing the moments that surprise, delight, and occasionally derail your carefully planned life path.In this devlog, Simon shares how we’re designing for deep replayability, why freedom of choice is central to the experience, and what happens when you try to live life as a sports-obsessed egghead (yes, really).What did you work on last week, and what’s next?I worked on a narrative system that ensures there's great replayability in the game. Usually, once you know the story of a game, there's little motivation to experience it again and again (and again and again), so I had to come up with some exciting concepts I can't wait for player…

  • Devlog #3: Designing a World That Feels Alive - 16 September 2025

    For this week’s devlog, we’re catching up with Carl, the Art Director for 100 Lives. Carl’s been with the project from the early days, helping shape the visual identity of Kingstown from the look of individual characters to the overall feel of the world.In this update, Carl shares a glimpse into how the team is building scenes that feel unique and immersive, the challenges of animating expressive characters, and how even the smallest visual details can tell a story.What did you work on last week, and what’s next? Last week, I worked on a mix of screens, including the main menu, the "end of a life" scene, and some early ideas for the character builder background and UI. I also added a few new NPCs - each one bringing something different to Kingstown and helping the world feel more alive and diverse. What’s a new feature, mechanic, or piece of content you're excited about? One of the thin…

  • Devlog #2: Building the Backbone of 100 Lives - 10 September 2025

    Welcome back to the second installment of our devlog series! This time, we spoke with Jose, one of the developers working behind the scenes on 100 Lives. He’s responsible for the GameBook engine, the system that powers the branching stories, evolving choices, and unpredictable outcomes at the heart of the game.Jose’s work focuses on building the tools that support our narrative design, from localization systems to the engine that makes Kingstown’s many storylines come to life. In this devlog, he shares what he’s been working on, what challenges the team has faced, and what players might discover if they look a little closer. What did you work on last week, and what's next?Last week, I focused on updating the game engine that powers GameBook, specifically optimizing the narrative creation processes and enhancing our localization tools for multi-language support. This involved streamlinin…

  • Devlog #1: Breathing Life Into 100 Lives (Literally) - 29 July 2025

    Welcome to our very first devlog!We’re starting things off with a behind-the-scenes look at one of the coolest and most foundational features of 100 Lives: the character customization system. To walk us through it, we sat down with Kimberly, our resident Live2D magician and the person making sure your characters don’t just look good, but move like they mean it.From complex rigging setups to secret Easter eggs, here’s what Kimberly’s been up to:Q: What did you work on last week, and what’s next?Kimberly:Last week I focused on setting up and rigging our character builder in our very own character tool. This will let players fully customize their own characters later in the game. I also updated and rigged Emily, one of our characters, so we have a lively face for our social media. I’ll also keep refining the character builder and start working on some unique NPCs!Q: What’s a new feature, m…

  • Hello future Kingstown residents! - 18 July 2025

    Hey there, future Kingstown Residents! Does the idea of jumping into a world where you could quite literally be anything or anyone you want sound awesome to you? How about a world where starting a new life means taking all the best (potentially magical or wacky) parts of your old one to add to what’s new? Okay, how about committing tax evasion in one life to ending up rock-battling Satan in another? (With still plenty of tax evasion on the side…gotta’ pay for those rad guitars somehow).In 100 Lives, you can do all of this and more (Trust us, a -LOT- more). Every hour is a brand-new lifetime, and every choice you make can come back to haunt you. Start each life with a fresh look or carry traits from lives you’ve lived before. Choose your style, shape your personality, and discover who you want to be this time. With rich customization tools, you can reinvent yourself as often (or as weird…

Interactive charts, reviews, news, prices, and comparison tools load in the full SteamPulse app.