900,000+ COPIES SOLD: New Paralives Sales Number And Over 31 Million Dollars Earned

The success of Paralives at such an early stage in early access as an indie game from a studio of 15 people has exceeded expectations and has hopefully begun to shake up the life simulation community and create proper competition in the Life Simulation genre. Inviting more competition allows more consumer choice, more purchase influence, and a healthier and more robust life simulation genre.

900,000+ COPIES SOLD: New Paralives Sales & Revenue Report

new paralives sales revenue

On June 10th, 2026, Paralives Studio founder Alex Massé appeared on LCN (Le Canal Nouvelles), a national Canadian Broadcast channel headquarted in Quebec, where Paralives Studio is from. The channel functions as part of a 24-hour news cycle, broadcasting primarily in French.

Appearing on the broadcast, Alex Massé met with TVA Nouvelles Journalist Marie-Anne Lapierre, to discuss the recent launch of Paralives, the community response, and the overwhelming financial success the indie company and studio has seen in under a month’s time.

Paralives a Montreal studio has created a global phenomenon 1 28 screenshot

Massé’s View of Paralives

English/Anglais

“It is indeed a life simulation game. You create your characters and a family, build the house from scratch—from A to Z—and decorate it. Then, you can have fun with your characters in the house and let them live out their lives: pursuing a career, building relationships, or even starting a family and having children, playing through multiple generations.”

French/Français

Effectivement, c’est un jeu de simulation de vie. Donc, on crée nos personnages, on crée une famille, on bâtit la maison au complet de A à Z, on la décore. Ensuite de ça, avec nos personnages, on peut s’amuser dans la maison, leur faire vivre leur vie, soit avoir une carrière, bâtir une relation, même avoir une famille, des enfants, jouer sur plusieurs générations comme ça. 

Alex Massé’s Description of Paralives, Translated Using Google Translate.

Something that has brought so much love to the studio from their Canadian Province of Quebec has been the major inspiration Paralives Studio took from Québec, more specifically, Québec City. Per Massé, the city of Melino takes heavy inspiration from Quebec City, and the game itself provides fun points of familiarity for Québécois or Québécers.

The Inspiration for Melino

English/Anglais

Lapierre: “Right, I understand. So… I was reading that it can take place in Quebec City—do we get to choose the city, or how does it work?”

Massé: “Actually, there is only one city, but we drew inspiration from Quebec City—a place we, as Quebecers, really love. Regarding the architecture, for instance, there are stone buildings and even a castle atop a hill, much like the Château Frontenac; that was a major inspiration for the city’s design.
So, there are definitely Quebec-specific references. At the same time, you’re selling the game all over the world.
Yes, exactly. It’s a truly international market. Of course, we do aim to please the Quebec audience, since we’re Quebecers ourselves.
We did include references—like the ability to cook poutine in the kitchen—and there’s even a Quebec flag hidden somewhere in the game. We had fun incorporating nods to Quebec culture like that.”

French/Français

Lapierre: Bah oui, je comprends. Donc et là je je lisais que ça peut se passer dans la ville de Québec, on a le choix de la ville ou comment ça marche ?

Massé: En fait, il y a une seule ville mais on s’est inspirer la ville de Québec qui une ville qu’on aime beaucoup en tant que Québécois. Donc pour l’architecture par exemple les bâtiments en pierre, il y a même un château en haut d’une colline, un peu comme le château Frontnac. Donc ça a été une inspiration principale pour le design de la ville.
Et là, il y a bon des références québécoises. En même temps, c’est partout à travers la planète que vous vendez votre jeu.
Oui, exact. C’est le marché vraiment international. C’est sûr qu’on on vise à satisfaire un peu le public québécois parce qu’on est nous-même québécois.
Donc on on a mis des références effectivement comme on peut cuisiner la poutine dans notre cuisine tout simplement. Et il le drapeau du Québec aussi caché dans le jeu. Donc on s’est amusé comme ça à faire des références à la culture québécoise.

Alex Massé Discussing the inspiration for Melino, Translated Using Google Translate.

What Does Paralives Bring to The Table?

Paralives a Montreal studio has created a global phenomenon 3 56 screenshot

And it did not take long for the topic to sway towards the success and love that the indie Paralives Studio has seen since the game launched into Early Access on May 25th, 2026. This has especially been notable and brought attention due to the size of Paralives Studio, with only 15 total employees at launch. Lapierre went on to ask…

English/Anglais

Lapierre: “So, there are 15 of you. I imagine your competitors who are launching games are far more numerous. How did you manage to stand out?”

Massé: “You see, *The Sims*—our main competitor—had never really faced any competition in that specific genre. So, right from the start of the project, our goal was to fill a gap in the market. Players like me—fans of *The Sims*—were waiting for alternatives. That’s essentially how we managed to win players over; they were looking for other games of this type, and we succeeded in capturing their interest with new features—innovations we introduced that set us apart from *The Sims* and made the game more appealing.”

Massé (Cont.): “Take the build mode in *The Sims*, for instance: traditionally, it uses a 1-meter by 1-meter grid. You don’t have much flexibility when placing walls; it’s a bit basic. So, we opted for greater flexibility. You can build walls at any angle—curved walls, walls of any length, and so on. It’s much the same across the various game modes; we’ve introduced new features throughout.”

Paralives a Montreal studio has created a global phenomenon 0 54 screenshot

French/Français

Lapierre: Et là vous êtes 15 personnes. J’imagine que vos concurrents qui lancent des jeux sont pas mal plus nombreux. Comment vous êtes arrivé à à tirer votre épingle ? 

Massé: En fait euh le jeu Les Sims qui est notre compétiteur principal, il y a jamais eu de compétition dans ce type de jeu-là spécifique. Donc dès le début du projet, c’est ce que je faisais remplir un besoin dans le marché. Les joueurs un peu comme moi qui est fan des Sims, on attendait des alternatives. Donc bref, c’est c’est comme ça qu’on a réussi à convaincre des joueurs, il attendaient d’autres jeux du même type puis on on a réussi à les intéresser par des nouvelles fonctionnalités. un peu des innovations qu’on a faites par rapport aux Sims pour les intéresser davantage.

Massé (Cont.): Un exemple par exemple le mode construction dans les Sims classiquement c’est une grille d’un m par 1 m. Tu as pas beaucoup de flexibilité pour placer tes murs. C’est un peu simple. Donc nous on est allé avec plus de de flexibilité. Tu peux bâtir des murs de n’importe quel angle, des murs courbes, n’importe quelle longueur et cetera. Et c’est un peu comme ça dans différents toutes les les modes du jeu. On a apporté des des nouveautés.

Alex Massé’ Discussing Paralives’ Production and Inspiration, Translated Using Google Translate.

The overall intention behind the release of Paralives remains true; To supply competition and options for consumers, created by and for fans of The Sims, who were the cornerstone and sole competitor in Life Simulation sandbox-style games. As fans of The Sims, Paralives Studio and Massé wanted to create something with more flexibility to appeal to the same audience and to bring in new players, expanding on what The Sims had not.

New Paralives Sales & Revenue Figures

Paralives a Montreal studio has created a global phenomenon 3 43 screenshot

Another major point of note is the success the team has seen in just fifteen days after the release of Paralives, selling over 900,000 copies of the game and bringing in revenue of over $31 Million CAD / Roughly $22+ Million USD, which is an astonishing feat considering the team initially hoped to sell over 100,000 copies.

English/Anglais

Lapierre: “How many have you sold? Did you expect this?”

Massé: “We’ve sold 900,000 so far—in just 15 days. We didn’t expect that at all. . .
We were aiming for at least 100,000 to be comfortable as a team for a few years.
Okay. So that’s nine times as much.
Yeah, we’re really surprised. We still can’t believe it. But how do you explain it?”

Paralives a Montreal studio has created a global phenomenon 1 52 screenshot

French/Français

Lapierre: Vous en avez vendu combien ? Est-ce que vous vous attendiez à ça ?

Massé: On en a vendu 900000 jusqu’à maintenant en 15 jours. On s’attendait pas du tout à ça . . . On visait au moins 100000 pour être confortable pour quelques années en tant que équipe.
OK. Donc là c’est neuf fois plus.
Ouais, on est très surpris. On arrive pas à croire encore. Mais comment vous l’expliquez ?

Massé’s on Paralives’ Sales and Team Expectations, Translated Using Google Translate.

Paralives Studio Revenue Sharing

And now that Paralives has seen such success and has begun to see the beginnings of a flourishing player base and community, Lapierre asked Massé about the team sharing success, as well as an age-old question; What now?

English/Anglais

Lapierre: “So, did I understand correctly that the employees—well, there aren’t many of you, but everyone gets a share—are actually benefiting from the success? It’s paying off for everyone on the team.”

Massé: “Yes, exactly. Right from the start of the project seven years ago, when I was recruiting, I wanted to attract top talent by setting up a revenue-sharing program. We share 12% of the game’s revenue, which results in nice bonuses that we pay out to the employees every six months.
Yeah. That’s something you might not have seen coming, either.
People didn’t think it would get this big. Yeah. [laughs] So, what’s next for you?
Is it another game of the same type? Are you moving in a different direction?
What’s next?
Actually, our studio is called Paralives—the same name as the game. Our sole mission is working on this specific title. Our goal is to keep updating it for the next 5, 10, or 15 years.”

Paralives a Montreal studio has created a global phenomenon 4 24 screenshot

French/Français

Lapierre: Et là, est-ce que j’ai bien compris que les employés, bon vous êtes peu nombreux mais avait tous une part finalement parce que le succès leur sourit aussi là c’est payant pour tous les employés.

Massé: Oui, exactement. Donc depuis le début du projet il y a 7 ans, quand j’ai recruté les gens, j’ai voulu attirer un peu les bons talents en faisant un programme de partage de revenus. Donc on se partage 12 % des revenus du jeu et là ça va faire des bons bonus à chaque 6 mois qu’on va verser aux employés comme ça.
Ouais. Ça aussi vous l’aviez peut-être pas vu venir.
Les gens pensaient pas que ça allait être aussi gros que ça. Ouais. [rires] Et la suite pour vous c’est quoi ?
Est-ce que c’est un autre jeu du même type ? Est-ce qu’on va aller ailleurs ?
C’est quoi la suite ?
En fait nous le nom du studio ça s’appelle Paraliv le même nom que le jeu. C’est notre seule mission de travailler sur ce jeulà. Notre but c’est de le mettre à jour pendant 5 10 15 ans.

Alex Massé’ Ideal Future for Paralives and Paralives Studio, Translated Using Google Translate.

Where is Paralives & Paralives Studio Heading?

As a last subject, Lapierre touched on player communication and the feedback the Paralives team has received from their current players, and if that will influence the game’s production and further updates in any way.

English/Anglais

Lapierre: “Do you take into account ideas from players who might say, “I’d like to have—I don’t know—an aquarium,” or whatever else, in the virtual house?”

Massé: “People have all kinds of requests, and it’s fun to involve them in the development process. We’ve been receiving plenty of suggestions from the very beginning; since the launch, we’ve had a form on our website that people can fill out.
We’ve received 150,000 form submissions from people suggesting all sorts of things.”

Paralives a Montreal studio has created a global phenomenon 3 29 screenshot

French/Français

Lapierre: Est-ce que vous prenez en considération les idées de joueurs qui diraaient bon j’aimerais avoir je sais pas moi possibilité d’avoir un aquarium, d’avoir peu importe quoi dans dans la maison fictive.

Massé: Les gens ont toutes sortes de requêtes puis c’est fun de les [raclement de gorge] impliquer dans le développement. Donc depuis le début on reçoit beaucoup de suggestions. Depuis le lancement on a un formulaire que les gens peuvent remplir sur notre site web.
On a reçu 150000 entrées dans le de formulaire des gens qui suggèrent tout sortes de choses.
Donc c’est beaucoup de choses à trier pour 15 personnes. On passe au travers tranquillement puis ça va nous faire plaisir de considérer tout ça puis d’ajouter des choses dans le jeu.
Il a quelque chose de très très candide dans dans votre démarche. Merci beaucoup d’être venu nous raconter tout ça. On va vous suivre.

Alex Massé’ on Player Feedback and Player-Requested Updates, Translated Using Google Translate.

Will Paralives Studio Ever Be Acquired by A Larger Corporation?

When questioned on if Paralives Studio, after the success of their first release, could be acquired by a larger company, Massé held firm that while it is always a possibility, as it is for most small studios in the gaming industry, there are no plans in the works at the moment and Paralives Studio likes being an indie studio.

English/Anglais

Lapierre: Could you be acquired by a larger company?

Massé: It’s possible. You see it in the industry; it happens. We certainly like being an independent team. We have complete creative control, so we don’t want to sell to anyone right now, and we’re very happy with our current situation.

French/Français

Lapierre: Est-ce que vous pourriez être racheté par un plus gros ?

Massé: Ça se peut. Ça se voit dans l’industrie, ça arrive. C’est sûr que nous on aime bien être une équipe indépendante. On a le contrôle créatif complet, donc on n pas envie pour l’instant de vendre à personne puis on est très heureux de notre situation actuelle.


With Paralives reaching almost just under a million copies sold on Steam in just fifteen days since their Early Access, the future looks bright for Paralives Studio and the Life Simulation genre as a whole. What are you hoping to see come from Paralives Studio next, and what does this mean to you as a life simulation player?

Make sure to follow and keep up with us at The Sims Community & Lifesim Games as we keep you up to date on all things Life Simulations!

nooboofever
nooboofeverhttps://nooboofever.tumblr.com/
I'm a life simulation and story game connoisseur, and it all started when I fell in love with the Sims and the Sims 2 almost twenty years ago! In my free time, I enjoy gaming, spending time with my partner and cats, going out with friends, and latching on to any hobby that sparks my interest (but usually not for long!). Dag dag!
You are logged in as

1 COMMENT

Subscribe
Notify of
guest
1 Comment
Inline Feedbacks
View all comments
Darkening Demise

Goes to show how bad EA has treated Simmers over the years. Hoping for one day Paralives will thrive and be worth playing again, it wasn’t at launch just like Inzoi. Will wait till they’re further in development to come back to. Till then I’ll stick to older Sims games.

The Sims 4 Universal Recolor Mod by Jellypaws: Big Promises & A Permanent Paywall

A feature many veteran The Sims series players often miss is color wheels in The Sims 3, which was a feature available for just about everything in the game, i...

The Sims 4 Roof Bug: The Latest Patch Breaks Roofs

Alongside new fixes, the new patch brings more bugs, this time including the roofs on your houses. The new patch brought in top community voted fixes, yet o...