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.
Table of Contents
900,000+ COPIES SOLD: New Paralives Sales & Revenue Report
On June 10th, 2026, Paralives Studio founder Alex Massรฉ 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 Massรฉ 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.
Massรฉ’s View of Paralives
English/Anglais
“It is indeed a life simulation game. You create your characters and a family, build the house from scratchโfrom A to Zโand 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/Franรงais
Effectivement, c’est un jeu de simulation de vie. Donc, on crรฉe nos personnages, on crรฉe une famille, on bรขtit la maison au complet de A ร Z, on la dรฉcore. Ensuite de รงa, avec nos personnages, on peut s’amuser dans la maison, leur faire vivre leur vie, soit avoir une carriรจre, bรขtir une relation, mรชme avoir une famille, des enfants, jouer sur plusieurs gรฉnรฉrations comme รงa.
Alex Massรฉ’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 Quรฉbec, more specifically, Quรฉbec City. Per Massรฉ, the city of Melino takes heavy inspiration from Quebec City, and the game itself provides fun points of familiarity for Quรฉbรฉcois or Quรฉbรฉcers.
The Inspiration for Melino
English/Anglais
Lapierre: “Right, I understand. So… I was reading that it can take place in Quebec Cityโdo we get to choose the city, or how does it work?”
Massรฉ: “Actually, there is only one city, but we drew inspiration from Quebec Cityโa 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 Chรขteau Frontenac; that was a major inspiration for the city’s design. So, there are definitely Quebec-specific references. At the same time, youโre selling the game all over the world. Yes, exactly. Itโs a truly international market. Of course, we do aim to please the Quebec audience, since weโre Quebecers ourselves. We did include referencesโlike the ability to cook poutine in the kitchenโand thereโs even a Quebec flag hidden somewhere in the game. We had fun incorporating nods to Quebec culture like that.”
Lapierre: Bah oui, je comprends. Donc et lร je je lisais que รงa peut se passer dans la ville de Quรฉbec, on a le choix de la ville ou comment รงa marche ?
Massรฉ: En fait, il y a une seule ville mais on s’est inspirer la ville de Quรฉbec qui une ville qu’on aime beaucoup en tant que Quรฉbรฉcois. Donc pour l’architecture par exemple les bรขtiments en pierre, il y a mรชme un chรขteau en haut d’une colline, un peu comme le chรขteau Frontnac. Donc รงa a รฉtรฉ une inspiration principale pour le design de la ville. Et lร , il y a bon des rรฉfรฉrences quรฉbรฉcoises. En mรชme temps, c’est partout ร travers la planรจte que vous vendez votre jeu. Oui, exact. C’est le marchรฉ vraiment international. C’est sรปr qu’on on vise ร satisfaire un peu le public quรฉbรฉcois parce qu’on est nous-mรชme quรฉbรฉcois. Donc on on a mis des rรฉfรฉrences effectivement comme on peut cuisiner la poutine dans notre cuisine tout simplement. Et il le drapeau du Quรฉbec aussi cachรฉ dans le jeu. Donc on s’est amusรฉ comme รงa ร faire des rรฉfรฉrences ร la culture quรฉbรฉcoise.
Alex Massรฉ Discussing the inspiration for Melino, Translated Using Google Translate.
What Does Paralives Bring to The Table?
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?”
Massรฉ: “You see, *The Sims*โour main competitorโhad 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 meโfans of *The Sims*โwere waiting for alternatives. Thatโs 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 featuresโinnovations we introduced that set us apart from *The Sims* and made the game more appealing.”
Massรฉ (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 angleโcurved walls, walls of any length, and so on. Itโs much the same across the various game modes; weโve introduced new features throughout.”
French/Franรงais
Lapierre: Et lร vous รชtes 15 personnes. J’imagine que vos concurrents qui lancent des jeux sont pas mal plus nombreux. Comment vous รชtes arrivรฉ ร ร tirer votre รฉpingle ?
Massรฉ: En fait euh le jeu Les Sims qui est notre compรฉtiteur principal, il y a jamais eu de compรฉtition dans ce type de jeu-lร spรฉcifique. Donc dรจs le dรฉbut du projet, c’est ce que je faisais remplir un besoin dans le marchรฉ. Les joueurs un peu comme moi qui est fan des Sims, on attendait des alternatives. Donc bref, c’est c’est comme รงa qu’on a rรฉussi ร convaincre des joueurs, il attendaient d’autres jeux du mรชme type puis on on a rรฉussi ร les intรฉresser par des nouvelles fonctionnalitรฉs. un peu des innovations qu’on a faites par rapport aux Sims pour les intรฉresser davantage.
Massรฉ (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 flexibilitรฉ pour placer tes murs. C’est un peu simple. Donc nous on est allรฉ avec plus de de flexibilitรฉ. Tu peux bรขtir des murs de n’importe quel angle, des murs courbes, n’importe quelle longueur et cetera. Et c’est un peu comme รงa dans diffรฉrents toutes les les modes du jeu. On a apportรฉ des des nouveautรฉs.
Alex Massรฉ’ 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 Massรฉ 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
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?”
Massรฉ: “Weโve sold 900,000 so farโin 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 thatโs nine times as much. Yeah, weโre really surprised. We still can’t believe it. But how do you explain it?”
French/Franรงais
Lapierre: Vous en avez vendu combien ? Est-ce que vous vous attendiez ร รงa ?
Massรฉ: On en a vendu 900000 jusqu’ร maintenant en 15 jours. On s’attendait pas du tout ร รงa . . . On visait au moins 100000 pour รชtre confortable pour quelques annรฉes en tant que รฉquipe. OK. Donc lร c’est neuf fois plus. Ouais, on est trรจs surpris. On arrive pas ร croire encore. Mais comment vous l’expliquez ?
Massรฉ’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 Massรฉ about the team sharing success, as well as an age-old question; What now?
English/Anglais
Lapierre: “So, did I understand correctly that the employeesโwell, there aren’t many of you, but everyone gets a shareโare actually benefiting from the success? Itโs paying off for everyone on the team.”
Massรฉ: “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. Thatโs something you might not have seen coming, either. People didn’t think it would get this big. Yeah. [laughs] So, whatโs next for you? Is it another game of the same type? Are you moving in a different direction? Whatโs next? Actually, our studio is called Paralivesโthe 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.”
French/Franรงais
Lapierre: Et lร , est-ce que j’ai bien compris que les employรฉs, bon vous รชtes peu nombreux mais avait tous une part finalement parce que le succรจs leur sourit aussi lร c’est payant pour tous les employรฉs.
Massรฉ: Oui, exactement. Donc depuis le dรฉbut du projet il y a 7 ans, quand j’ai recrutรฉ 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 lร รงa va faire des bons bonus ร chaque 6 mois qu’on va verser aux employรฉs comme รงa. Ouais. รa aussi vous l’aviez peut-รชtre pas vu venir. Les gens pensaient pas que รงa allait รชtre aussi gros que รงa. Ouais. [rires] Et la suite pour vous c’est quoi ? Est-ce que c’est un autre jeu du mรชme type ? Est-ce qu’on va aller ailleurs ? C’est quoi la suite ? En fait nous le nom du studio รงa s’appelle Paraliv le mรชme nom que le jeu. C’est notre seule mission de travailler sur ce jeulร . Notre but c’est de le mettre ร jour pendant 5 10 15 ans.
Alex Massรฉ’ 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 haveโI don’t knowโan aquarium,” or whatever else, in the virtual house?”
Massรฉ: “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.”
French/Franรงais
Lapierre: Est-ce que vous prenez en considรฉration les idรฉes de joueurs qui diraaient bon j’aimerais avoir je sais pas moi possibilitรฉ d’avoir un aquarium, d’avoir peu importe quoi dans dans la maison fictive.
Massรฉ: Les gens ont toutes sortes de requรชtes puis c’est fun de les [raclement de gorge] impliquer dans le dรฉveloppement. Donc depuis le dรฉbut on reรงoit beaucoup de suggestions. Depuis le lancement on a un formulaire que les gens peuvent remplir sur notre site web. On a reรงu 150000 entrรฉes dans le de formulaire des gens qui suggรจrent tout sortes de choses. Donc c’est beaucoup de choses ร trier pour 15 personnes. On passe au travers tranquillement puis รงa va nous faire plaisir de considรฉrer tout รงa puis d’ajouter des choses dans le jeu. Il a quelque chose de trรจs trรจs candide dans dans votre dรฉmarche. Merci beaucoup d’รชtre venu nous raconter tout รงa. On va vous suivre.
Alex Massรฉ’ 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, Massรฉ 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?
Massรฉ: Itโs possible. You see it in the industry; it happens. We certainly like being an independent team. We have complete creative control, so we donโt want to sell to anyone right now, and weโre very happy with our current situation.
French/Franรงais
Lapierre: Est-ce que vous pourriez รชtre rachetรฉย par un plus gros ?
Massรฉ: รa se peut. รa se voit dans l’industrie, รงa arrive. C’est sรปr que nous on aime bien รชtre une รฉquipe indรฉpendante. On a le contrรดle crรฉatif complet, donc on n pas envie pour l’instant de vendre ร personne puis on est trรจs 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?
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!
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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.
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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.