About
By Andrew Wade. Press and partnerships: [email protected]. Follow builds on News, direction on Roadmap, get the app on Download, help on Help.
// latest·1.3.0—In progress — Build 47
Chronalife is a life simulation I'm building as Andrew Wade—one person, no studio label, a lot of stubbornness. The goal is simple to say and hard to pull off: a deep, modern life sim where every year matters—careers, money, relationships, businesses, property, markets, and all the messy threads between them.
The first "life sim" that hooked me wasn't some abstract genre—it was BitLife. It opened the door: a whole game about living a fictional life on your phone, making choices, laughing at chaos, chasing weird goals.
Then I found InstLife.
In 2018, InstLife was the game I couldn't put down. It felt scrappy, fast, and full of ideas—exactly the kind of project you root for when you're deep in niche mobile games. I played it constantly. Eventually the mobile life-sim world shifted—BitLife grew, deals happened, products consolidated—and the InstLife I loved became a memory tied to a different era of the store.
I'm not here to re-litigate history. I'm here because that era left a mark on me. It taught me what I wanted from a life sim: density, systems that talk to each other, and a world that doesn't reset your brain every five minutes.
Back then I didn't have the skills to build something at that scope. I wasn't useless with computers—I've always liked making things—but I didn't know how to ship a real game: architecture, UI at scale, databases, sync, economy design, store compliance, the boring glue that keeps a live product from catching fire.
So I did the unglamorous thing: I went to college. I learned the craft properly. Engineering, patterns, debugging until 3 a.m., failing projects, better projects, internships, and the slow shift from "I have an idea" to "I can make the machine work."
The idea for a dream life sim never left. It just waited until I wasn't faking it anymore.
In 2026 I finally started building Chronalife for real—not as a jam game, not as "maybe someday," but as the product I wish had existed in full force when I was the kid refreshing InstLife between classes.
The market has plenty of casual life games. That's fine. Chronalife is for people who want the spreadsheet and the story at the same time: annual ticks that hit your taxes, your portfolio, your job performance, your mortgage, your side hustle, your dumb luck, and the long consequences of choices you made ten in-game years ago.
If that sounds like a lot—it is. That's the point.
Shipped systems and patch notes show up first in News & updates; the broader plan lives on Roadmap.
Depth over noise. I'd rather have fewer features that interlock than a hundred siloed mini-games.
Respect for time. Long saves, cloud backup for subscribers, rewind tools where it fits—because a life sim should hug your real life, not fight it.
Honesty about what's simulated. Markets, betting, and lotteries are fiction inside the game. Real money doesn't come back out through the sim unless we ever run something separate, clearly labeled, and legally squared away.
A community that knows the dev is human. I'm on Discord. I read reports. I ship patches. I'll get things wrong and fix them.
Chronalife is not finished—it may never feel "finished," because a simulation can always go deeper. I'm committed to shipping, listening, and iterating until the thing on your phone matches the thing in my head closely enough that you can lose a weekend to it without feeling cheated.
If InstLife lit the spark and BitLife opened the door, Chronalife is what happens when you spend the next chapter learning how to build the door yourself—then walk through it.
Thanks for reading. If this resonates, try the app when it hits your platform—Download has the current options—say hi on Discord, or send a tough bug report. It all helps.
Andrew Wade is the person behind Chronalife today: product, engineering, and the operations that keep playchrona.app and the game builds moving.
This isn't a studio roll-call—it's one independent lane of work with a community around it. For press or partnerships, use [email protected]. For how to play, saves, and troubleshooting, start with Help. For what shipped recently, use News—that's the same timeline we use on the public site.