
Q&A
Your top 20 questions about Goodies
Artwork for the October Goodies Q&A, using an in-game autumn scene.
Will Goodies have pets, genetics and early access? Alexander answers 20 community questions about families, relationships, aging and life in Goodhaven.
Innleggene skrives på engelsk.
By Alexander · October 2026 Q&A
I collected your questions about Goodies from YouTube and Discord, then sat down to answer the 20 with the most votes. Thank you to everyone who asked a question and helped choose what to cover.
Here are all 20 questions and answers in writing, covering genetics, pets, family trees, relationships, early access and life around Goodhaven. Each answer also links to the matching part of the video if you’d like to hear more.
Goodies is an open world life sim I’m developing. This Q&A was recorded on October 30, 2026, and covers both the current build and future plans. I’ve shortened the answers for reading while keeping the same development status and intentions.
Jump to a question
- How will genetics work for children?
- How far will family trees extend?
- How will a new Goodie arrive in town?
- Will pets be included?
- Will rotational play preserve my choices in other households?
- Are you using generative AI to make Goodies?
- Can we see more gameplay and Goodies interacting?
- Could Goodies include missions and stories?
- Could personality traits change a Goodie’s animations?
- Could witnesses react to secrets on their own?
- How could people with disabilities be represented?
- How detailed could everyday object animations be?
- How many traits will a Goodie have?
- How will community ideas shape development?
- What are the plans for relationships?
- Will a spouse recognize when their partner rejects unwanted flirting?
- Will children grow up?
- Will Goodies have Early Access?
- Will Goodies pursue their own interests around town?
- Will there be romantic chemistry, turn-ons and turn-offs?
How will genetics work for children?
Question 1 of 20 · Watch this answer at 00:58
Yes, I want children to inherit genetics from their parents. Genetics is also tied to my plans for gradual aging, so the changes between life stages feel more natural.
I’ve started researching how to build that system with the engine I’m using. There’s still work to do on both the simulation and the character models. I’ve been focusing more on the technical side of the game, and 3D art and animation are areas where I need more help.
Being able to follow a family across generations is one of my main goals for Goodies. Genetics is part of that goal, but it isn’t a finished feature in the current build.
How far will family trees extend?
Question 2 of 20 · Watch this answer at 01:51
I want family trees to reach across generations and include extended families. I’m not planning a fixed limit on how far a tree can grow. That’s the direction I’m designing for as I build out families across generations.
The family tree and relationship graph already give us a starting point. I want to build on that with great-grandparents, great-aunts and great-uncles, cousins, in-laws, half-siblings and stepfamilies. Playing a legacy or a 100 Baby Challenge is part of what I’m working toward.

The Marin family tree in a development capture from Game Log 3. Genetics and gradual aging are still being developed.
I grew up with a stepmom, a stepdad and stepsiblings, so those relationships matter to me personally. There’s a lot to explore in how a family gets along, and I want there to be room for you to decide what those relationships become.
How will a new Goodie arrive in town?
Question 3 of 20 · Watch this answer at 03:17
I like the idea of introducing a new resident with an arrival scene, whether that means coming into Goodhaven by train, boat or plane and meeting the mayor or the neighbors.
In the current build, I’ve added a small welcome gesture: your neighbors leave flowers at your door when you move into a house. A fuller introduction could add more humor and give the town some personality. I’d like it to feel specific to Goodies, and the pear symbol could be a fun part of that.
That opening scene is an idea for later. Right now, I’m concentrating on the basic systems and how everyday life works in the world.
Will pets be included?
Question 4 of 20 · Watch this answer at 04:50
Yes, I definitely want pets in Goodies. I want you to be able to recreate your own pets and have them feel like members of the household, with their own personalities and quirks.
That takes a substantial amount of work, so I expect pets to come later, after more of the core simulation is in place. I’m not planning around having them ready for the earliest playtests.
And yes, horses are on my wish list too. One of my best friends loves horses, and I’d love to get them into the game at some point. For now, my focus is making sure the underlying simulation has the depth and stability it needs.
Will rotational play preserve my choices in other households?
Question 5 of 20 · Watch this answer at 06:32
My plan is to give you control over how much story progression happens while you’re playing another household. You might want other Goodies to take care of everyday life while you keep the major decisions in your hands. You might also enjoy returning to a family whose lives have moved forward.
I’m building around a detailed simulation for the active household and a broader simulation for the rest of Goodhaven. The wider world can focus on life decisions without having to simulate every small action in the same detail.

An autumn scene from the development footage prepared for this Q&A.
I already use a simulation lab to test household behavior over longer periods, including how a trait affects a Goodie’s choices. I’m working toward that kind of testing for the wider world too.
The story progression settings are part of the plan. I want them to support people who rotate between households as well as people who enjoy letting the town change around them.
Are you using generative AI to make Goodies?
Question 6 of 20 · Watch this answer at 08:49
Yes, I use AI as an assistant in development. I’m a developer and a UX designer, and I work on the game’s design, code and testing myself. AI helps me with some of the more repetitive work involved in building the systems. I read the code and test what goes into the game.
The interface is my own design work. Some of the artwork and visual elements are still placeholders, and the current appearance isn’t the finished art direction. I want help from animators, 3D artists, illustrators and concept artists as the project grows and I have the budget to pay people.
I understand why people have concerns about generative AI, including its effect on artists and jobs. I’ve wanted to make this game since I was 11, and these tools have helped me get further with it than I could have managed on my own. I also want to be open about that process and listen to feedback.
One change I’ve already made after that feedback is to stop using AI for thumbnails. I also talk in the video about using Grammarly to help with my English, since I’m from Norway, and trying to let more of my own personality come through in my writing.
I appreciate constructive criticism and people sharing their skills. I want the community around Goodies to be a place where we can have those conversations respectfully.
Can we see more gameplay and Goodies interacting?
Question 7 of 20 · Watch this answer at 15:19
Yes, I want to show more of the gameplay and how Goodies interact. I showed some of it in the last Game Log, and I’m planning a video that spends more time on how a household actually plays.
One reason I’ve held back a little is that the animations are still rough. Some are placeholders from assets I’ve bought, and they don’t yet show the full feeling I want the interactions to have.
A longer playthrough could be a useful way to show the systems working together. I mention the idea of sitting down for 30 to 40 minutes so you can see more of everyday life in the game.
Could Goodies include missions and stories?
Question 8 of 20 · Watch this answer at 16:06
Yes, as an optional part of a sandbox game. I want you to be able to tell your own stories, with goals available when you want something to work toward.
I’ve already added some smaller pieces of that. You can lock a want and turn it into a goal with several steps. A gardening goal, for example, might involve watering plants, planting new ones and looking after the garden. Those activities contribute aspiration points, and aspirations are designed around three levels to work through.
Jobs can also give you things to do beyond showing up for work. The art job has assignments to complete at home, such as sketching, alongside skill requirements.
I’m interested in doing more with missions and stories. The aim is for them to add another way to play without making you follow a set storyline.
Could personality traits change a Goodie’s animations?
Question 9 of 20 · Watch this answer at 17:52
Yes. I want personality to show in how a Goodie moves and behaves, including ordinary things like cooking, eating and talking to someone.
One idea we’ve been discussing is layering small animations over the standard actions. Those little differences could give each Goodie more recognizable quirks and make the people in the town feel distinct.
That’s part of the direction for the animation system. There’s still a lot of work to do, but those small moments of personality and humor matter to the kind of life simulation I want to make.
Could witnesses react to secrets on their own?
Question 10 of 20 · Watch this answer at 18:53
Yes, their personality should affect how they respond to what they see. A Goodie with a gossip trait, for example, is more likely to tell someone else about an interaction they witnessed.
The important rule is that information has to reach a Goodie. If someone’s partner kisses another person, the partner should need to see it or hear about it from somebody else before reacting. I want gossip to travel through the town in a way you can understand.
The witness system and the way information spreads are a big part of the work as I move further into the open-world simulation. They give other Goodies a role in the stories that develop around your household.
How could people with disabilities be represented?
Question 11 of 20 · Watch this answer at 19:49
I want people with disabilities to be represented in Goodies, and I’m still figuring out how to approach that well.
It’s part of the roadmap and the framework I’m building. I talk about both physical and mental disabilities in the video, including how aspects of the latter might connect with personality traits. Those ideas still need more work.
I don’t have a physical disability myself, so I want to listen to people who do before deciding how to represent those experiences in everyday gameplay. If you’d like to share what you would want to see, I’m open to hearing from you. The aim is for people to feel represented respectfully.
How detailed could everyday object animations be?
Question 12 of 20 · Watch this answer at 20:43
I’d like everyday animations to show the whole action. The question used putting food into a microwave as an example, and that’s the kind of detail I mean.
If a Goodie makes coffee, I want them to get a cup and pour the coffee. When they cook, I want them to get the ingredients, prepare the food and put it into serving bowls. The same idea applies to getting a glass of water or opening a car door and getting inside.
I’ve shared some early kitchen animation work on Discord, including a toaster and a coffee maker. There’s plenty left to do to reach the level of detail I want, and animation is one of the areas where I need specialist help.
How many traits will a Goodie have?
Question 13 of 20 · Watch this answer at 21:49
The current design is five personality traits for an adult Goodie. I started with three, then decided that five would allow a more interesting mix.
For children and teenagers, the plan is three traits. Inheritance and upbringing should also influence their traits as the life stages develop.
Those numbers describe the design I’m working toward. The childhood, aging and inheritance systems still have more development ahead of them.
How will community ideas shape development?
Question 14 of 20 · Watch this answer at 22:20
I want the community to keep helping shape Goodies, especially as we get into playtesting and decide which features to focus on next.
The Goodies roadmap is where you can follow the work. My first major goal is a full week in a Goodie’s life, with needs, skills and jobs working together. After that, I want to be able to play a rags to riches challenge, then a legacy across generations with children, genetics and inheritance.
Those are the broader milestones guiding development. Right now, the basic simulation needs a lot of my attention. As those foundations come together, I want to hear more about what you’d like to do in the game and which additions matter most to you.
You’re welcome to share ideas already. Playtest feedback will be especially useful because we’ll be able to talk about how the game feels to play.
What are the plans for relationships?
Question 15 of 20 · Watch this answer at 24:14
Relationships are already part of the game, including family connections, friendships, romance, enemies and frenemies. I want them to develop through what actually happens between Goodies.
One system I’ve been working on is promises. You can ask someone to stay away from another person, be home for dinner or do something else. Whether they accept depends on the relationship. Keeping or breaking the promise can leave someone feeling closer to you, disappointed or let down.

The Marin household in a development capture from Game Log 3, with a promise and recent events visible in the interface.
I want what happened today to affect how two people behave tomorrow. Memories, jealousy and promises can all change how a later conversation goes. Getting to know someone should take some care, and I want those relationships to have a history.
Reputation in Goodhaven is part of that direction too. Other people can hear about what you do, which gives them reasons to form an opinion of you.
Will a spouse recognize when their partner rejects unwanted flirting?
Question 16 of 20 · Watch this answer at 26:28
Yes. I was working on this while putting together the jealousy and flirting systems, because the game wasn’t properly recognizing who had initiated a flirt and whether it had been rejected.
The response needs to take that rejection into account. If a spouse witnesses their partner turn someone down, it can make them feel more secure in the relationship.
That also connects with the witness and gossip systems. A Goodie’s reaction should depend on what they actually saw or learned about the interaction.
Will children grow up?
Question 17 of 20 · Watch this answer at 27:13
Yes, growing through life stages is a major part of the plan. I want gradual aging, with childhood also helping shape who a Goodie becomes later in life.
There’s still work to do on the models for different ages and on the longer legacy gameplay. If you’ve watched the Marin household in my development videos, the child is currently using an adult model as a placeholder because I don’t have the proper child mesh yet.
Adoption is the first path I’m working toward for adding children to a family. Pregnancy and birth are planned for later, once more of those systems are in place.
I also want controls for aging and protection while another household is active. That connects with the story progression settings, so time passing respects the way you choose to play.
Will Goodies have Early Access?
Question 18 of 20 · Watch this answer at 28:22
Yes, I’m planning early access. First, I want the game to be more stable and have enough depth for people to play it properly.
Playtesting comes before that. A couple of people have tried a very early build, and I want to gather more feedback once the game is ready for a broader group of testers. I don’t have an early access date to announce.
I also discuss future playtest opportunities for Patreon supporters. The current membership tier descriptions explain those benefits. Supporting the project doesn’t include an immediate game download.
The milestones on the roadmap are a better guide to what I’m working toward than a release estimate at this stage.
Will Goodies pursue their own interests around town?
Question 19 of 20 · Watch this answer at 29:24
Yes, I want a Goodie’s own personality and goals to guide what they do around town while you’re controlling someone else.
Traits, likes and dislikes, memories, wants and fears all feed into that direction, with star signs playing a smaller part. Those influences can affect everyday choices, such as relaxing on the couch or cleaning a counter, as well as bigger decisions like finding or leaving a job.
This is closely tied to story progression. I want you to control how much independent activity and progress happens around your household, including whether you want that autonomy active.
Will there be romantic chemistry, turn-ons and turn-offs?
Question 20 of 20 · Watch this answer at 30:22
Yes, romantic preferences, turn-ons and turn-offs are part of the plan. I’m working toward adding those preferences, but I haven’t developed the full chemistry system yet.
I want chemistry to take individual preferences and compatibility into account, including personality traits and star signs. That should give different Goodies their own reasons to feel attracted to one another.
Autonomous flirting, relationships and cheating are also part of the direction for life around Goodhaven. As with the other story progression systems, I want players to have control over whether those things happen while they’re focused on another household.
Thank you for all the questions. There are plenty more to get to, and I want to keep answering them as Goodies develops.
You can share yours in the free Goodies Discord, follow the roadmap, or support development on Patreon. I’d also love to know which of these systems you want to see more of in a future video.
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