Guides
Paralives Paramaker Guide: Sliders, Outfits, and Genetics
Quick Answer
Use height, body, and face sliders, the color wheel, clothing layers, tattoos, asymmetry, genetics, and at least two outfits in the Paramaker—then exit and test live mode. Traits here shape wants, emotions, and autonomy later.
The Paralives Paramaker is every save’s starting point. Traits and look choices feed wants, emotions, and autonomy in live mode. Early Access: May 25, 2026.
Hub: Paralives. After creation: build mode → beginner guide.
Last checked: May 19, 2026. Menu names may differ slightly in the live build.
Quick Answer
One Parafolk you like → two outfits → exit and play one in-game day. Do not spend launch night only in sliders.
Day-One Tool Checklist
| Tool | Use it for |
|---|---|
| Height slider | Overall stature |
| Body sliders | Proportions (independent) |
| Face sliders | Per-feature shaping |
| Color wheel | Skin, hair, eyes, clothes, accessories |
| Clothing layers | Undershirt + jacket, etc. |
| Tattoo placement | Specific body spots |
| Asymmetry | Different eyes, mismatched socks, etc. |
| Genetics | Family / legacy appearance |
| Multiple outfits | Everyday vs work vs social |
15-Minute First Character Workflow
| Minutes | Do |
|---|---|
| 0–3 | Pick routine (homebody, career, social) → guides trait mood |
| 3–8 | Body/face to “recognizable,” not perfect |
| 8–10 | Color wheel: hair + one outfit accent |
| 10–12 | Outfit 1 everyday; Outfit 2 work or town |
| 12–15 | One tattoo or asymmetry detail or skip—leave Paramaker |
Then build a small home and run live mode.
Sliders (Body & Face)
Sliders are separate, not one preset blob:
- Height on its own
- Body proportions independent
- Face features one by one
Good for households where people should look related but not cloned—pairs with genetics for kids later.
Color Wheel
Same tool for skin, hair, eyes, and fabric.
| Tip | Why |
|---|---|
| Muted palette = quiet character read | Faster than tweaking every slider |
| Shared accent across household | Tells Parafolks apart at a glance |
| Change one garment color later | Does not reset whole look |
Clothing Layers
Official example: undershirt under jacket.
| Outfit idea | Layer trick |
|---|---|
| Everyday | Open jacket, visible undershirt |
| Work | Closed jacket, cleaner silhouette |
| Social | Different shoes or accent color |
Layers beat one flat “top” for personality.
Tattoos
Place on specific body regions—not a full-body sticker sheet.
Launch week: 0–2 placements that fit the character story. Add more after you know them in live mode.
Asymmetry
Confirmed examples: different eye colors, mismatched socks. Subtle asymmetry reads more human than perfect mirror faces.
Genetics
Confirmed for children and legacy plans. We do not invent blend rules here—test in your build:
- Which features copy parent A vs B
- Whether children skip generations
- Paramaker choices you regret after the first kid
No kids planned yet? Genetics can wait; still avoid extreme sliders you might not want inherited.
Outfit Slots (Minimum)
| Slot | Purpose |
|---|---|
| Everyday | Home + errands |
| Work | Career-appropriate |
| Social / formal | Restaurant, dates, town |
| Optional comfy | Home relax if the build supports it |
Switching outfits beats one look for every situation.
Planned Later (Not Required to Start)
Per development page—not required to enjoy day one:
- More hair, clothes, accessories
- Advanced genetics editing
- Pet creation in Paramaker (pets planned in EA roadmap)
Play with day-one tools first.
Purpose Questions (Before Sliders)
| Question | Points to |
|---|---|
| Home or town focused? | Schedule + relationships |
| Career or creative? | Careers + skills |
| Legacy family? | Genetics + compact starter home |
| Visual hook? | Color, tattoo, asymmetry |
Trait and Outfit Pairing
Paramaker is not only visual. Your first choices should make the save easier to read:
| Character idea | Outfit cue | Play cue |
|---|---|---|
| Builder / homebody | Practical layers, calm colors | Small home, skill objects |
| Social townie | Brighter accent, cleaner social outfit | Shops and restaurants early |
| Career starter | Work outfit first | Bills and routine testing |
| Family founder | Softer shared palette | Genetics notes and compact home |
| Creative oddball | Tattoo or asymmetry | Wants and hobby checks |
When the look and routine match, you remember why the Parafolk exists after the first long build session.
When to Edit Later
Leave Paramaker once the character is usable, then come back after live mode teaches you something:
| Live-mode discovery | Later edit |
|---|---|
| Work route matters | Add a cleaner work outfit |
| Social life becomes main focus | Add town or date outfit |
| Character feels too hard to spot | Stronger accent color |
| Legacy save starts | Recheck genetics and family resemblance |
| Workshop clothing arrives | Test on copy before replacing main looks |
Editing after play produces better characters than guessing every detail before the first meal.
Family Creation Tip
If you create more than one Parafolk, vary them with intent:
| Shared | Different |
|---|---|
| One color accent | Height, face shape, or hairstyle |
| Household story | Traits and daily goals |
| Family resemblance | Outfit silhouettes |
That balance keeps family members readable on screen while still feeling connected. It also makes genetics easier to judge later.
Copy-Save Habit
Before making a whole household, create one test Parafolk and save a copy of the setup if the build allows it. A copy lets you compare traits, outfits, and genetics without losing the first version. It also protects you from spending the whole first night fixing a look that only felt wrong after live mode revealed the daily routine.
Exit Rule
Leave Paramaker when the character has a clear silhouette, a readable outfit, and a reason to exist in the save. You can edit later. What you cannot learn inside the creator is whether their traits, schedule, and house actually feel fun in live mode. Play first, refine second.
Common Mistakes
- All night in Paramaker, zero live mode.
- Four Parafolks before one routine works.
- Same colors on everyone—hard to tell who is who.
- One outfit for work, dates, and sleep.
- Treating EA day-one catalog as final—more content will ship.
After Paramaker
| Next | Page |
|---|---|
| Functional small home | Build mode |
| Traits & emotions | Traits |
| First week priorities | Beginner |
Sources
FAQ
What is the Paralives Paramaker?
The character creator you use before a save starts—sliders, colors, layers, tattoos, asymmetry, genetics, and outfit slots.
Can I make asymmetric Parafolks?
Yes—different eye colors, mismatched socks, and similar options are confirmed day-one on the development page.
How does genetics work?
Genetics is confirmed for children and family saves; exact inheritance rules need testing after launch.
How many outfits should I make?
At least two—everyday and work or social—before leaving the Paramaker for the first time.
More clothes coming later?
Yes—more hair, clothes, accessories, and advanced genetics tools are planned during Early Access.