How to play — AURA SIMULATOR
AURA SIMULATOR is a turn-based life simulator: you are born in a city, decide year by year with the odds in plain sight, and find out how your life ends. A run takes a few minutes and no two are the same. This page covers what there is to chase, which is rather more than pushing your aura up.
Aura is the first thing you see, but it isn't the scoreboard. You can die on 500 aura with an almost empty collection, and the other way round too. Here is everything there is to chase.
Push your aura up
comes to youIt rises when you stand your ground, say what nobody else will, and take the odd option. The higher it is, the less each good call moves it.
Sink it on purpose
you have to lookThat's not losing: it's the other half of the game. There are five levels below zero — MURKY, MARKED, INFAMOUS, PARIAH and ABYSS — and feats that only exist down there. Reaching the bottom is as hard as reaching the top.
Your personality stamp
you have to lookEach of the 16 profiles has its own three-scenario path that nobody else will see. The third one grants the stamp… and kills you almost half the time. That death is a collection piece too, so both ways out give you something.
Take your character to an extreme
several livesThere are five opposed axes and ten ends, and every end has its own life title. Leaning isn't enough: the game checks that you chose it several times, not that it happened to you. You will never see the numbers.
Put career or family first
you have to lookTwo scenarios ask you, without asking, how much each one matters to you. Take the ambitious way out and you're on that path, and from then on you get far more of it. Turning it down costs you nothing: it just makes climbing a little harder.
Collect what you cannot aim for
several livesThe ailments you suffer, the ways you die and the legendary shop objects are all collectible. They're the hardest families to finish because almost none of them can be chased: they have to happen to you.
The five character axes
Every decision tips five opposed scales, without telling you. You will never see the numbers: only the in-game compass, which shows the axis that stands out most. Taking one to its extreme — by choosing it several times, not by chance — grants one of the 10 life titles.
| CIENCIA 🔬 | ↔ | 🙏 FE |
| DESCONFIADO 🕵️ | ↔ | 🐣 INOCENTE |
| DISCIPLINA 🧘 | ↔ | 🍸 HEDONISMO |
| EGOÍSMO 😼 | ↔ | 🕊️ ALTRUISMO |
| CAOS 🌪️ | ↔ | 📐 CONTROL |
💡 Four things that are hard to work out alone
- No scenario repeats within the same life. If something hasn't come up, it just wasn't due: try another age, another background or another personality.
- The endings for maxing something out come down to chance. The last scenario of your personality path can hand you the stamp or kill you on the spot, and both ways out leave a piece: dying there is collectible too. An axis taken to the extreme, by contrast, gives you its title when you die, whenever that is.
- If your character had children, the next life can be their child, carrying part of what you left. Three generations in a row is as hard as it gets.
- The in-game compass only shows the axis that stands out most, and never its value. If it says «at the limit», that title is one step away.
The size of the game
192 collection pieces across 8 families, and 963 hand-written events. Nobody has seen them all yet.
| Family | Pieces |
|---|---|
| Objetivos secretos | 47 |
| Títulos vitales | 39 |
| Formas de morir | 15 |
| Eventos del mundo | 8 |
| Objetos legendarios | 18 |
| Sellos de personalidad | 16 |
| Finales del sello | 16 |
| Dolencias | 33 |