
Master every Paralives need, from the four core bars to personality-driven extras, and keep your Parafolk healthy across all life stages.

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Needs in Paralives sit at the heart of every session. Ignore them long enough and your Parafolk suffers real consequences, up to and including death. Each need appears as a bar made up of 10 cartridges in the thoughts tab of a Parafolk's character UI. Green means the need is satisfied, yellow means it is pressing, and red means it is critical. Dark blue cartridges are the ones you still need to fill. A small green smiley face appears next to a bar whenever an action is actively addressing that need, so you always know at a glance whether your Parafolk is making progress.
The system goes deeper than a simple four-bar loop. Personality traits and life stages both change which needs a Parafolk carries, and certain situations temporarily override the whole panel. Knowing which needs can kill, which ones offer bonuses when full, and how babies and toddlers differ from adults is what separates a household that runs smoothly from one that collapses every other day. If you are just getting started, the things you should do first in Paralives covers the broader early-game picture.

Needs panel in thoughts tab
Every Parafolk from child through elder shares four baseline needs. These are present regardless of personality and are the ones most likely to cause serious problems if neglected.
Hunger depletes on a schedule that loosely mirrors real mealtimes, which helps synchronize households where multiple Parafolk would naturally eat together. At home, cooking a meal or grabbing a snack from the fridge handles it. Out in Melino, the town market and vending machines scattered around the map are your fallback options when hunger drops while your Parafolk is away from home.
Sleep works similarly. Napping restores it partially, while a full night in bed fills it completely. The danger here mirrors hunger: a Parafolk whose sleep bar empties entirely will die of exhaustion rather than simply passing out.
Bathroom is the most forgiving of the four. No fatal outcome is tied to it, but letting it run low while your Parafolk is at work is embarrassing and disruptive. Turning on the option to automatically use the toilet at work prevents the need from becoming a problem during shifts.
Hygiene drains throughout the day at a baseline rate, but drops faster when Parafolk exercise or clean the house. Washing hands, brushing teeth, and bathing all restore it. It is worth building hygiene-related actions into your Parafolk's daily routine rather than waiting for the bar to turn red.
Beyond the four core needs, certain personality traits introduce additional bars that stack on top of the standard set. These are not replacements; a Parafolk with two personality-based needs ends up managing six bars total.
| Personality Trait | Extra Need | Key Behavior |
|---|---|---|
| Jester (Vibe) | Fun | Always present; going to zero has no death penalty but a full bar gives strong bonuses |
| Good at Being Alone (Social perk) | Me Time | Drains while around others; fills during alone time |
| Energetic (Vibe) | Energy Surplus | Refills with sleep or a skill level-up; enables power naps |
| Energetic (Vibe) | Need to Move | Requires regular physical activity for learning and success bonuses |
| Grumpy (Vibe) | Grump | Must stay filled to avoid stress; use Grumpy abilities to refill it |
| Peaceful (Vibe) | Peace | Refills through daydreaming |
The Fun need for Jester Parafolk is worth understanding properly. There is no death penalty for it hitting zero, but keeping it full unlocks meaningful perks and keeps the Parafolk in a positive emotional state. The Me Time need for Parafolk with the Good at Being Alone trait works the opposite way to social needs: being around others drains it, so scheduling regular solo time is essential.
The Energy Surplus need is displayed differently from the others. It appears next to the Emotions panel rather than above it, and it enables the power nap interaction, which consumes 2 Energy Surplus cartridges. Energetic Parafolk can also eat an energy bar from the fridge once every 24 hours to help manage this.
Babies and toddlers run on a completely separate need set. The dependency on other Parafolk is built directly into the system: most of their needs can only be fulfilled by a teen-or-older Parafolk taking action.
Hunger for babies is handled through bottle feeding or breastfeeding only. Toddlers get more flexibility and can eat in a high chair, which a caregiver places them in. Sleep for babies requires being put in a crib with the Go to Sleep interaction selected; toddlers can also sleep on the floor if no crib is available. Hygiene for babies means diaper changes exclusively since they cannot be bathed. Green stink lines rising off the baby and a negative emotion on the caregiver are the visual cues that a change is needed. Toddlers can be given a bath.
Bathroom for both life stages is largely automatic. Babies use their diapers whenever the need drops too low. Toddlers can also use a potty, which has the added benefit of building their potty skill. Affection is the need unique to these two life stages. Being held, grouped with other Parafolk, or participating in shared activities fills it. Leaving a baby or toddler alone for too long will result in them being sent to daycare.

Baby affection and sleep needs
Not every Parafolk can fill their needs to the same maximum level. Hovering over a need bar reveals the cap for that Parafolk, which varies by life stage and personality.
Babies and toddlers have a lower cap on their need bars than older Parafolk. This is a fixed part of how those life stages function and cannot be changed.
Parafolk with a personality trait rated higher than 1 can exceed the standard cap of 10 on related needs. A Parafolk with a high Physique personality trait, for example, can push their hunger need above the standard maximum. This effectively gives them a buffer that makes the need less urgent to manage.
Catching a virus at school or work changes how needs function. An unwell Parafolk will ignore their hunger need entirely, and all other needs become capped at 5. That means they cannot be fully rested until the virus clears, and hygiene and bathroom needs will hit the critical threshold faster than usual.

Needs capped during illness
When a fire breaks out on your lot, a situational need called Get Away From the Fire! replaces everything else. All standard needs are marked as ignored for the duration. The fire need description is explicit: get away from the flames or your Parafolk might burn. If they do catch fire, extinguishing in a shower works, or another Parafolk can help. For a full breakdown of handling fires, the Paralives fire extinguishing guide covers every method.
Parafolk you do not control do not have active needs tracked by the game at Early Access launch. They will occasionally use toilets or eat, but these are treated as idle behaviors rather than genuine need fulfillment. Their needs are not updated for performance reasons, so you will not see NPCs urgently rushing to a fridge the way your household members do.
| Need | Life Stage | Fatal if Empty? | How to Fill |
|---|---|---|---|
| Hunger | Child to Elder | Yes | Cook meals, snacks, vending machines, town market |
| Sleep | Child to Elder | Yes | Nap or sleep in bed |
| Bathroom | Child to Elder | No | Use toilet; enable auto-toilet at work |
| Hygiene | Child to Elder | No | Wash hands, brush teeth, bathe |
| Fun | Jester only | No | Fun activities; full bar gives bonuses |
| Me Time | Good at Being Alone | No | Spend time alone |
| Energy Surplus | Energetic | No | Sleep, skill level-up, energy bar |
| Need to Move | Energetic | No | Exercise and physical activity |
| Grump | Grumpy | No | Use Grumpy abilities |
| Peace | Peaceful | No | Daydream |
| Hunger (Baby) | Baby | No | Breastfeed or bottle feed |
| Hunger (Toddler) | Toddler | No | High chair or self-feeding |
| Sleep (Baby/Toddler) | Baby/Toddler | No | Crib, bed, or floor |
| Bathroom (Baby/Toddler) | Baby/Toddler | No | Diapers automatically; potty for toddlers |
| Hygiene (Baby) | Baby | No | Diaper change |
| Hygiene (Toddler) | Toddler | No | Bath by caregiver |
| Affection | Baby/Toddler | No | Being held, group activities |
| Get Away From the Fire! | All (situational) | Potentially | Leave the fire area |
For deeper systems that interact with needs, the Paralives relationships guide explains how emotional states from unmet needs flow into Together Cards and relationship outcomes. The full Paralives guides collection has everything else you need to get your household running properly.