Family and growth
Pregnancy
A married NPC can become pregnant. Pregnancy runs through three trimesters, and movement speed drops gradually as it advances.
| Trimester | Symptoms |
|---|---|
| 1st | Slightly increased hunger and energy drain |
| 2nd | Increased drain, moderate slowness |
| 3rd | Intense drain, severe slowness |
Open the View Pregnancy panel from the interaction screen to follow the progress: current day, percentage, and estimated time remaining in real minutes.
Player pregnancy also exists and follows its own path.
Birth
At the end of gestation the baby is born as an item that goes into the inventory. You carry the baby around, and can hand it to the other parent.

Growth stages
| Stage | Notes |
|---|---|
BABY | Carried in the inventory |
TODDLER | |
CHILD | Model scaled down. Can be given a Baby item to skip 1 game day. |
TEEN | Model scaled down slightly. |
ADULT | Full routine: job, house, relationships |
Children grow over time on their own, with the model scaling up at each stage.
Acceleration: Giving a Baby item to a CHILD or TEEN immediately advances their growth by one full game day (24,000 ticks).
Care
Babies need care. Passing the baby back and forth between parents shares the load, and there is an offline simulation so time away from the server still counts.
Death
When an NPC dies, the SimTale death flow takes over: the body stays, and starts bleeding visually. The Grim Reaper appears on its
own, walks to it, performs the soul-collection ritual, leaves a gravestone and removes the record
cleanly. Interacting with the Reaper mid-ritual while holding an Ingredient_Voidheart cancels the
collection and revives the NPC.

Hunger deliberately does not kill. Starving NPCs simply cry and stop working. Aging and disease are not implemented yet. The death flow is currently only reachable by administrative testing commands, which exists so the Reaper can be tested without waiting for a cause of death that does not exist.