How many endings are in Project Moonlife?
There are three current life endings: health reaches zero, sanity reaches zero, or age reaches 90.
Project Moonlife / GAMEPLAY GUIDE
Project Moonlife currently has three life endings: health loss, sanity loss and old age at 90. Route milestones and achievements add long-term goals, but the event files do not define Finger proposals, E.G.O awakenings or casino endings.
The engine ends a life when health reaches 0 or lower, when sanity reaches 0 or lower, or when the resident reaches age 90. Health is checked first if both resources reach zero on the same step. Old age is an age cap, not a random event. The endings are mutually exclusive for a completed run because the first condition reached closes the life.
Achievements in the current rules include reaching ages 50, 80 or 90, completing all eight Fixer, Wing or workshop chapters, and reaching high resource, connection or reputation peaks. They are derived from the saved life state and event log. The game does not label a special engagement, E.G.O awakening, gambling event or Color Fixer rank as an achievement because those mechanics are absent from the current event data.
The ending card may show a simulated occurrence rate only when the published rules-version benchmark observed that achievement at least 30 times. Each benchmark uses 10,000 computer-simulated lives per strategy. A percentage describes that ruleset and strategy, not actual players, universal odds or a promise for a particular seed. Below the reporting threshold, the card withholds the percentage rather than inventing one.
Open the local event collection to see which event IDs and endings appear in saved lives on this device. Open the archive for route achievements and portraits. Export a life record if you want to preserve or share the exact choices; a seed link alone does not contain them. All of these free local features work without an account.
The rarity label is based on deterministic simulations of 10,000 runs for a defined rules version and policy. It is a comparison within that model, not a measured percentage of real players and not a prediction for your particular seed. A rare event can appear during a run without being the ending, while an ending is the terminal result recorded when the life stops. Keep those two ideas separate when you review a dossier card or event log.
The collection records event IDs found in saved life logs on this browser and marks other entries as undiscovered. It is a personal checklist, not a shared leaderboard or an account-wide sync. Replaying a seed can help you investigate a missing event, but event prerequisites and choices still matter. Check the event log after each life, then compare the rules version and starting settings before drawing conclusions from a discovery or rarity label.
After each life, open the event log and collection on the same browser where the run was saved. Check whether the event appears in the log and whether its ID is marked discovered. If a dossier rarity label seems surprising, compare it with the stated benchmark version and policy before interpreting it. Keep a note of the seed and choices for follow-up runs. This makes the collection useful for personal exploration without confusing local discoveries with a global player statistic.
There are three current life endings: health reaches zero, sanity reaches zero, or age reaches 90.
No. They come from reproducible computer simulations. The card shows a rate only when an achievement appears at least 30 times in the benchmark sample.
No. Those mechanics are not present in the current event data. The guide only lists endings, route milestones and achievements that the rules implement.