Beggar's Life

Posted May 30, 2025. Updated August 4, 2025. Played 5032 times for a total of 8143 hours.
description
An incremental game where you play as a Beggar. Heavily inspired by Theory of Magic
steamlatest update
Beggar's Life - Charisma of Pain 0.25.0 August 4, 2025
9 new resource(s)
57 new task(s)
6 new class(s)
6 new skill(s)
9 new furniture(s)
newest comments
I adore this game idea, and it's been built pretty well too. The main issue that i can say of note is a lack of real progression. Mostly it's just do whatever and figure it all out yourself, without any help or suggestions about how you progress. I'd suggest little quests to make progress a little more clear, or a tutorial of how the mechanics work. Another issue is that some of these skills and activities have little context. For example, the cunning skill. Is it a skill that puts you on a bad ending? Is it a neutral skill? What does it give you and what does it take? There's too many questions and too few answers. Some of these skills and classes seem too negative or positive for what they really are, and for that i think some more context would be needed. While i haven't finished the game i can say clearly that some of these skills have little context other than their bio and what stats they buff.Don't get me wrong, mystery and learning for yourself are fun, but if your players don't know how the mechanics or features work, then you can't play.
Other than that I can't really find any other flaws than what i mentioned. The UI looks great, the gameplay is pretty fun, and there seems to be a lot of creative freedom with how you play. Keep up the good work!
Really enjoyed the game, sounds like so many downvoted over old UI issues. It feels like I tried everything possible and saw every ending (5?), and every class, but going off the class counts in your version tracker makes it seem like there are still more. Really needs metaprogression of some kind even if it has no bonuses - and some way to know what's left to explore, without spoiling the first playthrough.
Finished the game; pretty entertaining.
One criticism (besides the UI which others have mentioned): I wish the overall rate at which you gained/lost something was displayed next to its max.
One compliment: I absolutely LOVE how sadness is portrayed as a path for mental clarity rather than a one-dimensional burden. Narrative expertise.
I make a very poor tester because I just want to go cat every time.
When language is set to Chinese, some glyphs are missing and some other glyphs look weird, specifically in the "SYSTEM MENU" screen
top comments
Needs a dark mode. All white is annoying.
Good concept! The biggest flaw that comes to mind is how cranky the interface is. It would be nice to fit, say, your resources always on screen, or really just more things in general on screen. Needing to finagle the tabs on and off just to look at your things is like spinning plates. Fun though, and especially very promising!
Dark mode is coming :( sorry for the trouble you all
Please organize skills and resources into subcategories. It's difficult to find what I'm looking for sometimes.
Good lord that's bright, is Gondor calling for aid?