
The world has eight time slots:
| Slot | Hours |
|---|---|
| Dawn | 03:00–05:59 |
| Early morning | 06:00–08:59 |
| Morning | 09:00–11:59 |
| Midday | 12:00–14:59 |
| Afternoon | 15:00–17:59 |
| Late afternoon | 18:00–20:59 |
| Evening | 21:00–23:59 |
| Night | 00:00–02:59 |
On the map, time advances continuously while the simulation is unpaused — you don't need to take actions for time to pass. Walking, exploring, and just standing around all let the clock tick.
During NPC conversations, time advances based on how long the exchange takes. Longer responses from NPCs mean more in-game time passes, giving conversations a natural sense of duration.
NPCs move between their home location and social locations depending on what they were generated with. Building owners always stay at their home location. See Daily routines for details.
When the clock passes through 03:00 (night → dawn), a new day begins. Several things happen automatically:
Weather is generated per-biome and per-time-of-day, and shows in the top bar. NPCs are aware of the weather — it acts as a mood setter and can color their dialogue and behavior.
Time isn't just a counter. NPCs change locations throughout the day, the rolling story summary updates, and the world keeps moving while you're not paying attention.