Live Mode Progress + Options Menu + Object Naming and Pricing + More! ✨
Hi, it’s Alex! Today, I’ll update you on our progress on the live mode and show you various small features and improvements we’ve made. As usual, this post is for Patrons only, so please don’t share it! 🔐
Completing the Last Live Mode Features Before Release
These days, we’re finishing up some of the last features that we will have time to develop before the game comes out in Early Access on December 8th! Here’s an overview of the systems we’re working on:
🎯 Life goals (aspirations): Long-term objectives for your Parafolks to complete.
🚶♀️ Townies walking around town and visiting lots: You will be able to cross paths with and meet various Townies either when exploring the town or entering public lots! Each Townie goes about their day by going to work, school, restaurants, lots like the gym (depending on whether that fits their personality and skills), and returns home to sleep at night. It’s really interesting to see, and it makes the world feel alive! More on that will be shared soon!
🎮 Many improvements following playtest with friends: We’ve been running frequent playtests, and we’re actively fixing bugs and improving the gameplay experience according to the precious feedback we get! Our goal is to make the game as stable and as enjoyable as possible before you get your hands on it, and to keep improving it afterwards with the feedback that you players will send us!
🏦 Activities to do around town: Shops, collectibles, museum and more. An upcoming Patreon post will showcase this!
Options Menu
We’ve recently revamped the look of our options menu and added new settings to it! Here’s a quick tour:
We hope players will be able to customize their gameplay experience to their liking with this menu! We will be adding more options in the future.
Camera Edge Scrolling
In Paralives, there are many ways to move the camera:
By using the arrow keys
By using WASD
By dragging the view by holding the middle mouse button
🆕 Camera Edge Scrolling: I recently added this feature to move the camera when your cursor is at the edge of the screen
The camera sensitivity can be adjusted in the options menu and Edge Scrolling can be disabled there as well.
Loading Screen
The more we add things to the game, the longer it takes for it to boot up when you launch it! It’s normal considering the number of assets we have in the game now:
However, Richard has been working on optimizations to improve the initial loading time of the game. It now takes about 5 to 10 seconds to load, depending on the specs of your computer. Also, I created a loading screen because before, we only had a black screen so you didn’t know if the game was frozen or if it was just loading!
We’re also improving the loading time when loading a save file, and there will be a loading screen there too.
Build Mode Object: Pricing and Naming
Last week, we tackled the big task of giving a price and a name to the many, many objects available in build mode!
Price: The pricing strategy was to make it so you could furnish your house for cheap when starting out, but more luxurious items would be more expensive, requiring you to find ways to make money in the game to fully build your dream house (or just use money cheats, haha!)
Name: Inspired by Ikea, we decided to name objects in Parli, Paralives’ own gibberish language. It was fun doing so because some of the Parli words that Chloé came up with evoke English and French words or real town names, and it’s nice when people spot the reference!
🌟Patreon name: As part of their Patreon reward, some objects in the game (maybe half of them) also have a special name given by a Patron (shown in blue). If you named an item, thank you for your creativity! It was really fun to see what you came up with!
*Please note that some of you on the Legend tier still haven’t been contacted for that reward. We will reach out to the remaining Patrons soon. Thank you for your patience!
You can get a basic chair for a really cheap price, but you will have to spend more money if you want something fancier! Note that we are planning to replace the $ with a custom Paradimes sign.
Can you spot the English reference in some of these object names in Parli?
Paramaker Animations
To make Parafolks feel more lively when creating them, we’ve added a few animations that can play when putting on certain clothing items, hairstyles and accessories:
My Para seems to be enjoying her new look! We’ve made sure that the animations are not too long and that they don’t play every time otherwise the constant moving could prevent players from editing their character easily.
Thanks for reading and have a wonderful weekend!
Alex
Comments (112)
Soo, there's no option for interior lighting? For me this is a problem, I like to create cozy environments and I cannot do so with dollhouse lighting effect.
NOONE in my house is going to eat inlcluding ME lol
THE CLOWN FRIDGE???? LOVE IT!
These all sound so exciting! I wish I had learned about Paralives sooner so that I could have been a better patreon member! Are you guys open to more devs that can help with optimization and/or testing? Cute loading screen image btw! Also, the edge scrolling sounds really clever! Are you planning down the line to do something similar for other mouse types? (like I use my laptop's track pad, I think that's what it is called?) no pressure, just curious!
thank you for the addition of the Camera Edge Scrolling! I think it will be very handy since for most of the game we'll be using the mouse
I really like that the items don't have any rating attached to them about how much they fulfil needs, or how much they add to the environment. It means that cheaper items, if preferable to more expensive ones, can have just as much use and I really like that :) in other lifesim games that shall not be named I really dislike when for example I want to use a bed that is so lovely but it doesn't allow my sims to rest well. And then you are almost forced to buy a "better" one if you want them to have good energy levels! So I really appreciate this. 😃
I noticed that furniture is sorted by its listed price. So, how are items with the same value arranged? I'm a bit of a hoarder and love having tons of beautiful mods (currently, there are over 30,000 furniture mods for TS4—I know it's not great, but they're just so pretty!). However, organizing them is a pain. TS4 sorts items by price → furniture type → instance (a 16+2 code), which means there's no way to control the order of custom mods. Even if you patiently organize them neatly, they still appear messy in the game, especially in broad categories like "Decor," which makes it even more chaotic. I really love Paralives' Build Mode and have lots of ideas I'd like to bring to life here. So, how does Paralives handle sorting? I think the ideal method would be sorting by file name. I know you've already implemented the in-game renaming feature, which is brilliant. But if we could modify file names to group similar items together (like decorative food, clothes, or shoes), it would make organization so much easier. Additionally, TS4's mods use the names and descriptions left by the mod creators. When the creator's naming doesn’t match the file name at all, it becomes really difficult to find a specific mod through search. Will Paralives be the same? Maybe it's too early to discuss this, but it’s really important to me! Looking forward to your reply! Thank you! (PS: My English isn't great. This message was translated by DeepSeek. If it sounds a bit odd, I apologize. Thanks again!)
Wonder if you will expand the accessibility options in the future, it would be nice if visually impaired players can also enjoy playing the game :))
Super excited for the Legend rewards! I had to downgrade from legend a bit ago but I know I accumulated enough months to earn the rewards. Super excited to receive that DM!
Will they possibly use my suggestion?! I put it into the discord the currency symbol for "paradimes" and it's actually happening 🤯🤯 can't wait to see the shorthand symbol! Edit: I can't add a picture here 🤦🏻♀️
i think there was a patreon poll a few years ago where the name paradimes for the currency was chosen 👀
🥲 stunning
I’m surprised the loading screen is only 5-10 seconds, I was expecting something closer to 15-30 seconds for an open world game with a simulated town, but I guess I’m still used to the 15 year old Sims 3 engine 😅 Am I right to assume the loading times will increase for older savefiles and as the game becomes more complex with updates, though? In that case a short loading time for now is definitely welcome, I suppose ☺️
I would think the more complex you make your save file, like building etc. it would naturally. But at the same time, it looks like they are working to continue optimization and I doubt that task will ever end.
I cannot express how excited I am about this game. I've had multiple times the last weeks were I dreamed that I had finally been able to play it 🙈 I am so looking forward to starting a legacy file with this game, currently the gameplay looks so cute and I want to see how versatile the relationship and personality system can be 😭 I cannot wait for December
I just wanted to ask if we can enable the police for people who have dyslexia in the accessibility tab?
Did you mean "police"?
Thank you! I look forward to playing this game and seeing it grow! I am most excited about Weather & Seasons, as well as Build mode!
Oh I forgot in my other post, I noticed that a bush disappeared when I guess getting closer or something, and I hope they're is a way of turning off having trees fade away as you get closer, I hate that in The Sims 4, it ruins taking photos, because if your Sims are close to a tree or bush and you manage to get close to them to take a photo, the trees or bushes will just disappear. It of course also happens in videos, when is even worse sometimes, if you are just following you Sims around and you get too close to a tree or bush and suddenly it vanishes, it looks really weird! I've always wanted a way to turn that off in The Sims games!
It's funny but I got so happy when I saw that the office chairs just look like normal office chairs in real life, not something weird, sometimes something looking more simple, is better. Also I was hoping there would be a way to turn off animations in the Paramaker, I actually use a mod in TS4 to keep the Sims from moving, sure certain reactions from when I choose different Aspirations or traits still happen, but at least they don't do the other animations because they're elderly or a vampire or spellcaster. But I would rather not have the Para's reacting to every different hairdo or piece of clothes or other items at all. So I would like an option to turn off all animations in the Paramaker or even be able to pick and choose which we want and which was don't, like if there are animations when choosing traits and things like that, it will be okay, as long it's not really long. But I would want to turn off animations where they react to what hair or clothes and things I dress them in. I mean they might be cute once or twice, but they always become annoying after awhile, they have with all the Sims games. And obviously I prefer no animations while idle in the Paramaker, since The Sims had that in TS2 to TS4, which with TS4 its the way they have the elderly Sims making weird sounds, and then with vampires, spellcasters and others, that is really annoying! I am one of those players who like to control that sort of stuff, maybe it's my autism that makes me do that, need a lot of control, not sure. I just know I like lots of options, meaning I like the option to turn a lot of things off that are just extras in any game, but the though the Sims gives us a lot of options with all the added things in the game, they still don't give us enough, in my opinion! Plus sometimes they say we can turn a feature off, and even though we do, the game keeps doing whatever it is anyway, like you never turned it off, like story progression. I do hope if we get something like that in Paralives, it also will be truly able to be turned off. Or at least not be as bad as the TS4 one is. Again its a control thing, and the game is always messing with my special Saves/Legacy Saves!
all i can say is im SO EXCITED and SO PROUD of how far this game has come (been here since the very first announcement) cannot wait for december 8th🫶🏽
I love this I love this I love this. Seeing the UI evolve over the course of production I really feel like you've hit a vibe that works so well for your game. Honestly the goofier items like the clown fridge are giving Sims 1 in a way I adore. I appreciate you adding some animation to the Paramaker. I know a lot of people are annoyed when they move around, but to be honest I find in a CAS scenario when they stand too still I lose the life in them. Staying too still they're just assets, a little bit of movement and they're characters. This post made me very excited for early access. I genuinely feel like you're trying to bring out the best game you can, and I hope that energy continues with launch!
I'm so excited!!!
Please make the paras also be able to stand still in the paramaker.
Yes, when you spend hours in paramaker (I heard that some people do that, cough) the animations get really annoying and sometimes you just really want them to stand still, fer cripes sake.
I have a random opinion that certain items like some clutter, mess, and even some plants should cost negative money. Meaning that it costs money to delete them and you can save money by having those items. For example a cluttered, run down house with an overgrown yard should be cheaper than a simple/starter/basic house. Probably too soon for this game's items, I'm mainly fuming about paying for mold decals in the sims
That would be easily exploited to make other items basically free, by just buying tons of dirt decals. I think decor like that should probably just cost nothing at all.
I hope you can choose inverted camera controls when rotating it left and right, since that's what I've always used in gaming.
Please add a gameplay setting to turn off aging, thanks!
Oh yes, I second that. I tend to like to play with aging off in The Sims games, the ones that have it as an option, for at least awhile, just so I can establish things with my characters, like the flow of things when playing, especially with a family of 3 or 4 or more. Then after a bit I turn it on, but the longest life span, until I get to where I want the kids especially to age up soon, then I go for the normal speed.
Will objects have gameplay effects?
I think this is my favorite post you guys have done yet. This game just feels so alive and real and I can't wait to play it!
This game is coming together so beautifully and I appreciate every little detail and all the work put into it. The loading screen and options menu looks so clean. I love that the town will have a more realistic feel and townies will come and go based on their obligations or routine.
I love the fact that townies walking around actually have a destination, and that it's built around their routines! That would be such a neat way to set up a meet-cute with your paras too!
Love the item names. Chiller Clown. XD
Love the new menu. And getting to see object names. I also love that the para maker animations won’t play every time. Sometimes, that can be rather distracting when you’re trying to quickly change things, so in that was thought about. December is getting closer and I’m happy about that!
This is coming together beautifully!!! I absolutely love everything you've shown here! Are there differences between less and more expensive objects in terms of their buffs and reliability if they can break? Or is that not yet implemented?
Okay the Options menu getting darker the further down you go is so SO satisfying. Whoever came up with that I love you for it, genius haha
Also I'm excited to see the custom item names people have chosen! My dad named a chair "Big Wave Dave's Throne" and it means a lot that he named it, so thank you guys for having it as a reward in the first place :)
Ohh, the PAM reaction animations really remind me of The Sims 3! I personally really liked it when they were infrequent as you clicked around, sometimes I ended up choosing clothing based on what the sim reacted positively to. So yeah, don't make it too frequent, I like it when it feels like the reactions matter. (Of course, adding an option to disable them completely is very good too.)
87 days everyone!! I am so excited. I dont think I'll sleep in the few days beforehand. I'll feel like a kid at Christmas and I'm 56! Haha! Ive been waiting since day dot, its been a while but all the best things are worth waiting for 😁
Wow I'm 57, so you're not alone, lol! I feel like I've been waiting for Paralives since there was a such thing as a real life simulation game. Paralives has things in it that I have wanted since TS2, so it hasn't really been that long, I feel like I have been waiting decades for a game like Paralives! 😉
Aaah, so "Chiller Clown" is the name/tagline chosen by the Patron? I didn't understand
Yes hehe!
I love that you've got accessibility settings! I'm trying to remember what disability stuff you've included. I know Sims didn't have much and isn't set up for mobility aids or anything from its conception so it's good to consider these things early on.
Love the post, can't wait to start playing on the 8th of December. Three things that I want to enquire about: ++> You mentioned a life goal, but there was no further expansion on it in this post. Does that mean that in the next week or so, we will be able to get a showcase of how they will work? Similar to how you guys showed off the career system? When you compare the life goals, how would you describe the scaffolding? Is it something like Sims 4, where you have a few checklists and then you complete them, or will it be more like Sims 3, where you will need to spend half of your sim's adult life to complete it? I think a good thing would be to make it a large task that can be broken down into three or four cores that each of which has its own requirements. That way, you have a meaningful life goal when it is completed, though not so overwhelming that a player might get lost or feel no progress is being made. ++> Regarding the loading screen, wasn't there a hack week somewhere this year where I think Chloe worked on loading animations, where it would be the black background with the white doodles on it? Seeing as you made a loading screen, does that mean those will no longer be used? ++> When it comes to townies, I think that to make them realistic, it can be very difficult. So, would you mind maybe making a showcase of how their AI functions? You mentioned that a townie visits places that correspond with their personalities. Does that mean if I have a townie that is lazy, he will never visit the public gym or if I have a night owl para, that they won't just randomly show up at the coffee shop on a Saturday morning. I think that is one thing that can be very immersion-breaking for the Sims, when you are at your local gym or pub, a 5-star celebrity would show up. Which is a place they have no business being. So I was just curious how you guys went to work about hemming in the AI to fixed schedules while still keeping it realistic and not just a fixed timetable that can be charted by the community. If what you are saying has to do with restraints that were placed on the towny, how will that translate to future game play, where I want to create a second family in the same town and save, with the idea that the two families will overlap in life? What element of my para from the para maker will impact these habits and movement patterns, or are these currently hardcoded limits pre-made NPCs? ++> Seeing as you guys have gone and given the objects' prices, does that mean you have finalised the economy of the game or will jou scale the jobs to match the items/bills generated from these object prices? As for more expensive variants of an object, are there any other differences other than appearance? Say that the expensive fridge has more storage space, food stays fresher for longer, it breaks less frequently and so on. If the difference is only cosmetic, do you guys plan on adding these variants later on, and will that be before or after the EA release? ++> I had a quick look at the settings menu and under the video section, I couldn't see if there is an option to run the game in borderless windows. Is this because the settings menu is still being adjusted, or will you guys add this later on? Again, loved the update and am looking forward to experiencing this passionately handcrafted world.
Thanks for your message! - We plan to make a post about life goals in the coming weeks, stay tuned for more info! - The loading screen in this post is for when you launch the game. This screen is static and can't move, for technical reasons. We are going to make another loading for when you load your save file. This screen will last longer and we will be able to integrate the loading animations that Alice made :) - I'm looking forward to discussing about the townie autonomy in an upcoming post! Thank you for the questions and ideas! - We have a first version of the economy (salaries, object pricing) and we are continuously tweaking it before release. We will still make improvements to it during the Early Access - Right now, more expensive objects do not have any advantages other than looking good but we want to explore that in the future after the initial release! - We have an option to make the game fullscreen or not but we don't have an option yet for borderless windows. Maybe we could add that later on! Thank you!
“fridg” is so funny to me idk why 😭
The blue name on the Kochi fridge is so small that it's hard to read. While I imagine this would be less an issue on a larger screen (I'm on mobile), would it be possible to let the blue titles take up more lines so the font size stays consistent?
Good catch! I'll look into it, thank you!
Whoever though of "Chiller clown" is a comedy genius
In The Sims, the luxury items could also fulfill some needs "better" (the best bed gave you more "comfort" points), right? This isn't the case in Paralives?
But I think there's got to be a "reason" (in game) why object A costs more than object B (so there's some "strategy" from the player involved: I like this object better but this other one has this useful quality... which one I choose?)
This is so awesome, and I appreciate that there's plenty of camera movement options! That's been important to me lately lol. I love everything, where do I checkouttt 🙃🙃🙃
Very cool. I believe that the prices will probably have to change during Early Access, since is very hard to manage to find the right values considering the benefits that the item have to daily live versus how much can you get through your job, specially considering that different people have different expectations of game difficulty. That said... Do you intend to make "Difficulty levels" to the game that explore this or this will be my first mod ? :D
Yes, totally, the prices are very likely to be tweaked during Early Access! We are interested in having difficulty levels for the game in the future!
- Life goals (aspirations): will we be able to choose them or will it be something that the game comes up with (based on the personality of the Para or at random)? - Townies walking around town: will there be only adults? Or will we see children and kids walking around accompanied by adults?
Somewhat related to the second question: are there prams or pushchairs in the game?
I love the naming scheme for the items in build mode!
the infinity symbol (∞) means "show me all the objects in this category"? (i.e. all the kitchen items at once and not just fridges?)
Yes!
Love this! I’m really curious about the museum, honestly. I enjoy visiting them in real life, but in a simulation game I wonder how you’ll make it interesting enough for players to keep coming back with different Paras. Maybe there could be scheduled activities on certain days? For example, small workshops related to Para history for kids on Saturdays? And maybe sometimes there could be temporary collections, like historic clothing? Or even large artistic installations where Paras can interact with the light, sound, and space to become part of the art (not sure if that makes sense...) ?
I was gonna comment on that too! Maybe a small boost in creativity enabling faster skill learning. Maybe school can give children optional project to investigate in museum for a grade boost?
I like how the UI all has gradients. Are you gonna keep the bluish/grey colour and the text font as it is or change it closer to release? (Not asking bc I like it or dislike it, just curious!) Also...the loading screen art reminds me of GTA 5!! Imagine, whilst waiting, you get to enjoy the art of the postcards or the artist who made the new paralives cover, slowly appearing whilst u wait. That would be super neat!! In my opinion.. lol
Thank you!! The colors of the UI won't change much before release but there are some interfaces that we will tweak the layout and size of before we launch
I love the item names! Iconomi for example feels very unique and authentic to the game meanwhile you can spot the reference. I love love love it! It really gives the game it's own unique vibe. I don't know why but this reminded me of InKonbini's style, which I loved! Great jobs you guys so excited to play
In the last image, there's a hairstyle that has a little gear in the bottom left corner: can I ask what that means?
It means it has a variant! So probably that hairstyle has an accessory you can put on
Will we be able to edit the names of the objects and/or the descriptions and the prices?
They have a translation tool that you can utilise to rename everything to your liking inside of the game with just a few clicks afaik
Komiko, my beloved (Also, quick question, but is there still hair physics?)
Hehe! There is in the Paramaker but we need to work on it a bit more so it works in live mode too (it's possible that we will only have the time to work on that after the initial Early Access release)
Loved the new post...like usual! ❤️
In a the future dlc id love so see hair salons! Like, go to the salon and being able to get your hair washed, colored, blow dried, cut, with animations. Maybe by choosing and specific hair style and color from the PAM that requires specific steps/animations to complete the look. Also being able to run your own salon. So cool!
Tengo tanta ilusión de ver mi para personalizado y mi objeto!para siempre juntos!
Mentioned on Discored that we have an aging UI so edited my comment. Oh, and I'm quite excited to see that "shops, collectibles, museum and more" tease. That's a huge part of these kinda games IMO.
oh god. i hadn't even noticed that. oh no.
Hi Alex! Loving the names for the furniture items and that the Paradime will get it's own symbol! I also love that we have descriptions of what the item is for. I'm also loving the paramaker animations!!
Thank you Trisha!!
I love the loading screen... but I think it could be a bit more minimalist. 😅 Everything else is amazing as always.
Thank you Tati!
How come the hunger need bar is longer than the others? Is it a vibe for that particular character? ("loves to eat"? :-))
I maxed out the Physique stat while making this character so eating sustains him for longer!
Thanks, very interesting post. I'm happy there's an option to show/hide the character's path line. Is there also an option to show/hide the % of "success" for Together Cards?
This could be a good option to add for players who enjoy not knowing!
Exciting! Feels like we’re getting real close now. In the edge scrolling demonstration the tree just kinda disappears when you get close. Bug?
Trees and some other big items disapear when you get close to it. This is useful when building or when your characters are behind a big object and you can't see what you are doing
"Success chance spinning wheel"? am i totally blanking on what that is.. or have we seen that🤔
More on that later on! 🤐
I really love the improvements made so far! But I have a question tho. Will players be able to toggle the Paras moving in PAM? Because sometimes I just wanna skip through some options and the Paras moving every time I click can get quite annoying/distracting
Thank you!! That would be a nice addition to the Options menu and we might very well do it!
Hi Alex, thanks for this new post. This is the kind of details that I expect when release date is coming... which is true, only 3 months left to go ! I'm glad to see the settings menu, and hope the key bindings are smarter than that of some other games (see also : https://www.patreon.com/posts/50806616 ). "we decided to name objects in Parli, Paralives’ own gibberish language" This is genius. I creates both a lore-friendly catalog, and a unique feeling that doesn't incentivize comparing it to That Other Franchise™. "Iconomi" is both cute and so telling ! This is going to be so cool to see emulated on the Workshop. Quick question : at some point I remember there was talk of tagging objects in the catalog, both hardcoded in the game/mod, and optionally by the players (for instance to have a "favorite" tag for preferred assets, or to create themed collections). Is that still on the table ? As for the paradimes symbol, I think a reverse ¶ could work, as it is both similar to a P, and could be typed when people talk about the game on social media and such.
Thanks for the feedback! I like the idea of the reverse ¶ ! We won't have favorites for launch but would be nice to add later on! Already possible through making a new tag in the modding tools but not without it
Idk if Radio Stations are gonna be a thing. But will there be an option to create our own stations like Sims 4 has? That was one of my fav features of that game.
Yes, there will be radio stations, take a look at this post: https://www.patreon.com/posts/131312625 It's possible to create radio stations using the in-game modding tools but it would be cool to add it as an option in the Options menu later on!
when you say move the camera "with mmb" do you mean blender-esk movement? bc i assumed thats what you had before, and i hope thats still an option in the game. :) anyways, exciting update! feels like finishing touches now😅, which is cool and i think the names are a really cute idea♡
Thank you! Yes, dragging the view like in Blender! We already had that, only the edge scrolling is new
I really do love how everything is coming along. Though I don't know how much large bodies of text there will be. But a nice suggestion would have large text, especially if it's for lore to have a read aloud option. It's helpful for those of us that have dyslexia and I wish more games had it.
please make the gif of the options menu slower so we can see them better
Oh sorry about that! You can use print screen as a work around
Looks amazing!! For the animations inside of the para maker I would recommend having an easy accessible button in the UI to disable the animation. Although it looks great some prefer for the para to be still.
Good idea, adding an option for that could be nice!
Will the paras have differing opinions on the quality of furnishings they have? Or is it just a design preference to get the fancier items?
Paras won't have opinions about furnishing when we first launch in Early Access but it could be a great addition for later
GORGGGGGG!! I especially love the animations when changing their look.
Thanks Loftie!
Happy National (US) Video Game Day! I am so exited to play Paralives to celebrate the holiday next year!
Thank you!!!!
I love it, I have 2 suggestion one for the loading screen how about loading bar and different pictures for the loading page. In hogwarts legacy PC/ laptop in the main menu their a mods and it shows different mods in the game and you can download maybe that could be added in Paralives
These could be great additions later on!
Nice! Regarding the paradimes symbol, it could be based on the Philippine peso sign since that features the letter P, just make it completely different from the Filipino currency (just make sure to credit them though) Just a suggestion though, in the end I’m happy regardless. This applies to the Russian ruble sign too although that’s an R in Cyrillic.
Sometime like that could work well!
