Three jobs. One life. Zero savings. A satirical British life sim, spiritual successor to Jones in the Fast Lane. Move your marble token around a city of 16 buildings. Take jobs, study, eat, save, and dodge the weekly Algorithm. See how far you can climb!

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Coming Soon To Early Access

The developers of this game intend to release as a work in progress, developing with the feedback of players.

Note: Games in Early Access are not complete and may or may not change further. If you are not excited to play this game in its current state, then you should wait to see if the game progresses further in development. Learn more

What the developers have to say:

Why Early Access?

“Keeping Up is feature-complete and playable end to end, but life sims live or die by their balance and the variety of moments they offer. Releasing in Early Access lets us tune the economy with real player data, surface the satire that lands, replace the bits that don't, and decide together which directions the game grows. We have specific post-launch lanes in mind: a criminal underworld, a wholesome farming life, cryptocurrency speculation. Player feedback will tell us which to build first.”

Approximately how long will this game be in Early Access?

“We're planning roughly 6 to 12 months in Early Access, depending on how feedback shapes the post-launch content. The core game is finished, what changes during EA is the variety of careers, possessions, side hustles, and economic events. A longer EA means more content; a shorter EA means we lock in what works and move on. The community can set the pace.”

How is the full version planned to differ from the Early Access version?

“Full release adds depth across every system. More employers, more career rungs, and cheaper early-game courses so the skill tree feels real from week one. A finance overhaul: cryptocurrency at FirstPound Bank, dividends on investments, and buy-to-let property as a second income stream. Side hustles like Etsy shops, weekend market stalls, and dog walking sit alongside the existing clock-in gigs as a passive income layer. Possession-tied micro-hustles so every item has a use beyond a wellbeing bonus. Steam achievements. Music and visual polish across the board. Anything the community asks for that fits the satirical Jones-in-the-Fast-Lane spirit.”

What is the current state of the Early Access version?

“The game is fully playable from a fresh save to a win or loss. Two difficulty modes: Easy and Realistic. Realistic adds permadeath-style consequences for hunger and missed rent. All sixteen buildings on the map are interactive, each with bespoke pixel-art characters, dialogue, and economic functions. You compete against AI rival Jordan who studies for degrees, takes jobs, and chases the same net-worth score you do. The win condition is a composite score covering cash, savings, investments, possessions, education, housing, and wellbeing. Multiple save slots with autosave at the start of each week. A scripted tutorial guides first-time players through the opening fortnight. Weekly economic events, a weekend newspaper, and the four-stat tug-of-war between cash, skills, clout, and wellbeing are all in. The polish layer (UI, end-of-game art, menu and victory music, credits roll) is in place. The game is intentionally small in scope but complete in shape.”

Will the game be priced differently during and after Early Access?

“No. The price will remain the same throughout Early Access and at full release. Players who buy during Early Access keep the game and receive all updates at no extra cost.”

How are you planning on involving the Community in your development process?

“The Steam Community Hub is where we'll gather feedback, hear bug reports, and talk about what's next. We're a tiny team (one developer, with AI helping on music and code), so we can't promise a rapid cadence, but we read what comes in and let player priorities shape the order we build new content in. The post-launch lanes are deliberately broad partly so the community can tell us which to lean into first.”
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This game is not yet available on Steam

Planned Release Date: July 2026

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About This Game

Three jobs. One life. Zero savings.

Keeping Up is a satirical British life sim, a spiritual successor to the 1991 classic Jones in the Fast Lane. Move your marble token around a 16-building city. Work the till at McSking Guys or pull a graveyard shift at GMW Vehicle  Factory. Study for a degree at a university or upskill online with a digital online course. Eat from CheapCo or splash out at Tate Rose. Save your money, invest, gamble. Upgrade your whip from banger to beast! Check out the latest news, dodge the Algorithm, and try to come out ahead.

Features

  • A city of 16 buildings, each with its own characters and bespoke pixel-art faces. Pick where you live, where you work, where you study, where you eat.

  • Real jobs at real employers. Climb the ladder at Yahoogle. Get fired from McSking Guys. Quit the factory because Jordan just walked into a corner office.

  • Gigs to scrape by between jobs: deliver leaflets, ride for food apps, drive courier runs. Each one gated by what you own.

  • A weekly newspaper with markets, weather, sports and classifieds, plus an unpredictable Algorithm that can up-end the economy for a month at a time.

  • An AI rival named Jordan playing the same game by the same rules. Race them to the top, or play solo and just see how far you get.

  • Two difficulties, hidden win conditions, and the kind of slow drip of small choices that compound into a life.

A Game About Status, Not Stats

You won't find a UI full of progress bars and percentages here. Keeping Up runs on vibes: the way a good week feels different from a bad one, the way envy creeps in, the way the dream you started with keeps quietly rewriting itself. The numbers are there. We just don't think they're the point.

AI Generated Content Disclosure

The developers describe how their game uses AI Generated Content like this:

Music in Keeping Up is AI-assisted: tracks generated with Suno from prompts written, selected and edited by the developer. Code was written with the help of an AI coding assistant, under the developer's direction and review. Most in-game artwork (character portraits, board art, store capsules) are human-made by the project's artists. There are some placeholder AI artwork images.

System Requirements

    Minimum:
    • OS: Windows 10 (64-bit)
    • Processor: Dual-core 2.0 GHz
    • Memory: 2 GB RAM
    • Graphics: OpenGL 3.3 / Vulkan 1.0 compatible (any integrated GPU from ~2015 onwards)
    • Network: Broadband Internet connection
    • Storage: 500 MB available space
    Recommended:
    • OS: Windows 10/11 (64-bit)
    • Processor: Quad-core 2.5 GHz
    • Memory: 4 GB RAM
    • Graphics: Any dedicated GPU with Vulkan support
    • Network: Broadband Internet connection
    • Storage: 500 MB available space
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