Tomodachi Life: Living the Dream, known in Japan as is a 2026 social simulation game developed and published by Nintendo for the Nintendo Switch. It is the third entry in the Tomodachi Life series, succeeding the Nintendo 3DS title Tomodachi Life (2013). The game centers on the everyday lives of Miis, customizable avatars, residing on an island as they autonomously develop relationships and solve problems, all overseen by the player.
Production on Living the Dream began in 2017, shortly after development concluded on the mobile app Miitomo (2016). Director Ryutaro Takahashi and producer Yoshio Sakamoto became inspired to formulate a sequel to Tomodachi Life as they felt the 3DS' technical limitations held back the game's scale. Creating avenues for user-generated content was done in an effort heighten its replay value. The Miis' character designs were adjusted through trial-and-error; they were ultimately made more cartoonish, while their robotic voices from previous installments were retained to maintain their distinct personality.
Leading up to its release, fans and critics praised Living the Dream elevated inclusivity for LGBTQ people, particularly its addition of same-sex relationships, compared to previous installments. It was released worldwide on April 16, 2026. Living the Dream received generally favorable reviews; its customization options and humor were praised, while its gameplay elicited mixed responses for perceived repetitiveness. The game's lack of online functionality, particularly screenshot and Mii sharing, was met with criticism. Living the Dream has sold 8 million copies as of August 2026, making it the best-selling Tomodachi Life installment to date.
Gameplay
Tomodachi Life: Living the Dream is a social simulation game that revolves around the everyday lives of Miis, user-customizable avatars, who reside on a remote tropical island. Upon starting gameplay, the player is tasked with naming their island before creating Miis through a number of outlets. These include making Miis from scratch using the in-game Mii Maker or a set of prompts. The Mii Maker includes additional choices for hair, facial features, and ears. Optionally, "face paint" can be applied, allowing the player to manually draw atop the Miis' features. The player adjusts the Miis' gender—male, female, or non-binary—as well as their personal pronouns, and romantic preferences. A personality is assigned by selecting various temperament attributes. Miis talk through robotic speech synthesis, which is modified by using sliders that manipulate its pitch, speed, and other attributes.
Upon creation, the Miis settle in individual houses; a maximum of 70 Miis can live on the island at once. The player can manually grab and relocate Miis, prompting them to interact with other Miis or the environment. The player can optionally enter nicknames for Miis to call each other, as well as eavesdrop on Miis' dreams while they are asleep. At a Mii's request, the player inputs topics of choice into custom text fields, generating an island-specific "lingo" database. Miis will then randomly utilize certain lingo in their conversations, or when prompted by surroundings. Miis can be given "little quirks" that augment their everyday behaviors, such as their gait when walking. Outside the player's direct supervision, Miis autonomously wander about the island and interact with each other, forming relationships and sporadic conflict. If a Mii harbors romantic feelings for another Mii, they can confess their love; if the confession is successful, the two are united as a couple. Marriage can occur after further interactions. Married couples can have children. The player may help remedy an argument between two Miis. This can lead to them either making up, staying enemies, or confessing their love.
Living the Dream has no end condition; the player's main objective is to sustain their Mii's happiness. Occasionally, Miis will signal the player that they have a problem. These issues range from requesting food or clothes (yellow), soliciting advice on friendships (orange) or romantic relationships (pink), and aiding them during physical accidents (purple). Miis will periodically ask the player to participate in short minigames. Fulfilling their needs boosts their happiness level, awarding the player with in-game currency that can be exchanged for interior decor, furniture, and infrastructure items. The player also receives "warm fuzzies" that can be deposited at the island's wishing fountain to increase its level and grant "wishes". Wishes can be exchanged to unlock additional customization options, such as new items and island facilities. A new addition is the Palette House, an island facility which allows players to design clothing, food, pets, interiors, and other miscellaneous items through an in-game drawing interface that can be used with the Switch's controller or touchscreen.
Living the Dream introduces the ability to manually customize the layout of the island. By continuously adding Miis, the island expands, allowing players to place more land. In-universe news broadcasts, held at Mii News, inform the player of recent events on the island, and time in the game passes parallel to that of the real-world clock.
Development and release
Tomodachi Life: Living the Dream was principally developed by Nintendo EPD, with assistance from Intelligent Systems, Bandai Namco Studios Singapore, and Bandai Namco Studios Malaysia. Ryutaro Takahashi and Yoshio Sakamoto returned as director and producer, respectively, while Takaomi Ueno and Naonori Ohnishi collaborated as programming directors. Noriyuki Sato served as lead writer, Ryota Akutsu as lead character designer, Daisuke Kageyama as art director, and Wataru Tanimura as voice programmer. Sound director Toru Minegishi composed the soundtrack, alongside with Shinobu Nagata, Reika Nakai, and Kairi Hamada.
Development on Living the Dream began in 2017 and lasted nine years. After production concluded on the mobile app Miitomo, Takahashi and Sakamoto, both of whom had been attached to Tomodachi Life (2013), felt that the Nintendo 3DS's technical limitations hindered the game's scale. They subsequently began discussing about creating a new installment in the series. Believing that using the current production style would inevitably turn it into a "quest for quantity" and making the game repetitive, a focus on user-generated content (UGC) was decided on. The Switch's processing power augmented the Mii's social environment, which prompted the use of UGC tools to duplicate inside jokes. They intended on completing work on UGC tools within one and a half years, but a constant stream of ideas resulted in them being finished in six-to-seven years instead. Takahashi hoped that leveraging built-in features with UGC would give the game significant replayability and wanted the game to remain enjoyable for those that were uninterested in using the UGC tools. The team wanted the in-game world to be more personalized to players. To do so, they made the food items and currency differ, depending on their regional settings. For instance, those in Japan can purchase rice balls or matcha with virtual yen, while in the United States, s'mores can be purchased with virtual dollars. Ueno felt that a fictional currency would have "instantly make the world seem unfamiliar."
The team organized an idea board to share proposed concepts. The developers sought to make the Miis look more visually appealing and initially added new elements to their characters. After Kageyama discussed with Takahashi, Sakamoto, and the preceding production team regarding how Miis are viewed, they opted against altering elements that had long defined them, including their facial features and limbs. They nonetheless re-evaluated each aspect of their design to avoid them feeling outdated; the Miis' appearances were revamped to a "simple, anime-inspired toon-style." Living the Dream's expanded customization options for physical appearances, dating preferences, and gender, as well as the "little quirk" feature, were implemented to better allow players to create any character they desired. Minegishi deliberately processed the Miis' text-to-speech voices to sound robotic, akin to how the characters sounded in previous Tomodachi Life entries. Kageyama discussed with animators on the Mii's movements, arranging them through trial-and-error. They intentionally eliminated "wind-up motions" that resulted in smoother movements and inserted "more bold, memorable movements." During development, the programmers faced difficulties in adjusting the Miis's behaviors. They ultimately set rules for unwanted behaviors, keeping those that were "odd but amusing." The ability to pick up Miis originated as a debug function, but was kept in the final product. The developers endured difficulty in figuring out how Miis would interact with one another, such as creating prototypes of string telephones to let Miis communicate with each other and allowing players to give advice from four choices.
The composition of Living the Dream's soundtrack was approached in a similar manner to previous installments. Minegishi found that capturing the unique musical feel of Tomodachi Life was difficult; he characterized the series' musical style as laid-back and simple on the surface, but ultimately nuanced and intricate. Due to time constraints, the development team was inclined to discard ideas from previous entries, including Mii News. One, younger staffer who was attached to the DS and 3DS games opposed the removal of Mii News specifically and negotiated for its inclusion. According to the USK, the game was mostly complete and evaluated on May 20, 2025.
Promotion Tomodachi Life: Living the Dream was announced at the end of a Nintendo Direct presentation on March 27, 2025. The announcement trailer posted to X by Nintendo in Japan became one of their most liked posts, surpassing that of the Nintendo Switch 2 reveal.
Upon Living the Dream's reveal, fans speculated whether same-gender relationships would be included. Neither of its predecessors contained the ability to form relationships with Miis of the same gender, which sparked controversy ahead of the international release of the latter. Despite vocal resentment toward this decision, Nintendo did not add the feature post-launch. They later apologized and stated that if they were to create a third game in the series, they would "strive to design a gameplay experience from the ground up that is more inclusive, and better represents all players." The game's reveal trailer featured a scene with two female Miis interacting during a dream sequence, which fans theorized hinted at additional romance options.
A second Nintendo Direct presentation on September 12, 2025, introduced the creation of Miis and their interactions. It revealed the initial release window for the second quarter of 2026. A 22-minute Direct presentation focused on the game premiered on January 29, 2026. The presentation included demonstrations for Mii creation tools, locations, island customization, and romantic relationships and confirmed that the options for gay, bisexual, aromantic, and non-binary Miis would be present in the game. Different videos were also broadcast in North America, Europe, and Japan featuring a different cast of Mii characters.
Hugh Morris, a jester-themed Mii exclusive to the American trailer whose name resembles the word humorous, was met with acclaim by critics. In other regions, different Mii characters gained popularity, such as Bubbles and Kirishima, who appeared in the European and Japanese Nintendo Directs respectively. A week after this Direct aired, the soundtrack for Tomodachi Life on the 3DS was added to the Nintendo Music streaming service.
Release