Open for playtesting

You Suck
at Living

Write » Beg » Survive

A dark comedy survival game about a copywriter on the streets of Toronto. You sit on a sheet of cardboard with a typewriter, a bucket and a paper cup, and write poems for strangers to get through four weeks. This guide explains how a day works, where the money comes from, what the CCMP wants from you and what can go wrong.

28days, in four weeks
1,800+poem words
5kinds of poems to learn
13endings
The guy on his cardboard at dusk, typing a poem under the streetlight, his WILL WRITE POEM FOR MONEY sign by the cup
Day 3, at dusk. The streetlight is on and the poem sign is out.

It runs in the browser on a computer with a keyboard. Phones and tablets can open the site, but the game itself is desktop only for now. 18+ only: violence, drugs and strong language.

The inspiration

Why I made it

My first paid writing gig⁠, ten years ago, paid $12 for a 400-word article. Copywriting paid my way for the decade after that. Then AI learned to write, and the work that used to go to writers started going to software.

You Suck at Living is the dark comedy version of that story. You play a copywriter whose clients replaced him with AI. His savings are gone, so he flies home to Toronto with a typewriter, a bucket and his brains, and has to survive on the street by writing poems for whoever stops.

The game launched on October 1, 2026, ten years after that first $12 gig.

Until October 31

The poetry contest

Poetry contest, October 1–31

Every poem you write in the game is kept, sold or not. Sign in with your email (we send a link, there's no password) to save your poems online, make them public and pick one as your contest entry.

Your best poem could win $100 CAD.

Public poems are checked before they appear on the Community page. You pick one poem as your entry.

How it plays

A day on the street

Each day starts at sunrise, about 7:15 AM in early October and a little later every day. Twelve hours pass in about five real minutes.

  1. Day 1 opens with the CCMP. An officer walks up and warns you about busking and begging without a permit. How you answer matters. Before he leaves, he gives you a wool blanket.
  2. Work the corner. Pick what he does (sit, hold up a sign, beg, sing, play an instrument, or write poems) and his mood. The street is quiet in the morning, busy at lunch (11:30 to 1:30), slow in the afternoon and busy again from 4 to 6, when people leave work.
  3. Watch the weather and the light. It gets colder after dark, and the colder it is the faster Warmth drains. The typewriter can't be used in the rain.
  4. Call it a night. The button unlocks at 9 PM. Stay out later if you want, but at 1 AM the day ends anyway.
  5. Spend it at night. Food, the convenience store, the army surplus store, lessons, and where to sleep. Then the next morning starts.
Day 1: the CCMP officer's warning with four answers to choose from
Day 1, 7:29 AM: the CCMP's warning.
9 PM: he plays the guitar under the streetlight while a small crowd listens
9 PM on Day 5: guitar, parka, toque and a crowd. Call it a night is now lit.

The first day has a short tutorial. It walks you through moods with a dog, then the typewriter, and only lets you write poems until your first one sells. Skip it any time.

Earning

Making money

Money lands in the cup. Coins clink, and a good customer drops a bill.

Poems

The best earner by far. Set up the typewriter, and people stop to ask for a poem with their words. You write it yourself.

Music

Sing, drum on the bucket, or play a harmonica, flute or guitar from the Surplus. An unpractised voice mostly gets winces. Play all day or practise at night to level up to 3, and each level sounds better and pays more.

Signs

You start with ANYTHING HELPS. A black marker ($2) lets you write new ones, including WILL WRITE POEM FOR MONEY, which brings poem customers. Each sign works better on some people than others.

Begging

Ask for change. It pays a little more than sitting, but more people turn nasty, and the CCMP moves you on.

The heart of the game

Writing poems

A customer gives you their words. Write them a poem with every word, spelled exactly, in at least two lines and eight words of real sentences, then hand it over. A checklist under the poem ticks off as you type.

The poem box: an office worker wants a haiku, with the price, the syllable count per line and the poems you offer
A haiku order. The box shows the price, the syllables in each line and the poems you offer.

How they judge it

  • Only gibberish sends a customer away. A poem that misses a word or runs short can still sell, but they're less likely to buy it and pay less.
  • Only the exact word counts: "trains" won't do for "train". They'll tell you as they leave.
  • Rhymes, four lines or more, more words and fewer repeats all pay more.
  • The night menu's Your poems shows every poem, what it paid and why.

It gets harder

  • Your first three poems use two words, then three, four and five as you sell more.
  • Week 1 words are everyday ones. Week 2 adds words that are hard to rhyme, week 3 long unpoetic ones, week 4 Toronto and Canada.
  • From week 2, picky customers ask for something extra: in this order, make it rhyme, or don't use a certain word. Do it and they pay half again.
Poems soldWords to usePays
First 32$1 to $8
4 to 83$2 to $12
9 to 154$4 to $20
16 and up5$6 to $30

Kinds of poems you can learn

The Learn tab at night teaches poem forms, the way it teaches songs. Once you know one, some customers ask for it and pay its set price when the poem fits the form, plus 30% when it's exactly right. The harder forms open up later in the month.

FormThe rulesTo learnPaysFrom
HaikuThree lines: five syllables, then seven, then five.$15$10Week 1
AcrosticOne line for each letter of the customer's name, so the first letters spell it down the side. "Hi, I'm Stacey. I want a poem with my name in it."$20$12Week 1
LimerickFive lines. Lines 1, 2 and 5 rhyme; lines 3 and 4 are shorter and rhyme with each other.$30$16Week 2
CinquainFive lines of two, four, six, eight and two syllables.$35$18Week 2
SonnetFourteen lines of iambic pentameter: about ten syllables a line, da-DUM five times. The last two lines rhyme.$60$40Week 3

Hungover, the words you're given are missing letters. It's worst first thing in the morning and gone by evening.

Q W E R

Moods

His mood changes who gives, who turns nasty and how much it hurts.

The tutorial: a dog on a leash stops beside him, only the Angry mood is lit, and a note explains moods
The tutorial's dog. Only Angry is lit.
MoodWhat it does
PoliteSays thank you when people give, nothing else. The safe default.
PatientSits quietly and waits. Sanity drops slower, but people give a little less.
SadCries and begs. Grannies, office workers and tourists feel sorry for you; everyone else gives less, and insults hurt more.
AngryYells at people. Most people hate it and give less. It's the only mood that scares off dogs, thieves and the gang kid, but anyone he yells at may call the CCMP.

Stay alive

The five bars

If Hunger, Warmth, Energy or Sanity runs out, it's over. At night a red line warns you when a bar won't make it to morning.

BarGoes down fromComes back from
HungerTime, and playing musicFood at night, from a dumpster to a steakhouse
WarmthCold, rain, snow and sleeping outside; faster after darkClothes, a sleeping bag, drinks, a roof
EnergyEverything you doNapping, sleeping, coffee
SanityTime, insults, spit, rejections, theftSales, kind people, meditating, a better bed
ToiletFills up with time, food and drinkA coffee shop washroom ($2) or a bed indoors. At 100 he goes where he sits.

Clothes from the Surplus show on him and slow the cold: a parka (30% slower), boots and a toque (15% each), gloves and wool socks (10% each), and a poncho in the rain.

The Canadian police

The CCMP

From Day 2, an officer stops you once a day if you beg, or play music without a permit.

At a stop

Say sorry, show a permit, or slip him money. $5 gets you laughed at, $20 works three times in ten, $50 half the time. After he refuses one, don't try again.

Permits

The real one costs $55.91 and a whole day in line at City Hall. The Surplus sells a forged one for $40; one officer in four spots it.

Fines

Citations cost $50, then $100, then $150. Pay them at night. Leave them unpaid and the next stop takes your typewriter, bucket, cart and instruments, and you spend the next day in court. The judge gives the typewriter back. The rest is gone.

Complaints

Yell at a dog's owner or a passer-by and they may call it in. Each call brings an officer with a warning. The third warning is a night in jail.

Toronto

What can go wrong

WhatFromWhat happens
Dog walkersDay 2A dog pees on your spot unless you shoo it, and you can only shoo it when you're Angry (Space). A soiled spot earns less until you buy fresh cardboard.
The thiefDay 3Once there's $3 in the cup, he may take the day's money. More likely while you nap. An angry mood or a dog scares him off.
The gang kidDay 3, mostly after schoolHe hangs around your typewriter. Get angry and he backs off. If he grabs it, type the words on screen fast enough to keep it. Lose it and a used one turns up at the Surplus the next day, for more every time.
Kids at nightDay 3Sleeping outside without a shopping cart, one loose item may be gone by morning. Never the typewriter.
RustWet nightsAn uncovered typewriter rusts. Past 30% some keys stop working; at 100% it never types again. A cover or tarp stops it.
Food poisoningDumpster divingThree times in ten. Food makes it worse until you buy medicine.
Odd requestsDay 2Now and then someone stops with something that isn't a poem. Some offers are worth refusing.

After dark

The night menu

Spend what you made. Tomorrow's forecast is at the top, so you can shop for it. The weather radio ($15) gives the exact odds and timing of rain.

The night menu on the Surplus tab: markers, instruments, the owner's dog, a forged permit, a typewriter cover and a wool blanket
The Surplus tab, where most of the useful things are.

Food

A dumpster dive or the soup kitchen for free, up to a steakhouse that brings Sanity all the way back.

Convini

Coffee, beer, wine, whiskey, cat food, stomach medicine, scratch tickets and Lotto 6/69. Drinks warm you up and calm you down, then you wake up hungover. Drinking every night catches up with you.

Surplus

Markers, instruments, the owner's guitar and his dog, clothes, a typewriter cover, a tarp, a sleeping bag, rations, a duffel bag, and a shopping cart nobody will miss.

Learn

Practise your voice and instruments, and learn new kinds of poems.

Sleep

The sidewalk is free. A shelter bed, motel or hotel costs more and does more.

Other

The washroom, meditating, therapy, paying your fines, a permit from City Hall, and a one-way ticket out.

Your stash holds five things. A duffel bag adds five more, a cart seven.

Four weeks

Weeks, saves and endings

Survive seven days and the week ends on a summary: what you made, what you saved, and the top paying poem of the week. Then you open the shop or start the next week, keeping everything you own.

The Week 1 survived screen: money made and saved, poems sold, citations, and the top paying poem of the week
The end of week 1.

Saving

The game saves in your browser every morning, and when you tap Save at night. Continue from the title screen.

Endings

Thirteen of them, good and bad. The Endings screen keeps the ones you've found and gives you a hint for each one you haven't.

Keyboard and mouse

Controls

1–9Actions, or tap the buttons
QWERPolite, Patient, Sad, Angry
SpaceShoo a dog (when Angry)
CtrlEnterHand over a poem
EnterNew line in a poem
MSound on or off

You Suck at Living is built by Jef van de Graaf⁠. © 2026 Jef van de Graaf. All rights reserved.

Everything on this page comes from the game as it was on October 3, 2026.