THE FIELD GUIDE
1,000 creatures will ever exist. They can die and never come back. Everything below is how this little world actually works - with the real numbers.
01The World
One island. 1,000 genesis creatures, 80 species, and a counter that only ever falls. There is no breeding, no minting more, no second chance. Permadeath is the whole point: every creature that dies makes the survivors rarer, forever.
| Rarity | Creatures | Species | Farm rate |
|---|---|---|---|
| Common | 700 | 48 | ×1 |
| Rare | 225 | 20 | ×1.15 |
| Epic | 60 | 8 | ×1.35 |
| Legendary | 15 | 4 | ×1.6 |
Rarer species aren't just prettier - they permanently farm faster (the farm rate multiplier above). Genesis rarity pays off for as long as the creature lives.
02Keeping It Alive
Care is free but it is not optional. A creature that is ignored gets hungry, then sick, then starves, then dies. All of it runs on timestamps - no login streak nag, just a clock.
Costs 1 Berry (your creatures farm them). Refills hunger to full and - bonus - a fresh berry cures sickness on the spot.
Full → empty in 36h. Below 25% it shows as hungry on the map.
At 0% hunger a public 48h countdown begins. Feed before it hits zero or the creature dies.
Each day a healthy creature has a 1% chance to fall sick (1.5% if neglected). Sick creatures burn hunger ×1.5 faster.
Three ways: feed a fresh Berry, pay 2 USDC for instant medicine, or run a 3-day care streak (free, heals after 72h sick).
Going away? Name up to 2 sitter wallets who may feed and care for free. Neglected for 72h and a creature turns sad (and sicker).
If the worst happens: Revive
Death is not instantly final. For 24h after it dies you can revive a creature - up to 3 times, at a rising price. Miss the window (or spend all three) and it is extinct: gone forever, and the alive counter drops.
| Revive | Price |
|---|---|
| #1 | 5 USDC |
| #2 | 15 USDC |
| #3 | 40 USDC |
A background sweep is what makes deaths public: it only ever writes the moment a creature changes state (starving → dead → extinct, or falls sick / heals). No creature is quietly forgotten.
03Farming
Your creature works while you are gone. It wanders its patch of the island, forages, and drops finds into its bag - no tab open, no clicking. This is the lazy-AFK heart of the game.
0.8 × level × species × tool × mood - Base 0.8/h for every creature
- Level +4% per level (Lv 10 = ×1.36)
- Species Common ×1 → Legendary ×1.6
- Tool +1% per tool-bonus point equipped
- Mood ×0.6 - ×1.2 from petting (see below)
| Setup | Rate |
|---|---|
| Fresh Common, no tool, nobody petting | 0.64/h |
| Common, sweet-spot mood | 0.96/h |
| Lv 10 Legendary + Thunder Core (+30%), sweet spot | 2.72/h |
Starts at 8 slots. When the bag is full, farming stops - nothing is lost, but nothing new comes in. Collect to empty it and get back to work.
Emptying the bag banks your finds and hands out the XP. A daily collect keeps a busy creature from sitting idle on a full bag.
Consume a bag item for more slots: Amber +1, Golden Acorn +2, Dragon Scale +3. Stacks with no cap.
04XP & Levels
Leveling makes a creature farm faster (+4%/level) and unlocks nothing you have to manage - it just gets better. XP comes mostly from what it finds; the rarer the find, the bigger the reward.
| Find | XP |
|---|---|
| Common item | 2 XP |
| Rare item | 10 XP |
| Epic item | 40 XP |
| Legendary item | 150 XP |
| Just showing up (try-XP) | 1 XP/h |
| A pet from a visitor | 2 XP |
Try-XP is a tiny guaranteed drip: 0.1 XP every 6 min of active farming (1 XP/h). It never overshadows real finds - it just means time is never wasted.
The level curve
| Level | XP to next |
|---|---|
| 1 → 2 | 50 XP |
| 2 → 3 | 70 XP |
| 3 → 4 | 90 XP |
| 5 → 6 | 130 XP |
| 10 → 11 | 230 XP |
| 25 → 26 | 530 XP |
Cost to the next level = 30 + level × 20. No level cap.
In a hurry? Sacrifice 30 materials (any non-equip, non-berry finds) for an instant +1 level. It keeps the whole item economy in circulation instead of letting commons pile up.
05Squad Tours & Cheer
Two ways to push a creature past its lazy baseline - one social, one you drive yourself.
Send all your living creatures on a work route of up to 10 stops. They march station to station (2.5 min each, up to ~25 min total) and farm +15% the whole time. You can also single-command one creature to a spot.
Cheer your creature on for 2× farm speed for 1 hour. Free, but only once a day per creature - so time it for a big collect.
Both boosts are lazy and fair: only the slice of time that actually overlaps the farming window counts, so the bag you see and the payout you collect can never disagree.
06Mood & Petting
Anyone - even a walletless guest - can pet any creature. Petting lifts its mood, and mood directly scales its farm rate. But there is a sweet spot: love it, don't smother it.
| Pets in 24h | Mood | |
|---|---|---|
| 0 | ×0.8 | warming up |
| 3 | ×1 | warming up |
| 6 | ×1.2 | sweet spot |
| 9 | ×1.2 | sweet spot |
| 10+ | ×0.6 | overstimulated |
| 15+ | ×0.6 | overstimulated |
The first 6 pets push mood from ×0.8 up to ×1.2. From the 10th pet in 24h the creature is overstimulated and drops to ×0.6 - worse than not petting at all. The community has to share the petting slots. A hungry or sick creature caps out at ×0.85 no matter what.
Bond points - the visitor's reward
Every pet earns bond points, and a creature in trouble is worth more (the game nudges you toward the ones that need help).
| Creature's state | Bond points |
|---|---|
| Healthy & happy | ♥ 10 |
| Hungry | ♥ 5 |
| Sick | ♥ 3 |
| Starving | ♥ 1 |
Hit 100 and claim your reward: a free item, or −20% off your next hatch (armed until you use it, then earn it again). It is the on-ramp for guests - pet your way into owning a creature.
Social - the neighborhood layer
Beyond the daily mood swing, every creature carries a slow social standing (0-100) - lonely, shy, fine, chatty, beloved. It is a gentle extra farm-rate factor on top of mood and tools: -5% when utterly lonely up to +10% when beloved. Slow by design - it flavors the economy, it never rivals mood.
Neighbors raise it, loneliness lowers it - settled lazily from timestamps whenever you collect. A crowded nest climbs, an isolated one slips.
The active play: send your creature to chat up another living one. Hit its favorite topic of the day for +6 social on both sides, a miss still pays +2. One chat per creature every 1h.
Topics are food, weather, gossip, and each creature's favorite rotates daily. You only ever see your own creature's pick - watch the map chatter and experiment to learn the rest.
07The Warden's Trials
An old Warden lives on the isle - click him on the map, or open QUESTS. He keeps 96 trials in two paths: Wanderer (8 chains) for anyone, even with no creature at all, and Keeper (8 chains) for owners. Within a chain the trials unlock one after another; the chains themselves run in parallel, so you always pick what to push.
Forage - playing without a creature
The Wanderer's core loop. Every 15 minutes you can comb the island for items - no creature required. Each foray earns wanderer xp, and every 25 xp raises your rank (up to 8). A higher rank means bigger hauls and better finds.
All 18 common finds are in the pool from rank 0 - enough to complete every workshop turn-in without ever owning a farming creature.
From rank 2 all 8 rares can turn up, and the odds climb with every rank. This is the pet-less player's way to real market value.
From rank 6 an epic can come out of the ground - 2 of them, at well under a percent. Rare enough to be a story.
What the trials pay
Many trials pay 1-2% off every hatch, forever. It accumulates but caps at 5%. The trials hand out far more than the cap in total, so which chains you push is a real choice.
| Source | Off a hatch | Lasts |
|---|---|---|
| Bond claim (100 points) | −20% | armed once, spent on your next hatch - then earn it again |
| Warden's trials | −5% | permanent, never spent |
| Both together | −25% | the most a hatch can ever be reduced |
Turn-in trials take a stack of finds off your hands and give gear back - the workshop chain walks you from a whittled twig up to real equipment.
Bond points on top, and the last trial of a chain grants a title you keep - shown in the quest panel.
The strongest thing a creature-less player can do: get named a sitter and look after someone else's creature. Every feed, care and heal on a creature that is not yours counts toward its own chain - you are a real part of the island's economy, not a spectator.
08Equipment
Some finds are worth more equipped than sold. A creature can wear a tool (faster farming), a charm (luckier drops), and use bag items to carry more.
+5%
+8%
+15%
+18%
+30%
+50%
+4%
+5%
+12%
+15%
+25%
+45%
+1
+2
+3Wear & repair
Tools and charms wear down per item harvested, not by the clock. Rarer gear lasts far longer. Repair with materials before it hits 0%.
| Gear rarity | Lasts | Full repair |
|---|---|---|
| Common | 40 harvests | 5 materials |
| Rare | 100 harvests | 15 materials |
| Epic | 250 harvests | 40 materials |
| Legendary | 600 harvests | 100 materials |
09Items & Rarities
32 things to find, from a humble Berry to a world-shaking Star Fragment. Tap any icon for its value, XP, and effect.
Base weights 100 / 10 / 1.2 / 0.02. A legendary is deliberately brutal: about 1 in 5,561 drops. Each one is a world event.
Charms raise your luck. It helps fully at rare, half at epic, and barely (⅛) at legendary - the very top stays pure chance.
Every item has home biomes where it drops 3× as often. Farm forest for berries and bark, sand for shells and coral, meadow for petals and clover.
10Market
Two markets, one currency (USDC): trade living creatures and trade farmed items. The fewer creatures left alive, the more yours is worth.
Listings are held in escrow and settle on-chain in one signed transaction. Cancel an item listing any time and your goods come straight back.
A flat 5% fee on every sale. That's it - the seller keeps the rest.
A listed creature is still alive and still hungry. It can starve while on sale - so feed it right there in the market until it sells.
11Memorial & Directory
Every creature that goes extinct is remembered here - species, serial, who kept it, and when the world lost it. Death is permanent, but it is never invisible.
The living register: browse who is still breathing, jump to any creature on the map, and watch the number that only ever goes down.
12Fair Sale
Which creature you hatch is provably fair. The full genesis manifest - every serial's species, palette and traits - is hashed (sha256) and the commit is published before the sale opens. Nobody, including us, can reshuffle it after the fact; each creature's mapping is only revealed when it's adopted.
Hatch price by serial
Price is set by the serial number - early adopters pay the least, and it climbs as the world fills up.
| Serials | Price |
|---|---|
| #1 - 15 | 1 USDC |
| #16 - 45 | 2 USDC |
| #46 - 90 | 4 USDC |
| #91 - 150 | 7 USDC |
| #151 - 230 | 11 USDC |
| #231 - 330 | 16 USDC |
| #331 - 450 | 22 USDC |
| #451 - 590 | 29 USDC |
| #591 - 750 | 37 USDC |
| #751 - 880 | 45 USDC |
| #881 - 1,000 | 55 USDC |
Once all 1,000 are hatched, the only way in is the market - at whatever the last survivors are worth.
