Household and rooms
Four companions share one bowl. Rooms to wander come with them.
Your household grows to four. Looking after the one you have earns the place, and a Key decides who fills it.
Not yet Neither the household nor the extra rooms are in the app yet.
Bond opens the places
Places open on bond level, and bond comes from care. Coins have nothing to do with it.
| Place | Opens at | Roughly when |
|---|---|---|
| First | Free | Day one |
| Second | Bond 12 | Month three |
| Third | Bond 20 | Month nine |
| Fourth | Bond 28 | Month fifteen |
Opening a place and filling it are two different things. Earn the right to a bigger household, then choose or buy who joins it.
Almost everything is shared
That is what keeps a household from doubling your daily taps.
- Bond level belongs to you rather than to any one animal.
- Care reaches everybody, because one bowl, one play session and one pat make the whole room react.
- Coins, Keys, the sheet and your life zones stay yours rather than belonging to any animal.
Identity stays with each animal
That is the part that makes a household feel like one.
- A name you pick
- A species
- A form
- Its own equipped hat, collar, toy, bowl, and bed
- Its own personality in the idle rotation
A second companion cannot double the tapping
Shared care is what makes a household possible at all. Everything here is built to finish inside ninety seconds a day, and that budget gets no exemption for content anybody happens to like.
It is also how feeding real pets works. You put the food down once.
Companions wander between rooms
One room comes at the start and more arrive later, each with a backdrop and places to put things.
They open into a garden, a window seat, a kitchen corner and a study, and they take the overflow once traits and trophies outgrow the first room.
Nobody ages out
No aging, no illness, no death, no lineage. A companion adopted in your first month is still there in your fifth year, in the form you picked, and she still wears whatever you last put on her.