The seven rows
Seven rows each run ten levels deep.
Each row holds ten levels and each level does something small and readable. A row can change how she behaves, how fast Coins arrive, or how she looks. None of them touch your tasks, habits, notes, or Points.
Effects scale evenly across ten levels
Level 5 gives you half of what the table lists at level 10.
| Row | Level 1 to 10 | What that means in play |
|---|---|---|
| Vitality | Play costs 10% to 50% less energy | More play in a day before she tires |
| Health | Hunger and happiness fall 5% to 30% slower | A busy week costs her less, and the Workshop bucket holds more |
| Discipline | One extra shield charge every 2 levels, up to 5 | Cover for a missed habit day without buying it |
| Intellect | 2% to 20% more Coins from everything | Compounds into every other purchase |
| Spiritual | Naps and overnight recovery 10% to 60% faster, calmer idle poses | She comes back to full quicker, and the Play Meter pays more per fill |
| Charisma | One-time reward and referral payouts 5% to 50% higher | Worth having before working through the one-time rewards |
| Social | Accountability partner and shared set bonuses 5% to 50% higher | Only pays if you use partners or shared sets |
Each level adds 20 Coins
Level 1 costs 25 Coins, which puts a full row at 1,150 and all seven at 8,050.
| Level | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 |
|---|---|---|---|---|---|---|---|---|---|---|
| Coins | 25 | 45 | 65 | 85 | 105 | 125 | 145 | 165 | 185 | 205 |
The first level of an untouched row always costs less than the next level of a row you are deep into. Spreading across rows is the cheap route. Specializing is the expensive one.
No order is wrong here
Your own zones decide what you can push anyway. Pick whichever of these sounds like you.
- Health first if your weeks come in bursts. This is the forgiveness row, and it slows the drift that makes a four day gap feel like starting over.
- Intellect first if you plan to stick around for months. Buying it early beats buying it late by a wide margin, because it pays back on every Coin you earn afterward.
- Whatever your best zone allows if you would rather not think about it. Your strongest zone has the highest ceiling, which makes that row the one you can push furthest today.
Intellect stops at 20%
Intellect raises your Coin rate. In most games a row like that turns into the only correct purchase. Here it stops at 20% and costs what every other row costs, which leaves it a good buy without making it mandatory.
It also fills slowest for most people. Its ceiling comes from your Intellect zone, and that zone usually carries fewer daily habits than Health or Vitality.
A row reaches no further
Rows stay inside the companion. Discipline levels do not lengthen your streaks, Intellect levels do not move your Points, and Health levels leave habit momentum exactly where it was.
A row reaches her, the room, and nothing further. Coin rate is the one number outside all of that which a row can move.