Pets

The primary focus of gameplay

Pets are not gear. They eat, sleep, bond, break, and pass traits to their young. The game is built around them.

Care

Detailed simulation

A living creature with needs, not a stat block. Neglect shows. Attention compounds.

Needs

Food, rest, stimulation, safety. Each pet has its own tolerance and preferences.

Health & Injury

Wounds heal slowly. Scars persist. Some changes are permanent.

Bonding

Trust built over time unlocks new behaviors and deeper cooperation.

Genetics

Breeding that matters

Traits pass down. Recessives hide. Lines can be strengthened or ruined. Records matter.

Inheritance

Visual and functional traits, with dominant and recessive expression.

Lineage

Track bloodlines. Breed for role, temperament, or recovery of lost traits.

Mutations

Rare shifts; sometimes a gift, sometimes a cost.

Record Keeping

Your stable is a dynasty. Keep notes; the game does too.

Roles

Fight, gather, craft, guard

Combat Companion

Fights alongside you; tactics under your control.

Gatherer

Sniffs out and retrieves resources from the world.

Crafting Helper

Assists at camp and in fabrication.

Camp Guardian

Holds a dungeon safe camp while you are away.

“Breed for purpose, care for the rest of their lives.”
Moondog Design Pillar