2.0 — The Living World
PetForge was a very good vending machine. This update gives it somewhere to live: five new tabs, a cast of eight neighbours who write to you, and six new mutations to chase — or, now, to simply build.
Existing saves load straight into 2.0 — everything new merges in with its defaults, and nothing you already own has changed.
Five new tabs
Habitat plots — three free, up to twelve. A housed pet is moved out of your inventory and held by its plot, so nothing in the game can sell, trade or list it.
- Income. Each resident earns a slice of its own worth every minute, and it counts toward egg unlocks. Up to six hours of closed-tab time is banked.
- Harmony. Every distinct egg theme living there lifts the whole sanctuary's income by 8%, so a varied menagerie beats four of the same thing.
- Bond. Ten levels, Wary through Eternal. Bond raises income — and it is what wins pet shows. Bonds survive moving out: a pet you once looked after remembers you.
- Gifts. Residents leave things on the doorstep — coins, shards, a potion, an event egg, sometimes a friend they brought home. Gifts queue up unopened, so being away never costs you them.
Each neighbour has a job and a friendship perk that improves a different tab, so befriending them is the quiet spine tying the game together.
- Request board. Three asks, rerolled every four hours. Handing them in pays better than selling the same pets, and there's an auto-fill-cheapest button.
- Mailbox. Everything in the game writes to it — neighbours congratulate you on achievements, escorts report unusual finds, rivals send congratulations or trash talk after a show. Letters arrive with things attached, and nothing is lost while you're away.
- Visitors. Someone wanders over every few hours. Say hello.
Eight routes, from a five-minute meadow loop to a twelve-hour run past the last chart. Crews are held until they return, and loot waits in a report until you claim it.
- Payout is a flat purse plus a share of what the crew is worth, so sending your good pets pays more — at the cost of not having them for a while.
- Risk — Safe, Bold or Reckless multiplies both the haul and the wait. Pets are never lost at any risk level. A bad run costs you time, not tragedy.
- A random neighbour leads each trip, which is worth friendship when they get back — and they write up anything genuinely worth writing up.
- Four pets are expedition-only. No shop, no Bazaar, no bot ever stocks them.
A new currency — shards 🔹 — earned from every other tab and spent here.
Splice is the important one. Chasing a 0.01% mutation across 1,078 pets was never a plan; now the mutation index is something you can deliberately finish. Bulk distill always leaves one of each, so it can't eat your collection.
Nine rotating categories, eight named rivals, and ribbons 🎀 for placing.
- Scoring compresses coin value hard and multiplies bond, so a well-loved Common in Humble Hearts can out-place a Transcended somebody dragged off the shelf. Themed classes give a 2.4× bonus to favoured bloodlines.
- Up to three entries; your placing is your best entry's, so the rest are insurance.
- Rivals scale off your best-ever pull, so no round is a walkover or unwinnable. Live standings show exactly what you're up against.
- Ribbons buy five show-only exclusives — never dropped, never stocked, one each.
Six new mutations
Every one takes over the whole reveal with its own backdrop, and they still stack multiplicatively.
More of everything else
- Four new main eggs past Celestial — Fungal 🍄, Clockwork ⚙️, Abyss 🕳️ and Genesis 🌱. These carry five species each instead of four, because by that point completion is the whole game.
- Eight new event eggs — Mecha, Storm, Fairy, Bamboo, Inferno, Aurora, Mirage and Eternal — plus a new tier-4 event band for the late game.
- Fifteen new exclusive pets across the coin shop, the ribbon prize wall and expedition loot.
- Three new potions, including the Prism Elixir — guarantees at least one random mutation on the next egg, still weighted by the real odds.
- Two new luck upgrades (Iridescent and Transcended chance) and bulk opens up to ×500.
- Fourteen new achievements covering the new systems.
- The Collection tab draws in pages now, so a 1,078-card index stays responsive, and each card shows ten mutation pips instead of four.
- Thirteen tabs outgrew the number row, so the shortcuts carry on along the top of the keyboard: 1–9, then 0 - = \.
Under the hood
- Housing a pet, sending it on an expedition and entering it in a show all move it out of your inventory and into that system — the same trick a Bazaar listing already used. That way no other feature has to know those systems exist in order to avoid selling a pet out from under them. If a save is ever damaged, a pet held by something unrecognisable is handed back to your inventory rather than dropped.
- Bulk sell and bulk distill now read one shared rule for what a sweeping operation may consume, and so do both of their preview panels — a preview can no longer promise something the button won't do.
- Two rendering fixes found while testing: the rotating Rainbow and Prismatic backdrops were tearing open their own corners on wide screens, and restrictive show classes were fielding rivals holding pets those classes wouldn't accept.
- Still no build step, no dependencies, no server, and no premium currency anywhere.