主要システム
成長
年齢、成長段階、成体、Elderへの道がクリーチャーの行動を決めます。
必要量
食料と水はルート計画の制約です。最後の瞬間まで無視する数値ではありません。
世界
バイオームを探索し、資源を見つけ、季節、天候、災害に適応します。
戦闘
狩り、防御、状態効果、逃走の判断が連携します。
ソーシャル
グループ、取引、繁殖、roleplayが一つのサバイバルルートを超えた目標を作ります。
コレクション
クリーチャーの発見、孵化、突然変異、期間限定イベントでロスターが変化します。
システム詳解
Growth & aging
Every creature lives through baby, teen, and adult stages, then continues into the Elder path. Age is the resource that drives all of it: stats scale with stage, mutation windows open at specific ages, and the official wiki anchors growth mutations around age 67 and adulthood at age 100. Death is the only thing that resets age, which is why route safety beats aggression for anyone growing a valuable creature. Growth tokens can skip time but disqualify a slot from growth mutations, so the choice between speed and rolls is a real decision, not a detail.
Hunger, thirst & the needs loop
Food and water run on separate timers, and the lower one is always the constraint. Diets decide what the food timer looks like: herbivores seek vegetation, carnivores contest carcasses, omnivores take whichever is closer, and the photo-diets add light-based needs. The survival skill that matters is not memorizing spawns — it is measuring your own drain rate on a quiet loop, keeping a primary and fallback source for each need, and setting a departure rule before a bar ever gets critical.
Combat & status effects
Fights are decided by target access, spacing, stamina, and the exit plan as much as by raw damage. Status effects — bleed, poison, burn, cold pressure, dizziness, and mobility tears — can flip an encounter halfway through, and each one punishes continuing to play the way you were. The recorded stat table lists health, bite damage, weight, turn speed, and stamina for every creature on this site; read them as the baseline, then judge the specific matchup and terrain.
Weather, seasons & disasters
The world cycles through seasons and weather events — storms, blizzards, heatwaves, hurricanes, tornadoes, acid rain, blood moons, and volcanic eruptions among them. Weather changes more than scenery: it moves drain rates, closes routes, and turns familiar terrain into a new experiment. Players with summon tokens can call several of these events server-wide, so a change in conditions is not always natural. Treat every weather session as its own labeled run rather than a variation of your baseline.
Nests, eggs & breeding
Nesting lets one player host a nest while others hatch from it, and it is the social engine of the game: packs, lineages, and most trading relationships start there. Mechanically it matters twice over — nesting is the only source of nesting mutations, and hatchlings born from palette-equipped parents carry nested palettes. Boost plushies stack into the hatch roll, which is why organized nest sessions equip their parents before the egg rather than after.
Trading & the Trade Realm
Stored creatures, plushies, palettes, materials, and tokens all move through player-to-player trading, and no official price list exists — value is community-set and moves with events, reruns, and demand. The floor of any creature's value is how it is obtained; the ceiling is the cosmetic layer on the specific slot. Because everything settles through the in-game trade window, the scam patterns that matter are the ones that try to move value outside it.
Mutations & customization
Mutations are the collectible layer on top of the roster: rare cosmetic rolls (with a few gameplay-relevant exceptions like size-changing Dwarfism and Gigantism) that can come from nesting, growth milestones, or plushie boosts. They stack toward a limit of three with only Glimmer displaying alongside another mutation. Color palettes and materials are the other half of customization — applied per stored creature, swapped with an Appearance Change Token, and tradeable in their limited event forms.
Tokens, gachas & currencies
Two currencies matter: Shooms, earned by playing, and Tikits, the premium-flavored currency for the token shop. Tokens bend rules — reviving a dead creature with everything intact, finishing growth, rerolling weather, or spinning gachas. Gacha sources split between purchasable spins, world-spawned exploration tokens, and task-earned entries like the Death Gacha's 1,200 Death Points. Event tokens are the time-boxed category: they roll for their event's rewards and are worth little once the window closes.
現在のゲーム情報
- ゲーム
- Creatures of Sonaria
- プレイスID
- 5233782396
- 制作者
- Sonar Studios
- ジャンル
- 動物シミュレーション
- 最大プレイヤー数
- 75
- 確認時の訪問数
- 22億+
- ステータス
- 公開中
- 確認日
- 2026/10/18
オンライン人数、訪問数、リスト状態は2026年10月18日のサイトスナップショットに記録されたもので、リアルタイムカウンターではありません。
分けて扱う情報
確認済みのシステム
ゲームにはサバイバル、成長、探索、食料、水、戦闘、グループ、狩り、取引、繁殖、季節の天候災害、Elder段階があります。
確認待ち
正確なクリーチャー値、年齢タイマー、状態の持続時間、突然変異率、取引価値、全体共通の消費計算式は、現在のゲーム内確認なしには断定しません。
さらに見る
FAQ
Creatures of Sonariaでは何をしますか?
クリーチャーとして成長して生き残り、探索、食料と水の確保、狩りや戦闘、グループ、取引、繁殖、季節イベントや天候への対応を行います。
Elderとは?
公式ゲーム説明では、Elderは成体の後に到達する段階です。正確な時間とボーナスは更新で変わるため、現在のゲームで確認します。
サバイバルゲームですか?
はい。食料、水、成長、戦闘、環境の危険に、roleplay、コレクション、探索、取引を組み合わせています。