핵심 시스템

01

성장

나이, 성장 단계, 성체와 Elder 경로가 생물의 행동을 결정합니다.

02

필요량

음식과 물은 경로 계획의 제약이며 마지막 순간까지 무시할 숫자가 아닙니다.

03

세계

바이옴을 탐험하고 자원을 찾으며 계절, 날씨와 재난에 적응합니다.

04

전투

사냥, 방어, 상태 효과와 도주 판단이 함께 작동합니다.

05

소셜

그룹, 거래, 번식과 roleplay가 단일 생존 경로 너머의 목표를 만듭니다.

06

컬렉션

생물 발견, 부화, 변이와 기간 한정 이벤트가 목록을 계속 변화시킵니다.

시스템 심층 해설

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.

Growth, aging & nesting guide →Run planner →

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.

Food & water guide →Beginner guide →

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.

Types & status effects guide →Tier list →

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.

Tokens & summon guide →Needs guide →

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.

Growth & nesting guide →Mutations guide →

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.

Trading & safety guide →Creature pages →

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.

Mutations guide →Palettes & materials guide →

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.

Tokens & gacha guide →Redeem codes →

현재 게임 정보

게임
Creatures of Sonaria
Place ID
5233782396
제작자
Sonar Studios
장르
동물 시뮬레이션
최대 플레이어
75
확인 시 방문 수
22억+
상태
서비스 중
확인일
2026. 10. 18.

온라인 수, 방문 수와 목록 상태는 2026년 10월 18일 사이트 스냅샷에 기록된 값이며 실시간 카운터가 아닙니다.

분리해서 관리하는 정보

확인된 시스템

게임에는 생존, 성장, 탐험, 음식, 물, 전투, 그룹, 사냥, 거래, 번식, 계절 날씨 재난과 Elder 단계가 포함됩니다.

확인 필요

정확한 생물 수치, 나이 타이머, 상태 지속 시간, 변이 확률, 거래 가치와 공통 소모 공식은 현재 게임 내 확인 없이는 주장하지 않습니다.

계속 탐색하기

FAQ

Creatures of Sonaria에서 무엇을 하나요?

생물로 성장하고 생존하며 탐험, 음식과 물 찾기, 사냥이나 전투, 그룹, 거래, 번식, 시즌 이벤트와 날씨 위협에 대응합니다.

Elder란 무엇인가요?

공식 게임 설명은 Elder를 성체 이후 도달하는 단계로 설명합니다. 정확한 시간과 보너스는 업데이트로 바뀔 수 있으므로 현재 게임에서 확인하세요.

생존 게임인가요?

네. 음식, 물, 성장, 전투와 환경 위험에 roleplay, 생물 컬렉션, 탐험과 거래를 결합합니다.