Sistemas principais
Crescimento
Idade, estágio de crescimento, fase adulta e caminho Elder definem o que uma criatura pode fazer.
Necessidades
Comida e água são restrições de planejamento, não números para ignorar até o último minuto.
Mundo
Explore biomas, encontre recursos e adapte-se a estações, clima e desastres.
Combate
Caça, defesa, efeitos de status e decisões de fuga funcionam em conjunto.
Social
Grupos, trocas, reprodução e roleplay criam objetivos além de uma rota de sobrevivência.
Coleção
Descoberta, incubação, mutações e eventos limitados mantêm o elenco em movimento.
Sistemas em profundidade
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.
Dados atuais do jogo
- Experiência
- Creatures of Sonaria
- ID do Place
- 5233782396
- Criador
- Sonar Studios
- Gênero
- Simulação de animais
- Máx. de jogadores
- 75
- Visitas na verificação
- 2,2 bi+
- Status
- Ativo
- Verificado
- 18 de out. de 2026
Jogadores online, visitas e status da página foram capturados no retrato de 18 de outubro de 2026; não são contadores ao vivo.
Dados que mantemos separados
Sistemas confirmados
O jogo inclui sobrevivência, crescimento, exploração, comida, água, combate, grupos, caça, trocas, reprodução, desastres climáticos sazonais e o estágio Elder.
Aguardando verificação
Valores exatos de criaturas, cronômetros de idade, durações de status, probabilidades de mutação, valores de troca e fórmulas universais de consumo não são afirmados sem confirmação atual no jogo.
Continue explorando
FAQ
O que você faz no jogo?
Você cresce e sobrevive como criatura, explora, encontra comida e água, caça ou luta, forma grupos, troca, reproduz e enfrenta eventos e clima.
O que é Elder?
A descrição oficial identifica Elder como um estágio alcançado após a fase adulta. O tempo e os bônus exatos podem mudar e devem ser conferidos no jogo atual.
É um jogo de sobrevivência?
Sim. Ele combina comida, água, crescimento, combate e perigo ambiental com roleplay, coleção, exploração e trocas.