Mossit
A ball of moss that learned to walk. Rolls into thickets and comes out full of berries.
- Best at
- Foraging
- Leaves in its nest
- Moss tuft
Walk in with somebody.
A meadow, a pond and a quarry, shared with whoever else is standing there. Your critters do the work while you talk. What they bring back sells for gold.
The wardrobe
Both are permanent. There is no rename and no changing your face later, so the fitting room is the one screen worth slowing down on. Said here rather than after.
1,728 combinations. It is unlikely you will meet your twin.
Start from one of the keepers on the board
Then change any layer
They are out for a walk. They stop when they feel like it.
The six
Send one to the job it likes and it brings back half as much junk. Send it anywhere else and it still works — it just finds more boots.
A ball of moss that learned to walk. Rolls into thickets and comes out full of berries.
A drop that refused to fall. Sits on the bank and talks the fish into the net.
A newt with a wick for a tail. Lights the quarry so the ore shows.
A hedgehog made of gravel. Digs by rolling, which is faster than it looks.
A moth that hums with static. Hovers over the pond and stuns whatever rises.
Part puffin, part cloud. Shakes the high branches nobody else can reach.
Two places to stand in
Everyone lands at the meeting stone. The trader and the hatcher keep the huts to the north, the angler keeps the pond, the warden keeps the west gate.
Twelve spots, three critters each, from anybody. Wild critters wander the lawn; they are scenery.
Through the west gate: a house that is not open yet, a pond, and a row of nests.
Every critter leaves one keepsake in its nest a day. The notice board collects the whole row at once.
The loop
This is the part that is finished, and you can try it right here with the clock sped up. In the meadow a forage takes about two minutes — a thing you start, then go and talk to somebody.
Pick one
Nothing here is saved. The real bag, gold and clock are server-side.
The door is a wallet signature, not a transaction. Nothing is spent and nothing leaves the wallet. Close the tab and you are signed out; your keeper, your critters and your bag are kept.
When the collection exists, one egg is the whole of what the door asks, and every hatched egg is one critter that follows you. Today a wallet is enough and every new keeper picks a starter. Said now so it surprises nobody later.
Everything the game does todayThe door is a signature, not a transaction. Nothing is spent and nothing leaves the wallet. Sign, pick your pieces, walk in.