Getting started
What the game is, your first minutes, the bars and what to do each day.
What it is
You raise one bug, a native creature of Jupiter’s moons, for as long as you play. Win fights, graft new body parts onto it, forage, send it on expeditions, trade between moons and join a Hive.
It plays in short visits: spend your bars, start something long, come back later. Your bug keeps growing while you’re away.
Your first minutes
- Answer the hatching questions: they pick your species and Temperament. Not your bug? You can hatch another before you name it.
- Name your bug, then fight the first NPC on the Fight tab. You start with 3 Honeydew Drops to heal.
- Each turn, Strike to attack or Brace to take 50% less damage and hit back harder next turn.
- Start with the weakest NPC and climb. Until level 5 a lost NPC fight never puts you into a Molt (time out to recover).
- Wins bring XP, Amber and Grafts: new body parts to grow your bug. Your ability unlocks at level 5.
- Train on the Fight tab to raise a stat, and send your bug on an expedition from the Map. See Fighting and Expeditions.
Bars
| Bar | Size and refill | Empty to full | Spent on |
|---|---|---|---|
| Energy | 100 max, +5 every 10 minutes | 3 hours 20 minutes | Training, NPC fights (10), attacking players (25) |
| Focus | 50 max, +5 every 15 minutes | 2 hours 30 minutes | Expeditions and scouting |
| Nerve | 20 max, +1 every 5 minutes | 1 hour 40 minutes | Foraging jobs |
| HP | +5% of max every 5 minutes | 1 hour 40 minutes | Lost in fights; carries over between them |
No fight starts below 10% HP: heal with items from the Shop or wait. Queen’s Favor members have 150 max Energy (see Flux).
Every day
- Daily Amber: 50 + 5 × your level, once per UTC day.
- Three daily tasks (win 3 fights, finish an expedition, sell an item). Each pays 30 + 3 × your level Amber; all three add 1 Royal Jelly and 2 Flux.
- Once a week a world event changes something for a day or two (see World events).