Your first Petling isn’t handed to you — it hatches from one of your own pets. The pet needs an active Digital ID; if it hasn’t got one, the game walks you through creating it first. Your pet’s species sets the shape and its real coat colour sets the colour, so no two players’ Familiars are alike. Pays 50 $PET, once ever.
The Wilds map shows creatures living near you right now. Get within 150 metres and attune to befriend one — nothing to throw and nothing to miss. Up to 30 catches a day, 1 $PET each. Everyone in the same place sees the same creatures, and the whole map turns over every three hours.
1,535 species across 192 regions, each family drawn from that country’s own folklore and landscape. Cross a border and the local creatures appear immediately, so a holiday becomes a collecting expedition. Don’t travel? Trade with players who live where you don’t.
Tap any Petling — in the Sanctuary, the Dex, the Exchange, the Shelter or the map — and its card opens. Where a tap already means “choose this one” (the pickers in Training, the Track, Showdown, the Diamond and the rest), press and hold instead. The card shows the species’ story and favourite food, where it comes from, how long it has been with you, its six stats with everything training and care have added, any timers running (a drill in progress, fatigue clearing, a care buff), and what it has been up to lately.
Fullness, Energy and Mood are read from what the creature has actually done. A treat (3 $PET, twice a day) fills it up and adds a point to the stat you choose. Nothing here ever punishes you for not tending a big collection: an untended Petling reads “content” and “calm”, never “starving” — these are for looking after the ones you love, not chores. From the card you can list it on the Exchange, gift it, share it as a picture, or jump straight into any mode with it. Tap a creature in someone else’s listing and the same card shows the stats you would be paying for, with Make an offer right there. In the Dex, species you haven’t met yet open too — name, story and home country — so you know where to walk. A shared card link opens the same page in the app.
On the Petlings hub, pick one Petling to be your Companion — your Familiar by default, or any creature from its card (Make Companion). Each day, the first thing you do with it counts: a free Check in tap, a treat, claiming an expedition, playing any mode with it (the Track, the Diamond, Fling, a Showdown), or something real happening for your pet — a vet or grooming record a professional proposed and you approved, a completed Petso booking, an approved Care Plan visit, or a walk. A counted day extends your streak and adds a day of provenance to the creature; its Mood reads “thrilled” at once. Miss a day and only the streak resets — nothing decays, nothing is taken away, and Petlings you are not looking after are exactly as they were.
There is no $PET in the Companion. What it builds is the creature’s value: every card now shows “Value ~N PET” — the species guide plus a premium for the days it was somebody’s Companion, its best streak, real-world care, care level, training level, Ascensions, on-chain anchoring and a low edition number. The premium is capped (at most ×2.5 the guide), it never falls, and it cannot be bought: no price, offer or trade ever feeds it. Bond days and care history travel with the creature when it is sold, gifted or adopted; the streak belongs to your relationship and starts again on a swap or a transfer. Two honest notes: a “walk” is 2 km or more on the catch trail in a day (Petso has no pedometer), and records you type in yourself do not count — only ones a professional proposed and you approved. An optional evening reminder (off by default, in Settings → Notifications or the bell on the strip) is sent at most once a day, and never on a day you already looked in.
Showdowns pit three of your Petlings against another player’s three — 5 a day, 2 $PET a win, nothing wagered and nothing lost. You can now challenge a specific Ranger: pick your three and the round you will cheer loudest in (your Care Call), and they get a notification with Accept or Decline waiting on their own Showdown screen. Neither side sees the other’s team until it resolves, and then the match is replayed round by round. A losing team rests 4 hours — there is no damage and nothing is lost. Gatherings are co-operative encounters holding only Rare creatures and above; two players must contribute, then everyone who took part receives the creature. It’s the best shot most players get at a Mythic.
Every Petling you already own has six stats: Vitality, Power, Agility, Style, Spirit and Bond. Send one on a four-hour expedition for nothing — it runs while the app is closed and comes back with 2 stat points and 20 XP. Drill it at the dojo up to three times a day for a point each, or feed it for 3 $PET, twice a day. Focus-Training doubles a session’s gain for 10 $PET. At the level cap, Ascension costs 150 $PET and permanently raises how far that creature can ever be trained. Training pays no tokens — every amount here is a spend, and every spend is burned. A trained common still will not out-muscle an untrained mythic; rarity keeps its meaning, but the gap is yours to close.
Ranked gives every Ranger a rating and up to 10 fights a day against other players’ stored defence teams — nobody has to be online at the same time as you, and your own creatures never tire from defending. The Daily Gauntlet is an optional pool: a 10 $PET entry buys three matches, every entry goes into one pot, and the pot is paid out by wins. The rake is published rather than hidden — 7% is burned and 3% funds the running season’s prize pool. Seasons close on a schedule and pay the podium 100 / 50 / 25 $PET on top of everything the pool has accumulated.
This is the one only Petso can do. A free check-up logged against your real pet gives its Familiar +3 stat points for 24 hours. A premium visit at a verified Petso professional costs 15 $PET and grants a longer, stronger buff plus an accessory your creature can wear. There is a free path beside the paid one on purpose — looking after your animal is what earns the advantage, not spending.
A pact takes two players. You commit a parent and 25 $PET; your partner commits theirs and pays the same. Both fees are burned on resolve, so a reroll costs real money every time. You each receive a child carrying both bloodlines — a mixed palette, a name built from both parents’ names, and either parent’s country. The odds are shown in the app before anyone pays, and a child is never rarer than the rarer parent — that is built into the odds tables, not promised in copy. Both parents always come home and simply rest for 6 days; the worst outcome is still a creature. Up to 2 pacts a day, offers expire after 48 hours, and Familiars never breed.
One course a day, the same one for everybody, built from the date itself — six stretches of sprint, climb, water, night and trail. It used to resolve itself while you watched; now you run it. Three lanes: swipe to change lane, tap to hop a hurdle, and hold to clear a gap — but an overhang punishes jumping at all, and a wall or a gate can only be answered by reading which lane is open. A clean run takes about 35 seconds. A hit costs you time, never the run.
Your Petling still matters and does not decide it. Vitality sets the pace, Agility snaps the lane change, Power carries the jump and Spirit shortens a stumble — but the whole stat range is worth about four seconds, and a single hit costs over half of one. A mythic that clips seven hurdles loses to a clean common; that is measured, not hoped for. Race energy comes from catches and the distance you actually walk, never from $PET, and it buys entries and nothing else. Beating your own best time on today’s course pays 2 $PET, and so does outrunning the rated rival you are matched against — at most twice a day, inside the shared daily cap. Playing better is the reward, not playing more; the leaderboard itself pays nothing.
Aim a race at someone you follow and they get an Accept or Decline, both of you running the same day’s obstacles. Or post a finished time to The Board, where any Ranger near your rating can try to beat it — that is how you race someone you have never met. There is nothing staked either way. Every run is verified, not trusted: the app records only what you pressed, and Petso re-runs the entire course on its own servers before a time reaches a leaderboard. Needs app version 1.5.0.
Every other Petlings mode is settled by your creature’s stats. This one is settled by your hands. Nine pitches — fastballs, curves, changeups and sliders — and you tap the lane you think the ball will finish in. When you tap is your timing; where you tap is your aim. Score is total bases, so 36 is a perfect innings. Your Petling still matters, but it does not decide it: Agility widens the window you have to hit in, Power decides how far good contact travels, and Spirit reads the break on a curve. A good swing on an untrained common beats a poor swing on a trained mythic more than four times in five — that is measured, not hoped for.
Challenge another Ranger and you each stake the same amount, from a set list starting at 2 $PET. The winner takes the pot less half the loser’s stake, and that half is burned — nothing is created, it is players’ money moving. A tie returns both stakes in full. Nobody has to be online at the same time: you bat the moment you stake, your score is sealed, and whoever takes your challenge on faces the exact same nine pitches. If nobody takes it within a day, your stake comes back on its own. There is also a free practice mode and a daily track shared by everyone in the world.
If a Ranger stops playing for 30 days, one of their creatures is given a 7-day warning — and a single tap saying “I’m back” cancels it, free. Only then is it listed, with a full 24 hours in which nobody but the original owner can bring it home. After that the price falls from its guide value towards a quarter of it over 48 hours, until somebody adopts — and if nobody does, the creature simply goes home. Half of every adoption goes back to the original owner; the rest is split between a burn, a shelter pool and running costs. Reclaiming your own creature costs half its guide value. Only long absence puts a creature here — never a defeat. Nobody can send your Petling to the Shelter by beating you, and Familiars are excluded entirely.
Design a Petling yourself in the Studio — shape, three colours, pattern, accessory and element — for 25 $PET, up to three at a time. Verified Petso businesses appear on the map as Outposts: check in within 200 metres for 3 $PET a day, and roughly one visit in four gifts a creature found nowhere in the wild.
Heritage and Mythic creatures carry an edition number (#7 of 2,000) and can be made permanent on-chain for 100 $PET — no wallet or crypto needed. The Wild Cup is a seasonal contest between countries that pays every Ranger of the winner.
A country’s creatures only spawn on its own soil, so the Exchange is how a collection crosses borders without you doing the same. Sell for $PET at a price you set, or leave the price blank to swap and ask for a country or rarity instead. You can select several at once and list them in one go, one price applying to each — duplicates show a count (Kaascavia (3)) so you always know what you are parting with. Every listing shows the creature’s country and its guide value, on both the Offers board and your own listings. Players pay each other directly; Petso neither funds trades nor takes a cut.
Every one of the 1,535 species carries a guide value in $PET, worked out from how rare it actually is: it starts at the rarity tier and eases down as more of that species is caught worldwide, with a bonus for Heritage and Mythic editions while supply lasts. It appears wherever a creature is on offer — including swap listings, which never carried a number before. The guide never limits anything: you can price above it, below it, or ignore it. It is there so neither side of a trade is guessing. Values are recomputed every hour.
Three questions appear on your map each morning: one about the world, one about a particular creature, and one tied to whichever Surge is running. Back YES or NO with your own $PET — between 5 and 500 per question, one side each, and you may top up while it is open. There is no bookmaker: every stake forms one pot, and the winning side splits the losing side between them in proportion to what each player staked. Betting closes at 15:00 UTC and only catches made after that count, so nobody can wager on something that has already happened — and if you are on YES, the quickest way to win is to go outside and catch one yourself. Winners are paid overnight, straight to their balance. A question with only one side taken is voided and everybody is refunded. 20% of the losing pot is burned rather than paid to anyone.
The Gloom has crystallised over six worlds and trapped a creature in every stage. Load one of your own Petlings into the slingshot, pull back, let go, and tap once in flight for its element’s ability (Burst, Splash, Slam, Dash, Chain-zap, Vine, Beam or Phase). Bigger, better-trained Petlings hit harder — the size tier (S to Titan) comes from the creature’s real stats, so Training Grounds shows. Three shots a stage, portrait or landscape. Every world’s first stage is open from day one; later stages open by clearing the previous one, or for 50 $PET to skip ahead (burned, and it never makes a creature stronger). Out of shots? One more costs 1 $PET. Each world also has a Gloom Vault (10 $PET to enter) holding a creature found nowhere else. Every rescue is re-checked by Petso’s servers before it pays, the freed creature joins your Sanctuary, and your flinger gains a power point. Fling opens once you have befriended at least one wild Petling, and needs app version 1.5.0.
Earning $PET in Petlings
Hatch your Familiar+50 $PET
Befriend your first wild Petling+10 $PET
Each wild catch (up to 30 a day)+1 $PET
Complete all 3 daily Petlings quests+3 $PET
Seven-day catch streak+10 $PET
Win a Showdown (up to 5 a day)+2 $PET
Beat your own best time on the Daily Track+2 $PET
Outrun the rated rival on the Daily Track+2 $PET
Visit a Pro Outpost (daily, per business)+3 $PET
Weekly leaderboard (top three)+50 / 25 / 10 $PET
Wild Cup victory (every Ranger of the winning country)+25 $PET
Winning a Daily Wageryour stake + a share of the losing pot
Free a creature in Petling Fling (verified rescue)+2 $PET
First clear of a Fling stage / of a world’s Gloom Titan+5 / +10 $PET
First rescue from a Gloom Vault+15 $PET
Placing in the Daily Gauntleta share of the entry pool
Season podium (on top of the pool)+100 / 50 / 25 $PET
Someone adopts your lapsed creature50% of what they paid
Note: a daily ceiling of 25 $PET applies across catches, quests, streaks, Showdowns, Outposts and Fling rescues combined. Leaderboard prizes, Wild Cup prizes, Daily Wager winnings, Gauntlet payouts, season prizes and Shelter adoption proceeds all sit outside it — those are other players’ money moving between players, not newly issued $PET. Everything in Training, the Genetics Lab and premium care runs the other way: it is spent, and it is burned.
Running low? $PET already claimed to your wallet can be moved back to your in-app balance from Rewards → Move to game balance, so claiming no longer takes it out of play.
The full bestiary, a playable Creature Studio and every feature in detail live on the
Petlings page.