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Creatures of Sonaria Wiki
This is the recode-only page for Nests and Territories. To read information about the legacy-only Nests and Territories, see Nests and Storages.


Nests and Territories are structures that can be created by creatures, depending on whether a creature is Male or Female. Females create nests used to spawn babies, while males can create Territories. For nests a creature needs to be adult-stage, while Territories don't have such restriction.

To create a nest/territory, press the set nest button (B on PC or ActionWheelRecode/ActionWheelXboxIcon > Set Nest EggRecode/Territory TerritoryRecode). Doing so will create a nest/territory where the player is standing. Nests/territories cannot be created while falling, flying or swimming (unless the creature is aquatic, those can place nests and territories everywhere; or if a semi-aquatic has been travelling close enough to the seabed from the moment it entered water without making the engine believe the creature is falling).

  • Nests and territories are not damageable, and pressing the "set nest" button again will automatically remove the territory, or leave the old nest as abandoned. If the old nest was abandoned already, it will remove it and place a new one on the current position instead. For nests, you will be prompted with a confirmation message before you remove/abandon the nest.
  • Menuing/leaving or dying will remove a single nest/territory.

Players can only have one nest or territory at a time. Once either is created, there will be an icon of a house for territories, and a mini-nest-with-an-egg icon for nests, visible on the minimap for nests. This icon is visible regardless of distance, allowing players to navigate back to them. Nests will also become and remain "abandoned" after dying/menuing for 5 minutes, and their icon will appear as such on the minimap. Abandoned Nests can be reclaimed within that timeframe by the same player by any female creature of the same species as the nester. Upon being reclaimed, the nest will recover its egg and upgrade progress.

Both Nests and Territories can be scented and pinpointed by their area bubbles.

Territory[]

Territories are a recode-only ability assigned exclusively to males. Territories vary in size depending on a creature's tier, and creatures who walk into another creature's territory are notified by a large label at the top of the screen. This label's color will differ depending on the tier of the territory owner relative to the player's own: those of a smaller tier are marked in green, larger with red, and the same tier is marked with orange. When sniffing, rival territories appear as a red bubble, while the player's own is green. Territories can be replaced after a short cooldown, and standing in one's own territory (or a packmate's) provides the player with a 20% hunger depletion reduction buff.

When creating a den, a small structure with a rune on its roof will be placed. You may then access its build menu with E, utilizing a similar menu to nest upgrades.

The following are available to build, with no limit on construction:

  • Bedding
  • Light Source
  • Food Storage
  • Water Storage
  • Wall
  • Hydrated Moss
  • Skull Pile
  • Shelf
  • Lure
  • Planter

Some structures are only available during events:

  • Jack-O'-Lantern (Halloween Event 2025)

Their requirements are listed in each item. Unlike nesting, you do not deposit materials directly into the territory structure. To build something, you must click the build button on that object, at which point you will enter a build mode where you may freely place the object. Once you place it, it will appear as a translucent, white structure. At this point, it becomes available to deposit materials into. Depositing materials into a structure is done with E, whereas removing the structure entirely is done with G when you are not holding a material.

Once a structure is fully built, it can no longer be removed by pressing G, but it can be attacked to be destroyed.

Bedding[]

A small, circular pile of moss. Sitting or laying on bedding gives players the Resting status, which provides a 50% buff to their health regeneration.

Bedding during the Sakura season

Bedding during the Sakura season

Light Source[]

A clump of crystals that emit a yellow light.

Light Source at day and night light

Light Source at day and night light

Food Storage[]

A bowl. You can deposit food you are holding by pressing E, where it will then appear in the bowl. Herbivore and carnivore food cannot be mixed.

Empty

Empty

Water Storage[]

A bowl that fills with clean water. You cannot deposit water yourself, you must wait for rain or snow. It does not have to be placed in the open, it can refill even if placed under shelter.

Empty

Empty

Wall[]

A wall that blocks out other players. Members of your pack can pass through.

Wall during the Sakura season

Wall during the Sakura season

Hydrated Moss[]

A muddy pile of wet moss. Standing on top of it slowly refills your moisture bar.

Hydrated Moss during the Spring season

Hydrated Moss during the Spring season

Skull Pile[]

A large pile of creature skulls that afflicts non-packmates with the Scared ailment, which stacks if they remain within range.

Skull pile during sakura season

Skull pile during sakura season

Shelf[]

A storage shelf to place resources on. Building materials placed on it will not despawn.

Shelf during the Mythic season

Shelf during the Mythic season

Lure[]

A floating crystal that periodically spawns NPCs wherever it is placed.

DenLure

Planter[]

A cherry bush that serves as an herbivore food source, just like the ones that spawn around the map.

Planter during the Winter season

Planter during the Winter season

Event Buildables[]

Event Buildables are special Den Buildables that are only able to be built during their respective Event. These Buildables have currently only ever been tied to a respective Event minigame.

Jack-o'-lantern[]

Could be built during the Halloween Event 2025. It is smaller than the one at Central Rockfaces but otherwise looks the same. It also serves the same function, requesting players to feed it materials for a reward of Candy. The minigame cooldown and materials fed sync between both jack-o'-lanterns.

Jack-O'-Lantern den structure (Left) next to the Central Rockfaces Jack-O'-Lantern (Right)

Jack-O'-Lantern den structure (Left) next to the Central Rockfaces Jack-O'-Lantern (Right)


Den Skins[]

Den Skins are Customization options which the player may purchase, primarily from Events. These have no added benefits and are wholly for aesthetic purposes.

Den Skins:



Nests[]

Addendum: While they are similar, do not confuse with Abandoned Eggs.

Nests provide an opportunity to nest other players as juvenile versions of the nester's species. The babies spawned by these nests will be, except for certain mutations and exceptional bugs, exact copies of their mother. If the user being nested does not own the mother's species, they will always spawn as a male. If the user playing the baby does own the creature, the gender picked is a 50/50.

A user cannot open somebody else's nest, even if they are packmates, but packmates can still deposit resources into the nest.

Nests are the only way to obtain certain mutations or double mutations, but it is not the only way to get double traits. However, it is the only way to guarantee acquiring double traits on a creature, as nested creatures will always gain a trait at age 67 and 100. Additionally, certain players cannot be invited to nests nor have their join requests accepted (either because they are in the Tutorial, or because they adjusted their nest invite settings). You can invite friends from other servers into your own using the nests window, and even obtain the server's join link through that same method.

There is a two minute cooldown between placing nests.

Additionally, creatures with Egg Stealer can steal eggs, both from someone else and their own, providing a way to get food in desperate times (or just because). This can be fended off via fortifying the nest.


Incubating and Hatching[]

A nest can hold a maximum of three eggs (up to six with upgrades), which can be incubated to hatch, one at a time.

  • Every second, a fraction of a percentage (0.25%) will be added to the nest incubating/gestation progress, as long as the mother is close enough to it. The maximum distance the mother can be away from the nest can be found by sniffing for the spherical indicator.
    • Sitting will boost the speed by a 1.5x multiplier, while laying down will boost it by 2.5x.
    • Having the nest in a Migration Region further boosts gestation by 10%.
    • Having the Egg Shell plushie equipped further boosts the speed with a 1.5x multiplier.
    • While each Egg Slot development time is separated from each other, it works so the most developed egg incubates first. So, if a creature hatched from the first egg and the second egg was at 40%, progress will continue to develop for the second egg.
    • Stolen egg progress can be recovered back if the future mother grabs a stolen egg and places it back on the nest and the egg was in good enough condition, not scrambled (a stolen egg can be intact, slightly damaged with cracks on the shell; or scrambled: broken with the yolk exposed, or rotten with a sickly green color, with the yolk not visible or exposed).

Once an egg reaches 100%, the nester can invite other people in the server to become a baby. A pop-up message will additionally appear for the nester to indicate the egg (or eggs) is ready to hatch. Players can also request to be nested when an egg is ready from the SOCIAL feature button. Eggs that hatch will be reset to 0%. If the player menus or leaves the game or the creature dies, their nest will be deleted and eggs will be reset. Additionally, since the 21st March 2025 update, hatch requests can no longer be accepted whilst in combat, needing to wait until they are out of combat.

If a player accepts a nest invite, and they have no empty slots, they must choose one of their slots to wipe. This will delete that current slot (and any palletes that slot had applied) and replace it with a juvenile version of the nester's species. Plushies won't be wiped, they will be transferred to the new creature instead.

Mothers will receive a temporary boost upon hatching an egg, "Newborn" Status, which provides a health regeneration of +50%, and a hunger and thirst depletion reduction of 25% each, all for 240 seconds. Newborn status appears to stack infinitely in terms of how long it lasts.

Hatch Times[]

For most creatures, it will take about 10 minutes to fully incubate an egg without special boosting Plushies (not counting delays due to LAG, wandering too far away from Nests, and egg invitation offsets). The rate of incubation is 0.25% per tick, 10% per minute, without gestation boosts of any kind.

Developer creatures, alongside some other special creatures (typically of various tags) can take twice as long to incubate at around 20 minutes, at 5% per minute, without gestation boosts of any kind.

This is all assuming players stay by their nest for the whole time. If the player leaves the nest, it will take longer.



Nest Upgrades[]

Nest upgrades are a feature where nest capabilities can be improved by spending resources. Upgraded terrestrial nests also gain extra elements (bigger size, extra mud, different model,...) per each improved stat, but not fully-aquatic ones. Resources cannot be shared between nests (meaning resources that a nest has stored cannot be transferred to a new nest of the same or different creature, and saved resources will not be stored for new nests), but other creatures can help by either depositing the resources directly to the nest (G or Click/Tap screen on respective G pop-up on Mobile), or by dropping resources they gathered nearby so the nester can then add them to their nest. However, helpers cannot see the upgrade menu of the nest, only the nester can. All upgrades done to a nest are not transferable, either, meaning finding an optimal place for placing a nest becomes vital for long-term improved nests, with nest relocations needing to be well thought out beforehand. Currently, dropping resources for a nest and upgrading are handled by an extra nest interact menu (G or Click/Tap screen on respective G pop-up on Mobile).

Resources[]

Resources are interactive grabbable/droppable prop items which can be found scattered around the map, directly found (like pebbles, bones or boulders), or requiring to be pulled out (either as an element to extract from a bigger hole, like mud or moss; or requiring to break a bigger object, like twigs or logs from certain trees or certain crystals and salt). If they are too big, smaller creatures cannot grab them/break them and a pop-up mesage will appear explaining so. Depending on the resource and creature' size difference, breakable resources will both shake and have a "SHAKE" damage indicator instead of damage values; or, if the resource size is huge like a redwoods tree, will just shake but no "SHAKE" nor damage number will appear, indicating that the resource is too big to even gather splinters from it by shaking. Something similar happens if the resource happens to be too small for a creature's tier. Likewise, if a resource is too small, some of the biggest creatures cannot grab them. If multiple resources can be obtained from the same source, upon breaking or shaking them, only one of those will drop with a certain chance.

The following table lists such resource items, their variants, and obtainment. Some of these (like cattails and mushrooms) may be easier to spot if Performance Mode is Disabled.

Map Resource List
Resource Type Variants Image Obtainment Intended Tier Can Carry Trivia
Aloe Plant
Terrestrial Aloe Vera Leaf
Aloe Vera Leaf
Shaking Aloe Vera plants. Tier ≤2 Tier ≤3 Aloe Vera plants can be found around Desert/Mesa or Jungle. Jungle Aloe Vera plants resemble spiked plants with a different appearance to Desert/Mesa Aloe.
Aloe Vera
AloeVera
Breaking Aloe Vera plants. Tier ≥3 Tier ≥3
Aquatic Wood
Aquatic Sea Leaf
SeaLeaf
Shaking leafy plants underwater. Tier 1-3 Tier ≤3 These plants resemble dry-land herbs.
Sea Twig
SeaTwig
Shaking (≤T2)/breaking (≥T3) leafy plants underwater. Tier 2-4 Tier 2-4
Sea Plant
SeaPlant
Breaking leafy plants underwater. Tier 4-5 Tier ≥4
Bioluminiscent bulb
Aquatic Glow Sprout
GlowSprout
Shaking (≤T2)/breaking (≥T3) glowing underwater plants similar to aquatic ferns. Tier 1-4 Tier ≤4 These aquatic ferns take multiple shapes: from those that look like fullydeveloped ferns with glowing bulbs everywhere, to small, almost bud-like ferns with some glowing bud and an elongated crystal hanging from it, and a final variant of the latter with multiple ferns stacked with each other. Similar props found on Shadow Isle also drop this resource. This resource provides a faint yellow glow.
Glow Bud
GlowBud
Shaking (≤T2)/breaking (≥T3) glowing underwater plants similar to aquatic ferns. Tier 2-5 Tier ≥3
Glow Bulb
GlowBulb
Breaking glowing underwater plants similar to aquatic ferns. Tier 4-5 Tier ≥4
Bone
Terrestrial Bone fragments
Bone fragments
Scattered throughout the map, as white cartoony, flat triangle bone meshes. Tier 1-3 Tier ≤3 Bones often come in groups - i.e. on Swamp Hollow, Flower Cove and Volcano Island.
Bone Small
BoneSmall
Scattered throughout the map, as white cartoony, extremity bones. Tier 2-4 Tier 2-4
Bone Large
BoneLarge
Scattered throughout the map, as white cartoony, flat ribcages. Tier 4-5 Tier ≥4
Bulrush
Terrestrial Bulrush stem
Bulrush stem
Shaking (≤T2)/breaking (≥T3) cattails near ponds and lakes. Tier 1-3 Tier ≤3 Some types of bulrushes on Swamp Hollow might be able to be picked up without attacking them.
Bulrushes
Bulrushes
Shaking (≤T2)/breaking (≥T3) cattails near ponds and lakes. Tier 3-5 Tier ≥3
Cactus
Terrestrial Cactus Spines Small
CactusSpinesSmall
Shaking (≤T2)/breaking (≥T3) cacti around Desert/Mesa Tier 1-3 Tier ≤3 Tier ≤3s can break or shake the smaller cacti plants, but not the large ones.
Cactus Spines
CactusSpines
Shaking (≤T2)/breaking (≥T3) cacti around Desert/Mesa Tier 2-4 Tier 2-4
Cactus
Cactus
Breaking cacti around Desert/Mesa Tier ≥4 Tier ≥4
Common Stone
Terrestrial Pebble
Pebble
Found around the map. Shaking (≤T2)/breaking (≥T3) obsidian formations. Tier 1-3 Tier ≤3 While they are found more often around other rocky formations, smaller stones can be found nearly anywhere. Very rarely found underwater too.
Rock
CommonRock
Found around the map. Shaking (≤T2)/breaking (≥T3) obsidian formations. Tier 2-4 Tier 2-4
Boulder
CommonBoulder
Found around the map. Breaking obsidian formations. Tier 4-5 Tier ≥4
Fire Stone
Aquatic Fire Pebble
FirePeeble
Shaking/Breaking twisted smooth glowing coral trees, underwater. Tier 1-3 Tier ≤3 Fire stones also provide a faint pink-and-orange glow.
Fire Rock
FireRock
Breaking twisted smooth glowing coral trees, underwater. Tier 2-4 Tier 2-4
Fire Boulder
FireBoulder
Breaking twisted smooth glowing coral trees, underwater. Tier 4-5 Tier ≥4
Grass
Terrestrial Grass Tufts
GrassTufts
Shaking (≤T3)/Breaking (≥T4) certain bushes, cattails and green splotches. Tier 1-3 Tier ≤3 To the bush and green splotches-rooster we have to include spiked bush-plants outside Jungle Region. Despite some of these being called grass or grassy bushes, you cannot attack this resource to break it down into smaller fragments.
Grass
GrassMedium
Shaking (≤T3)/Breaking (≥T4) certain bushes, cattails and green splotches. Tier 2-4 Tier 2-4
Grassy bush
GrassyBush
Breaking certain bushes, cattails and green splotches. Tier 4-5 Tier ≥4
Kelp
Aquatic Kelp silk
KelpSilk
Shaking (≤T3)/Breaking (≥T4) leaf-like kelp strands. Tier 1-3 Tier ≤4 The kelp most often than not only has one pedicle and one large leaf.
Kelp Silk Sprout
KelpSilkSprout
Shaking (≤T3)/Breaking (≥T4) leaf-like kelp strands. Tier 2-4 Tier ≥2
Kelp Silk Bundle
KelpSilkBundle
Breaking leaf-like kelp strands. Tier 4-5 Tier ≥4
Lily
Terrestrial Lily petal
LilyPetal
Shaking (≤T3)/Breaking (≥T4) flowers scattered throughout the map. Tier 1-3 Tier ≤3 Not all flower patches necessarily drop this resource, but most of them can.
Lily
LilyFlower
Breaking flowers scattered throughout the map. Tier 3-5 Tier ≥3
Moss chunk
Terrestrial Moss Pile Tiny
MossPileTiny
Chunking out moss as a tier 1-2 creature. Tier 1-2 Tier 1-3 'Chunking-out' is done by grabbing chunks of moss-like splotches often near the edge of water spots (most often drinkable water) or lumpy ones very humid areas like Swamp Hollow, by interacting with the UI. Grabbing chunks has a cooldown. While these splotches are often green, their base color differs slightly according to certain variants located on diffeent regions and they change color according to season. Do not confuse with Sea Moss.
Moss Pile
MossPile
Chunking out moss as a tier 3 creature. Tier 3 Tier ≥3
Moss Pile Large
MossPileLarge
Chunking out moss as a tier 4-5 creature. Tier 4-5 Tier 4-5
Mud pile
Terrestrial Mud Pile Tiny
MudPileTiny
Chunking out mud as a tier 1-2 creature. Tier 1-2 Tier 1-3 'Chunking-out' is done by grabbing chunks of Mud Piles capable of providing hidden scent by interacting with the UI. Grabbing chunks has a cooldown.
Mud Pile
MudPileMedium
Chunking out mud as a tier 3 creature. Tier 3 Tier ≥3
Mud Pile Large
MudPileLarge
Chunking out mud as a tier 4-5 creature. Tier 4-5 Tier 4-5
Mushroom
Terrestrial Mushroom cap
MushroomCap
Shaking/Breaking mushrooms. Tier ≤3 Tier ≤3 This resource can be obtained from a very wide variety of fungus. If any map decor is loosely toadstool-shaped, it is very likely to drop these blue mushrooms upon being attacked. None of these mushrooms are edible, but neither seem to cause poisoning of any kind while attacked and picked-up. Do not confuse with Shoom Shooms currency.
Mushroom
MushroomResource
Breaking mushrooms. Tier ≥3 Tier ≥3
Obsidian
Terrestrial Fragments
ObsidianFragments
Shaking (≤T3)/Breaking (≥T4) obsidian formations. Tier 1 Tier ≤3 These obsidian-providing formations resemble dark purple crystalline quartz structures, are quite rare and found only near magmatic areas, mostly inside Volcano Island's main chamber. Currently unused for actual terrestrial or aquatic nest upgrades, and cannot be used as a Violet Crystal substitute.
Shard
ObsidianShard
Shaking (≤T2)/breaking (≥T3) obsidian formations. Tier 2-4 Tier 2-4
Great Shard
LargeObsidianShard
Breaking obsidian formations. Tier 4-5 Tier ≥4
Palm Bark
Terrestrial Palm Bark Fragment
PalmBarkFragment
Shaking a palm tree. Tier 1-3 Tier ≤3 Currently unused for actual terrestrial or aquatic nest upgrades, and cannot be used as a substitute of Temperate Wood.
Palm Bark
PalmBark
Shaking (≤T3)/Breaking (≥T4) a palm tree Tier 2-4 Tier ≥2
Palm Bark Large
PalmBarkLarge
Breaking a palm tree Tier 4-5 Tier ≥4
Purple Coral
Aquatic Purple Coral
PurpleGem
Shaking (≤T3)/Breaking (≥T4) purple crystal coral and underwater purple spiky tree growths. Tier 1-3 Tier ≤3 Most of these can be gathered from the same area: northwest of Swamp Hollow, around the hole-ridden dome inside the Ekkaia Caldera. All versions of this resource emit a faint purple glow.
Purple Mantle
PurpleMantle
Shaking (≤T3)/Breaking (≥T4) purple crystal coral and underwater purple spiky tree growths. Tier 2-4 Tier 2-4
Purple Crown
PurpleCrown
Breaking purple crystal coral and underwater purple spiky tree growths. Tier 4-5 Tier ≥4
Salt
Terrestrial Tiny Salt Pile
TinySaltPile
Shaking (≤T3)/Breaking (≥T4) crystal formations. Tier 1-3 Tier ≤3 Most crystal formations provide this resource with a chance, regardless of color. These crystal-providing formations can even be found underwater on certain areas. While the biggest and most known formations are at Mountains or Swamp Hollow hill, all biomes have at least one or several small formations of these crystals. Unlike real-life salt, this resource will not dissolve if it enters in contact with water.
Salt Pile
SaltPile
Shaking (≤T3)/Breaking (≥T4) crystal formations. Tier 2-4 Tier 2-4
Large Salt Pile
LargeSaltPile
Breaking crystal formations. Tier 4-5 Tier ≥4
Sea Moss
Aquatic Sea Seed
SeaSeed
Shaking (≤T3)/Breaking (≥T4) huge plants underwater. Tier 1-3 Tier ≤3 It seems moss can be extracted from the most huge leaf-like underwater plants, the ones that look like vines.
Sea Moss
SeaMoss
Shaking (≤T3)/Breaking (≥T4) huge plants underwater. Tier 2-4 Tier 2-4
Sea Moss Ancient
AncientSeaMoss
Breaking huge plants underwater. Tier 4-5 Tier ≥4
Sea Shell
Aquatic Sea Shell
SeaShell
Scattered across the seafloor. Tier 1-3 Tier ≤3 Sea Shells have the shape of Sea Snail' shells. In-game, these Sea Shells are empty and do not have an animal inside.
Titanic Sea Shell
TitanicSeaShell
Scattered across the seafloor. Tier 3-5 Tier ≥3
Silt Stone
Aquatic Silt Pebble
SiltPeeble
Shaking/Breaking star-shaped and smooth sponge aglomerations and twisted smooth glowing coral trees. Tier 1-3 Tier ≤3 Despite being called "Silt", this resource in-game does not lose cohesiveness when picked up nor underwater.
Silt Rock
SiltRock
Breaking star-shaped and smooth sponge aglomerations and twisted smooth glowing coral trees. Tier 2-4 Tier 2-4
Silt Boulder
SiltBoulder
Breaking star-shaped and smooth sponge aglomerations and twisted smooth glowing coral trees. Tier 4-5 Tier ≥4
Skull
Terrestrial Skull Tier 1
SkullTier1
From any non-NPC dead tier 1 creature. Tier 1 Tier 1-3 Skulls do no longer show the creature's tier and instead indicate from what user they came from. Despite being dropped by any non-NPC creature, only terrestrial nests use skulls for upgrades.
Skull Tier 2
SkullTier2
From any non-NPC dead tier 2 creature. Tier 2 Tier 2-4
Skull Tier 3
SkullTier3
From any non-NPC dead tier 3 creature. Tier 3 Tier ≥3
Skull Tier 4
SkullTier4
From any non-NPC dead tier 4 creature. Tier 4 Tier 4-5
Skull Tier 5
SkullTier5
From any non-NPC dead tier 5 creature. Tier 5 Tier 5
Sponge Coral
Aquatic Coral Tablet
CoralTablet
Shaking (≤T3)/Breaking (≥T4) star-shaped and smooth tube sponge aglomerations. Tier 1-3 Tier ≤3 Despite being called "coral", it resembles quite more closely a violet tube sponge or an extinct clade of corals than any extant coral.
Coral Piece
CoralPiece
Shaking (≤T3)/Breaking (≥T4) star-shaped and smooth tube sponge aglomerations. Tier 2-4 Tier 2-4
Coral Bundle
CoralBundle
Breaking star-shaped and smooth sponge tube aglomerations. Tier 4-5 Tier ≥4
Violet Crystal
Terrestrial Crystal Fragments
CrystalFragments
Shaking (≤T3)/Breaking (≥T4) crystal formations. Tier 1-3 Tier ≤3 Most crystal formations provide this resource with a chance, regardless of color. These crystal-providing formations can even be found underwater on certain areas. While the biggest and most known formations are at Mountains or Swamp Hollow hill, all biomes have at least one or several small formations of these crystals inside caves.
Crystal Shard
CrystalShard
Shaking (≤T3)/Breaking (≥T4) crystal formations. Tier 2-4 Tier 2-4
Crystal Cluster
CrystalCluster
Breaking crystal formations. Tier 4-5 Tier ≥4
Wood
Terrestrial Twig
Twig
Shaking any tree, most bushes and wheat-like herbs. Tier 1-3 Tier ≤3 On this case, trees also include palm trees. Tier ≤3s can break or shake the smaller plants, but the biggest and tallest trees cannot usually be shaken nor broken by lower tiers. Some of these can be found underwater too.
Branch
BranchMedium
Shaking (≤T2)/breaking (≥T3) any tree, most bushes and wheat-like herbs. Tier 2-4 Tier 2-4
Log
LogResourceWood
Breaking any tree, most bushes and wheat-like herbs as a tier 4+. Tier 4-5 Tier ≥4

Upgrades[]

Upgrades are structured on a technology tree, made up of 4 distinct branches, with no total branch upgrade limit, but a top max level. Each upgrade and branch has its own independent resource cost, with each branch upgrade cost being more resource intensive the more levels upgraded in that branch for that nest. It is also dependant on creature tier, with the lowest creature tier requiring lesser resources per upgrade than higher tiers.

  • Mutation Alcove: per each upgrade done to this branch, newborns' chance of getting a mutation are improved. Max level of V (level 0, level I, level II, level III, level IV, level V, a total of 5 upgrades).
  • Better Thermal Padding: speeds up incubation and hatching times per each upgrade done. Max level of III.
  • Fortified Nest: per each upgrade done to this branch, hostile creatures with Egg Stealer will require more time to pull out eggs from the nest. Max level of V.
  • Extra Egg Storage: makes the nest bigger, granting space for an additional maximum egg to incubate, per upgrade done to the branch. Max level of III.

The following table explains each resource needed for each nest upgrade branch level and creature tier in more detail, without the use of any resource or requirements modifiers:

Resource upgrade requirements
Better Thermal Padding
Level\Tier Tier 1 Tier 2 Tier 3 Tier 4 Tier 5
I
Terrestrial:
Aquatic:
Terrestrial:
Aquatic:
Terrestrial:
Aquatic:
Terrestrial:
Aquatic:
Terrestrial:
Aquatic:
II
Terrestrial:
Aquatic:
Terrestrial:
Aquatic:
Terrestrial:
Aquatic:
Terrestrial:
Aquatic:
Terrestrial:
Aquatic:
III
Terrestrial:
Aquatic:
Terrestrial:
Aquatic:
Terrestrial:
Aquatic:
Terrestrial:
Aquatic:
Terrestrial:
Aquatic:
Σ (branch)
Terrestrial:
Aquatic:
Terrestrial:
Aquatic:
Terrestrial:
Aquatic:
Terrestrial:
Aquatic:
Terrestrial:
Aquatic:
Extra Egg Storage
Level\Tier Tier 1 Tier 2 Tier 3 Tier 4 Tier 5
I
Terrestrial:
Aquatic:
Terrestrial:
Aquatic:
Terrestrial:
Aquatic:
Terrestrial:
Aquatic:
Terrestrial:
Aquatic:
II
Terrestrial:
Aquatic:
Terrestrial:
Aquatic:
Terrestrial:
Aquatic:
Terrestrial:
Aquatic:
Terrestrial:
Aquatic:
III
Terrestrial:
Aquatic:
Terrestrial:
Aquatic:
Terrestrial:
Aquatic:
Terrestrial:
Aquatic:
Terrestrial:
Aquatic:
Σ (branch)
Terrestrial:
Aquatic:
Terrestrial:
Aquatic:
Terrestrial:
Aquatic:
Terrestrial:
Aquatic:
Terrestrial:
Aquatic:
Fortified Nest
Level\Tier Tier 1 Tier 2 Tier 3 Tier 4 Tier 5
I
Terrestrial:
Aquatic:
Terrestrial:
Aquatic:
Terrestrial:
Aquatic:
Terrestrial:
Aquatic:
Terrestrial:
Aquatic:
II
Terrestrial:
Aquatic:
Terrestrial:
Aquatic:
Terrestrial:
Aquatic:
Terrestrial:
Aquatic:
Terrestrial:
Aquatic:
III
Terrestrial:
Aquatic:
Terrestrial:
Aquatic:
Terrestrial:
Aquatic:
Terrestrial:
Aquatic:
Terrestrial:
Aquatic:
IV
Terrestrial:
Aquatic:
Terrestrial:
Aquatic:
Terrestrial:
Aquatic:
Terrestrial:
Aquatic:
Terrestrial:
Aquatic:
V
Terrestrial:
Aquatic:
Terrestrial:
Aquatic:
Terrestrial:
Aquatic:
Terrestrial:
Aquatic:
Terrestrial:
Aquatic:
Σ (branch)
Terrestrial:
Aquatic:
Terrestrial:
Aquatic:
Terrestrial:
Aquatic:
Terrestrial:
Aquatic:
Terrestrial:
Aquatic:
Mutation Alcove
Level\Tier Tier 1 Tier 2 Tier 3 Tier 4 Tier 5
I
Terrestrial:
Aquatic:
Terrestrial:
Aquatic:
Terrestrial:
Aquatic:
Terrestrial:
Aquatic:
Terrestrial:
Aquatic:
II
Terrestrial:
Aquatic:
Terrestrial:
Aquatic:
Terrestrial:
Aquatic:
Terrestrial:
Aquatic:
Terrestrial:
Aquatic:
III
Terrestrial:
Aquatic:
Terrestrial:
Aquatic:
Terrestrial:
Aquatic:
Terrestrial:
Aquatic:
Terrestrial:
Aquatic:
IV
Terrestrial:
Aquatic:
Terrestrial:
Aquatic:
Terrestrial:
Aquatic:
Terrestrial:
Aquatic:
Terrestrial:
Aquatic:
V
Terrestrial:
Aquatic:
Terrestrial:
Aquatic:
Terrestrial:
Aquatic:
Terrestrial:
Aquatic:
Terrestrial:
Aquatic:
Σ (branch)
Terrestrial:
Aquatic:
Terrestrial:
Aquatic:
Terrestrial:
Aquatic:
Terrestrial:
Aquatic:
Terrestrial:
Aquatic:
Σ (TOTAL)
By tier: Tier 1 Tier 2 Tier 3 Tier 4 Tier 5
Resources needed to fully upgrade a nest:
Terrestrial:
Aquatic:
Terrestrial:
Aquatic:
Terrestrial:
Aquatic:
Terrestrial:
Aquatic:
Terrestrial:
Aquatic:


Trivia[]

  • A baby's gender was initially planned to always be male.
  • When a nest is made, its appearance will change depending on if the creature is a full aquatic or not.
    • Because this system is based on the same system in which creatures are sorted in the Legacy main menu, this means that both gliders and semi-aquatic creatures have land nests.
  • There is a known bug in Recode which auto-declines Nest invites when the person who is requesting to be nested has its nest settings to friends only. It seems this was patched.
  • Prior to the 7th February 2025 update, recode eggs had a different shiny, reflective texture. When an egg was taken from a player's nest, it could be carried to a dark location where the sunlight would not hit the surface. When in a dark space, if HQ lighting setting was turned on, both the player who stole the egg and other players were able to see that, on max graphics, there was a reflection on the egg that was not actually reflecting whatever had been around it, and instead had shown a slideshow of pictures that changed about every two minutes. The pictures presented on the surface of the egg only began showing up when an egg had been taken out of the nest, not when an egg was still in the nest. This was most likely used to fill egg texture and make it look shiny/glassy.
  • There is a bug with the dens, and territories. When you place the Light Source buildable, it will still emit light even if it is not made with the materials yet.
  • Despite the fact that Cloud Breath do no damage to creatures den structures take damage from breathing on them


Gallery[]

Trivia[]

  • The pop-up message for a completed egg was added in the September 26th 2024 update.
  • Since the initial release of the egg upgrade system, aquatic creatures could not upgrade their nest until the May 16th, 2025 update.

See Also[]