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
/
> Set Nest
/Territory
). 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
Light Source[]
A clump of crystals that emit a yellow 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
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
Wall[]
A wall that blocks out other players. Members of your pack can pass through.
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
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
Shelf[]
A storage shelf to place resources on. Building materials placed on it will not despawn.
Shelf during the Mythic season
Lure[]
A floating crystal that periodically spawns NPCs wherever it is placed.
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
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)
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:
- Cursed Den Skins (Halloween Event 2025)
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.
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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:
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[]
- Mutations and Trait Mutations.
- Egg Stealer.
- Main World (Sonaria) for a more in-depth explanation about map locations on each gameplay mode.
- Abandoned Eggs.
























































































