The Most Critical Need
Hunger is the most dangerous stat in the game. When hunger reaches zero, the pet begins dying. The AI treats feeding as a top priority.
How Hunger Works
Hunger naturally decreases over time as the pet's body uses energy. The rate is moderate - not as fast as fun decay, but steady enough to require regular meals.
Feeding Methods
The pet starts with some food in its inventory. The AI can access this food through menus:
When inventory is empty, food can be purchased:
Emergency Feeding
In critical situations, the AI can instantly purchase and consume food without navigating menus. This is reserved for emergencies when there's no time for normal interaction.
Standard meals that fill hunger:
Bread, rice, soup - Basic options
Pizza, burgers, noodles - Filling meals
Steak, fish - Premium options (older pets only)
Snacks that provide some hunger AND fun:
Lollipops, candy - Light snacks
Cupcakes, cookies - Sweet treats
Ice cream, cake - Special desserts
Babies can ONLY consume milk. No other food is safe for them. Fortunately, milk is free.
Not food, but consumed similarly. Restores health instead of hunger.
Age Restrictions
Not all food is available to all ages:
The AI knows these restrictions and only offers appropriate food.
The Feeding Animation
When the pet eats, you see it:
The pet's eating animation plays
Hearts or happy indicators appear
The hunger stat increases
Every meal is visible on screen.
Consequences of Starvation
If hunger reaches zero and stays there:
A sickness overlay appears
The counter continues dropping
If nothing is done, the pet dies
The AI never lets this happen under normal circumstances. Feeding is always prioritized when hunger is low.
Treats vs Meals
Type
Hunger Restored
Fun Bonus
Best For
The AI chooses based on current needs. A very hungry pet gets a meal. A slightly hungry pet might get a treat for the fun bonus.
Starting Resources
New pets begin with food in their inventory:
Various meals for older pets
This starting supply ensures the pet can be fed while gold is accumulated.