Pets
Pets ride along with you, fighting alongside you in combat, and quietly earning cash, scraps, gold, or food for you in the background. There are 16 species in the game right now, each with its own combat ability, passive ability, and where you can actually get one.
Getting a Carrier First
You need an open slot in your Pet Carrier before you can own a pet at all:
| Carrier | Slots | Cost |
|---|---|---|
| Single | 1 | $50,000 |
| Double | 2 | $250,000 |
| Deluxe | 3 | $500,000 (Donator-only) |
Upgrading to a bigger carrier doesn't cost you any pets you already own — it just opens up more slots.
Where to Find Pets
Four separate channels, and most species only come from one of them:
- Pet Store — 5 basic pets, always in stock, fixed price: Street Pigeon ($5,000), Possum ($8,000), Alley Cat ($10,000), Gecko ($12,000), Street Dog ($15,000).
- Junkyard — 2 pets always purchasable: Raccoon ($75,000), Iguana ($100,000). It also has a Rummage option — 5 energy per attempt, a 1-in-50 chance of turning up a Snapping Turtle, the only way to get one at all.
- The Weird Animal Guy (Black Market) — sells exactly one random exclusive pet per day, first come first served, priced in either cash or gold depending which one shows up: Pit Bull ($500,000), Black Cat ($200,000), Ninja Cat ($750,000), Greyhound (50,000 gold), Parrot (25,000 gold), Fox (40,000 gold).
- Exploring — a small per-move chance to find certain pets while out in the city, only if you have an open carrier slot. Chances are district-specific:
District Possible Find Odds Slums Raccoon 1 in 400 Downtown Crow 1 in 400 Industrial Police K9 1 in 600 Industrial Iguana 1 in 500 Heights Parrot 1 in 600 Mid-City Black Cat 1 in 800 Mid-City Fox 1 in 600
Police K9 is the one to know — it's not sold anywhere. Exploring Industrial is the only way to get one.
The Full Roster
















How Pet Combat Works
Your active pet joins every 1-on-1 fight (and Arena/MCC bouts) automatically — no setup needed beyond having one selected. Every 5th round of the fight, instead of you and your opponent trading hits, your pets go instead:
- Whichever pet has the higher Speed acts first — it's a weighted roll based on both pets' Speed, not a guaranteed win for the faster one.
- A pet with no combat ability (Street Pigeon, for example) just sits that round out.
- Pet damage is a percentage of the target player's max HP (roughly 0.5%–5%, scaling with the attacking pet's Attack and the defending pet's Defense) — not a flat number, so a pet stays relevant no matter how high-level you get.
- Whatever ability the acting pet has (crit, dodge, heal, debuff, etc.) rolls independently that round, on top of the base hit.
Feeding & Leveling
- Pets eat straight from your own Lunchbox — there's no separate pet food. Whatever you feed it also determines how much it gains: EXP and Life gained = half the food's Energy value (minimum 5). An Energy Drink (100 Energy) is a huge pet meal; a Masked Cola (2 Energy) is barely a snack.
- Meals available to feed refill +4 at each daily reset (noon and midnight, so +8/day), capped at 10 — or 20 with the Healthy Diet upgrade below.
- Leveling up costs
30 + (level − 1) × 3EXP each time, and grants +1 Treat — nothing else. Pets don't automatically get stronger stats just from leveling; Treats are what you actually spend on stat growth (see Upgrades).
Upgrades
Every stat upgrade costs cash and a Treat, and the cash cost climbs each time you buy it for that pet:
- Attack / Defense / Speed — $10,000 + 1 Treat for the first purchase, +$5,000 more each time after (2nd = $15,000, 3rd = $20,000, and so on). Each purchase adds roughly 10% of that pet's base stat.
Plus three one-time upgrades, each a permanent unlock for that pet:
- Loyalty ($50,000 + 4 Treats) — a missed ability roll gets one extra, independent chance to fire that same round (at 1.25x damage if it's a crit-style ability).
- Healthy Diet ($30,000 + 4 Treats) — +1 EXP and +1 Life on every feed, and doubles the meal cap from 10 to 20.
- Instinct ($40,000 + 4 Treats) — sharpens the pet's ability proc rate by one notch (a 1-in-4 ability becomes 1-in-3), floored at 1-in-2 so it's never a guarantee.
Aging & Death
Pets aren't permanent. Every daily reset, a pet's Age goes up by 1, and its Life drops by however old it now is — so an older pet loses more Life per day than a young one, and the decline accelerates the longer it lives. If Life hits 0, the pet dies.
Feeding regularly is what keeps a pet's Life ahead of its Age. A pet that reaches Level 10 or higher before it dies earns a permanent spot in the Pet Memorial.
Tips
- Feed consistently — a neglected pet's Life can't outrun its Age forever, and death is permanent.
- Passive-fetch pets (Street Pigeon, Alley Cat, Crow, Parrot, Raccoon) earn you something every single reset just for staying alive and fed — even a "weak" one is still a steady background income.
- Police K9 is genuinely rare — if you want its Reputation-boosting passive, budget for a lot of Industrial exploring, not a purchase.
- Check the Weird Animal Guy daily — it's only one pet, once a day, and it sells out fast.