HOW TO PLAY

What shall we do together today?

Start by checking one friend's needs and providing food and rest. As you get comfortable, collect memories on walks, earn XP in short games and expand your home. This guide describes the rules implemented in the game.

Rules checked: October 7, 2026

1. Care for four needs

The game shows food, happiness, energy and cleanliness, each from 0 to 100. Repeating one action may leave other needs low. Before feeding or playing with a sleeping friend, choose Wake up.

ActionBase changeWhen is it useful?
FeedFood +24, happiness +3, cleanliness −2, XP +8When food is low before walks or play
WashCleanliness +32, happiness +5, XP +8After activities, before a clean and cozy rest
PetHappiness +8, XP +3When stopping by to say hello
SleepEnergy gradually recovers during sleepWhen energy is too low for walks or running

These are base care values. Personality, wishes and bond can add bonuses, and needs never exceed 100. Fetching a ball in the 3D room earns XP and hearts, while slightly reducing energy, food and cleanliness.

Daily promises are feeding once, playing ball once and petting three times. Complete them all for 20 hearts once per day. Use hearts in Decorate for ribbons, flower pins, crowns and room ornaments.

2. Levels and your two-story home

Every 60 XP adds one level. Level 3 starts at 120 total XP, level 6 at 300 and level 9 at 480. The highest displayed level is 20. Each friend's name and XP are saved separately.

  1. From the start, your chosen friend and a housemate automatically move into a two-story home.
  2. To change housemates, open More fun → Our two-story home, or Change housemates below the room.
  3. Choose a second friend to live with the current friend.
  4. Tap a resident to change who you care for. Use the stairs or floor buttons to move up and down.

The two-story home is free from level 1, with no unlock or initial move-in step. Selecting another friend brings them into the home with your existing housemate. Wake friends and finish walks, games or exploration before changing housemates. Wait during stair movement. Each friend keeps their own name and growth.

If the two-story home is missing, you may be viewing an older version. Refresh at the same address without deleting site data.

3. Gather materials and memories on walks

Choose a route in Walk to set off and watch the journey on its own screen. Sleeping or tired friends need rest first. Only one walk can be active at a time.

RouteUnlockTime / energyBase reward
Sunny meadowLv. 130s / 812 hearts · 12 XP
Acorn woodsLv. 260s / 1220 hearts · 18 XP
Sunset beachLv. 490s / 1630 hearts · 25 XP

Find clover, flowers and feathers in the meadow; acorns, mushrooms and pinecones in the forest; and shells, starfish and pearls at the beach. After arrival, claim the reward in the Walk screen to complete the trip.

Walk events offer two choices, such as helping a seed fly away or following it. Choices affect traits and collectibles and are saved in the story journal. Use materials in Our story's keepsake workshop: flowers and clover make A meadow promise; acorns and pinecones make A little forest friend; shells and pearls make A bottle of ocean sounds.

4. Minigame goals and controls

Forest run

Tap Forest run at the bottom for a 60-second adventure. Use left/right buttons or arrow keys to change lanes, and Jump or the up arrow to clear logs. Dodge rocks sideways. Swipes also work on phones.

Solo runs start with 3 lives. Collect 10 consecutive stars without collisions for 5 seconds of invincibility and double star points. Starting a round costs 5 energy. Quitting early and finishing normally have different rewards. Use Pause for a short break.

Three-friend relay

Choose the team race to compete against two computer teams. Dog sprints, cat can jump again in midair, and rabbit jumps higher. Match skills to shortcuts to gain ground. After landing, switch friends with buttons or the 1, 2 and 3 keys.

Matching pairs and Snack hunt

More fun includes Matching pairs, where you turn two cards at a time to find six pairs, and Snack hunt, where you tap snacks for 20 seconds. Matching has no time limit but requires all six pairs. In Snack hunt, tap occupied baskets and check your result when time is up.

Bonding game

The bonding game in Our story gives five chances to stop a moving marker in the green zone. Successes earn XP, hearts and bond. Choose it when you want to deepen your friendship as well as raise levels.

5. Mysteries and secret room exploration

Open More fun → Mysteries & adventures for cases and the secret room. Examine at least two clues, then guess which friend left them. After finding the right friend, choose to tidy together, learn why or play. Case rewards are available up to three times per day.

The secret room is a 4×4 map with one-tile moves up, down, left or right. Reach the bottom-right exit with the star key and at least one treasure. In chest, trap and rest rooms, finish choosing an action before moving on. Watch your remaining lantern moves.

Completing an expedition unlocks rare furniture for your room. Saved expeditions can resume after a refresh, unlike active arcade rounds. For details about what is saved, see Save help for more information.

Your first five minutes

  1. Choose and name a friend, then check all four needs.
  2. Feed and pet your friend, and watch them move around the room.
  3. Send them to the Sunny meadow and make a choice along the way.
  4. Claim arrival rewards, then check your collection and story.
  5. If energy remains, play a minigame; otherwise, let your friend sleep for next time.

There's no single correct order. Use daily promises and wishes as small goals, and mix in your favorite activities.