Loading...
Needs
February 10, 2026 at 09:29 PM
Full rewrite with physical and mental need categories, fulfillment methods for each need, gauge color system, death conditions, trait-based decay differences, autonomy behavior, and Meow Store Donuts
Every Zoi has 8 Needs that decay over time. If certain Needs stay critically low for too long, the Zoi's health deteriorates and they can die. The Needs panel appears at the bottom of the screen as a row of colored gauges. Click any Need icon and the Zoi will automatically attempt to fulfill it.
Needs are split into two groups: Physical (Hunger, Sleep, Hygiene, Bathroom) and Mental (Fun, Social, Recognition, Energy). Physical needs are about keeping the body alive and functional. Mental needs affect mood, productivity, and long-term wellbeing.
Each Need gauge changes color based on severity. White means the need is satisfied. Yellow indicates the gauge has dropped significantly and needs attention. Red means the Zoi is in critical condition. At red, the Zoi's behavior becomes erratic and they may stop responding to normal commands.
How hungry the Zoi is. Feed them through a refrigerator, vending machine, food truck, or restaurant. Cooking meals at home provides the most efficient hunger restoration, especially at higher skill levels. If Hunger stays critical for about 3-4 in-game days, the Zoi starves to death.
How tired the Zoi is. Send them to a bed for full rest, or let them nap in a chair or on a couch for partial recovery. Prolonged sleep deprivation is fatal. The game shows warning signs (stumbling, disorientation) before the Zoi collapses. Some traits affect Sleep decay. Dreamers need more sleep. Scholars can stay up later.
The Zoi's cleanliness. Use a shower, bathtub, or wash hands at a sink. Low Hygiene won't kill a Zoi, but it makes nearby Zois uncomfortable and can effectively isolate the household. Perfectionists have faster Hygiene decay, making cleanliness a constant concern for them.
The need to use the toilet. If ignored too long, the Zoi has an accident in public, which triggers Embarrassment and drops the Recognition gauge. Satisfied by using any toilet or public washroom.
The desire to do something enjoyable. What counts as "fun" depends on the individual Zoi. A Zoi who loves reading restores Fun faster from books than from watching TV. Activities that align with a Zoi's trait and preferences are more effective. When Fun bottoms out, the Zoi gets Bored, which slows skill development.
The need to interact with other Zois. Fulfilled through conversations, paired activities, and social events. A successful conversation raises Social more than a failed one. Introverted traits (Explorer, Individualist) have slower Social decay, meaning those Zois can go longer without socializing. Extroverted traits burn through it faster.
The desire to be acknowledged and valued. Fulfilled by completing work or school tasks, discussing achievements, and receiving compliments. This is the most dangerous need to neglect. Severe, prolonged lack of Recognition can lead to death from despair. A Zoi with no relationships and no accomplishments is at the highest risk.
Overall vitality for daily tasks. Energy is different from Sleep. A Zoi can be well-rested but still low on Energy if they've been doing monotonous or draining activities. Replenished through preferred activities, novel tasks, or simply doing something the Zoi enjoys. Adventurers maintain Energy longer. Mediators lose it faster.
Needs are interconnected. A hungry Zoi loses Energy faster. A Zoi with low Social may find less Fun in activities they normally enjoy. Neglecting one need cascades into others. The reverse is also true: a Zoi with full Hunger and good Sleep handles everything else better.
When autonomy is turned on, Zois handle basic survival needs on their own. They eat when hungry, sleep when tired, and use the bathroom without being told. They occasionally make bad choices (skipping a meal, sleeping too long), but they generally keep themselves alive. Turning autonomy off by pressing [T] gives full manual control, which is useful for specific situations but means the player is responsible for every need.
The Meow Store sells Donuts that instantly boost all needs for a short time. This is an emergency measure, not a long-term solution. The boost is temporary and the needs resume normal decay afterward.