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Needs
March 14, 2026 at 03:49 AM
Major expansion: added death timelines, trait effects on need decay, need cheats, children immunity, recognition runaway mechanic
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. Double-clicking any Need icon causes the Zoi to 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:
Color | Meaning |
|---|---|
White | The need is satisfied. No action required. |
Yellow | The gauge has dropped significantly and needs attention soon. |
Red | Critical condition. The Zoi's behavior becomes erratic and they may stop responding to normal commands. Death or other severe consequences may follow if not addressed. |
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. Pocket Market delivery is also an option when no kitchen is available.
Death timeline: Zois survive approximately 2 in-game days without food. Once the Hunger gauge empties, the first 12 hours are uncomfortable. A 24-hour warning period follows. In the final 12 hours, a notification appears stating the Zoi is enduring severe hunger ("On the Brink of Starvation") and may die if not fed. Children cannot starve; they are sent to Child Protection Services instead.
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. Some traits affect Sleep decay: Dreamers need more sleep (faster decay), while Scholars can stay up later (slower decay).
Death timeline: Zois survive approximately 2 in-game days without sleep. The same pattern applies as starvation: 12 hours uncomfortable, then a 24-hour warning. In the final 12 hours, a "Chronic Fatigue Syndrome" notification warns that if the Zoi does not rest, it could prove fatal. The game shows warning signs (stumbling, disorientation) before collapse. Children faint instead of dying.
The Zoi's cleanliness. Use a shower, bathtub, or wash hands at a sink. Low Hygiene will not kill a Zoi, but it makes nearby Zois uncomfortable and can effectively isolate them socially. 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 the Embarrassed emotion 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. Sentinels have slower Fun decay.
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. Extroverted traits like Entertainer burn through it faster.
The desire to be acknowledged and valued. Fulfilled by completing work or school tasks, discussing achievements, and receiving compliments. Go-Getters have faster Recognition decay, while Volunteers have slower Recognition decay.
Consequence of neglect: Severe, prolonged lack of Recognition does not directly kill the Zoi. Instead, the Zoi runs away from home and never returns, permanently vacating a spot in the household. A Zoi with no relationships and no accomplishments is at the highest risk. This makes Recognition the only need that removes a Zoi from gameplay without causing death.
Overall vitality for daily tasks. Energy is different from Sleep. A Zoi can be well-rested but still low on Energy if they have been doing monotonous or draining activities. Replenished through preferred activities, novel tasks, or simply doing something the Zoi enjoys. Adventurers maintain Energy longer (slower decay). 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.
Emotions also affect need decay rates. When Annoyed, the Fun need drops faster. When Embarrassed, Recognition decays quickly. When Nervous, Energy drains faster. The Tranquil emotion slows all need decay rates, making it one of the most beneficial emotional states for need management.
Each Trait has a specific effect on need decay or emotional duration. These effects are permanent and cannot be changed after character creation:
Trait | Need / Emotion Effect |
|---|---|
Adventurer | Energy gauge decreases slowly |
Dreamer | Sleep gauge decreases quickly |
Entertainer | Social gauge decreases quickly; Concentrated feeling lasts shorter |
Go-Getter | Recognition gauge decreases quickly |
Individualist | Social gauge decreases slowly |
Mediator | Energy gauge decreases quickly; Excited feeling lasts shorter |
Perfectionist | Hygiene gauge decreases quickly |
Scholar | Sleep gauge decreases slowly |
Sentinel | Fun gauge decreases slowly |
Volunteer | Recognition gauge decreases slowly |
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 poor 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.
Several cheats affect needs. Open the cheat console with Ctrl + Shift + C (after enabling cheats through Psycat's Advice):
Cheat | Effect |
|---|---|
setNeedsFull | Maxes out all needs for the selected Zoi (or a specific need if an ID is provided). |
freezeAllNeeds true | Stops the player Zoi's needs from depleting. |
freezeAllNeeds false | Re-enables need depletion for the player Zoi. |
freezeAllNeedsSystem true | Stops ALL Zois' needs from depleting (city-wide). |
freezeAllNeedsSystem false | Re-enables need depletion for all Zois. |
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.
Double-click a need gauge to make the Zoi automatically address it. This is the fastest way to handle an urgent need without manually finding an interaction.
Keep a well-stocked kitchen at home. Cooking meals provides the most efficient Hunger restoration.
A clean, well-decorated home helps prevent Uncomfortable and Annoyed emotions that accelerate need decay.
Watch the Recognition need closely. It is the only need that causes permanent loss (the Zoi runs away) rather than death.
If your Zoi has the Perfectionist trait, place extra cleaning stations (showers, sinks) around the house to keep up with their faster Hygiene decay.
Children cannot die from neglected needs but will be removed by Child Protection Services if needs stay critical.