We are a community of petsite & sim game developers, writers, artists and players dedicated to providing you with the latest news, reviews, guides, and rumors on current and upcoming petsites & sims. So, join us on the official forums at Virtualpetlist.com! We currently have over 9k members and our directory has referred thousands of new users to various sims and pet games since 2011. Our sneak peaks forum has also helped over 300 games grow. Are you ready to become a member of the the fastest growing community for pet sites and sim games discussion? Join today!
Stay: Ember's Desktop Adventures now under development!
Its owner has been a fan of virtual pets since they got Nintendogs after a childhood of my parents telling me that I couldnt have a dog. They then became a game dev (who worked on Rock Band, Destiny and Plants vs Zombies 2)... Fast forward to my time at Oculus, when my team shipped Bogo (a demo that featured a axolotl-inspired critter!
Their family rescued a dog, and then I got laid off from Meta. But still had this love of virtual pets, even when I had one. Who, then shipped a game for VR, Stay: Forever Home - which was critically well received by players - but VR's been tough. So we brought our magical pet to PC. But the idea of our VR pet - one that could live in your living room through Mixed Reality, and then go to a magic world, Virtual Reality... felt impossible to replicate.
I've been a fan of virtual pets since I got Nintendogs after a childhood of my parents telling me that I couldnt have a dog. I became a game
Something I never got around to posting, I drew a line of fake fest familiars for a lightning dom thing a year or so ago? Before the fest cerdaes started hahah. They're based on primal eyes :)
A virtual pet for Apple Watch that grows when you move. No ads. No subscriptions.
WatchiBesti, a new virtual pet, that lives on your Apple Watch has been released.
It hatches from a mysterious egg, grows through unique stages, and responds to your real daily movement. Walk more, and it thrives. Sit still, and it gets sleepy. No goals to set. No pressure. Just wear your watch — your pet does the rest.
A new game engine(browser-based 3D multiplayer game engine)has now become available. It has been developed by, Mark Pincus, who is the founder the game Zynga.
List of Game Engines & Frameworks
Would you like to start your own game? These Game Engines can help!
Looking to become a game developer?
It comes equipped with the following features:
3D scene editor built on Three.js — primitives, materials, transforms, scene tree, viewport, gizmos.
Behaviors — JavaScript classes attached to scene objects with a lifecycle (init, update, onCollision, etc.) and a built-in pack covering input, character controllers, vehicles, AI NPCs, UI, audio, and more.
Lambdas — an entity-component system on top of behaviors when you need archetype-driven, batched work.
In-editor code editor — Monaco for behavior and script authoring with full TypeScript-style assist.
Local multiplayer — Colyseus sidecar auto-spawned on bun run dev. Two browser tabs on the same machine join a real room.
AI copilot (BYOK) — bring your own keys for Anthropic, OpenAI, Meshy (3D model gen), ElevenLabs (TTS), and AnythingWorld. Configure once, use everywhere.
Local-first persistence — IndexedDB for seamless auto-save, or open a real folder via File System Access API (Chromium) for git-friendly workflows.
Export & share — package any project as a standalone static site (Player-only build) you can host anywhere.
Stem Studio, the web game engine. Contribute to Stem-Studio/Engine development by creating an account on GitHub.
Happy #ScreenshotSaturday 🎧 Check out these screenshots from my upcoming game, Dream Loop - an ambient first-person dreamscape with innovative looping music puzzles!
Explore a surreal lucid dream with tape recorder in hand, finding sounds to mix together into original tracks.
Featuring an original soundtrack by award winning artist Ben Hart!
Wishlist on Steam → https://store.steampowered.com/app/1800670/Dream_Loop/
Work on implementing ResourceNodes is coming along nicely. In the last devlog, I spoke about setting up the backend data for ResourceNodes and coding for that data be read and visualised in game. Now, ResourceNodes can be spawned by the map, grow over time, and can be destroyed by the PlayerCharacter. Observe:
The video shows the destruction of a tree, which leaves behind a stump on death. It then demonstrates changing tools in order to mine a rock. Finally, the player returns to the starting area, and time is advanced by the pressing of a DevKey. This shows multiple trees growing, then fruiting. The PlayerCharacter animations have all - save for running - been set up as well. The seed sowing animation was modified from the wateringcan animation, and the pickaxe animation from the hoeing animation.
More below the cut.
ResourceNodes must hold a lot of different data in order to be as flexible as Complicatico needs. Because each one has individual sprites, they also need individual collision shapes and detection areas. The latter are important so that attempting to hit a bush - which can be mostly walked through, save for a small area in the middle - is not frustrating.
They also need to store the ability to leave behind multiple different nodes. Some grow into other ResourceNodes, while others may die and leave behind a stump. Others still, like crops, will eventually wither away. The barren trees are an example of this. Their sprites were modified from the Sprout Lands Asset Pack Complicatico is using.
All of this has been set up and is functional. What remains is their entire purpose; dropping items when the player interacts with/destroys them.
The spawning of physical items isn't too difficult, but ResourceNodes will have to drop multiple different kinds based on what the node is. An apple tree, for example, will need to be able to grow, store, and drop its fruit in addition to the logs and branches it normally drops. Rocks will need to have a chance to drop ore or gemstones - neither of which are planned currently, but they will be eventually, so ResourceNodes will need a way to store items that are guaranteed to drop in addition to items it has a chance to drop.
These chances can't just be stored on the item, either. This was the original plan, but then I realised some ResourceNodes will have different chances of dropping different items. It wouldn't be satisfying if every rock had the same chance of dropping ore. Rarer rocks should drop ores at a higher rate.
The physical items themselves have been set up, and spawning can begin once I configure ResourceNodes handle loot.
Having ResourceNodes drop items is the next goal, along with some visual feedback for being hit/dying.
I'd be loathe to forget to speak on ResourceNode spawning before I wrote the bullet points. A LevelManager uses TileData from the Ground and Wall layers to check if a cell can have a ResourceNode spawn on it. SpawnableCells are then stored in an array, which is then used to randomly select a location for a ResourceNode to spawn on. Before this happens, the LevelManager places an Area2D on the spot and checks to see if a ResourceNode has already been placed there. Even if each ResourceNode's position is tracked, some ResourceNodes may be large enough to take up multiple tiles, so this must be done. If no other node has been detected, then the new one is spawned. If one is detected, another random position is selected and the LevelManager tries again. This is repeated 3 times before it "gives up."
The LevelManager can be set to spawn with a certain # of ResourceNodes immediately on startup, how often it attempts to spawn a new node, and how many nodes it's trying to spawn. If a ResourceNode is destroyed, then the LevelManager will check if the number of active nodes has fallen below the number it wants. If it is, then it will start spawning again.
Devlog:
Added new animations to the player character (not all are yet functional):
Idle
Walk
Run
Hoe
Chop
Pickaxe
Fill (wateringcan)
Water (with wateringcan)
Harvest
Sow (seeds)
Created the ItemData for all items (not all are yet functional):
Coin,
Greens
CookedGreens
BurntGreens
Carrot
CookedCarrot
BurntCarrot
CarrotSeeds
Acorn
Grass
Mushroom
Apple
Berry
Branch
WoodenPole
Bark
StrippedBark
Log
Plank
Slime
Rock
SharpenedRock
StoneBrick
SmoothedRock
Created the ToolData for all tools (not all are yet functional): Axe, Pickaxe, Hoe, and WateringCan
Added ability for ResourceNodes to spawn.
Spawning nodes checks the location (based on tilemap tiles), then checks if the collision shape collides. Tries again three times, then deletes the node and stops if it fails to spawn a node.
Added ability for ResourceNodes to grow into other ResourceNodes.
Added stumps to certain ResourceNodes. When these ResourceNodes "die," they spawn the stump.
Added barren versions of certain ResourceNodes. These will be spawned if the node dies through over harvesting, age, lack of water, ETC.
Added ability to chop/smash trees and rocks with your axe and pickaxe. Depleting their health destroys the node.
Added ResourceNodes:
Adult Berry Bush
Young Berry Bush
Carrot Seeds
Carrot Sprout 1
Carrot Sprout 2
Carrot Plant 1
Carrot Plant 2
Branch
Grass
Large Log
Small Log
Rock
Small Boulder
Medium Boulder
Large Boulder, Acorn
Oak Sprout
Oak Sapling
Young Oak Tree
Adult Oak Tree
Barren Young Tree
Barren Adult tree
Small Tree Stump
Medium Tree Stump
Credits: Sprout Lands Asset Pack by Cup Nooble.
Tools used:
Game: Godot, Aseprite
Devlog: Krita, SimpleScreenRecorder, Obsidian
No AI was, nor will ever be, used in the creation of this game or devlog.
I want to share a quick look at a new feature that's under development. Along with breeding, decorating and training your ponies players will be able to engage with life skills like farming 🌱, fishing 🐟, cooking 🍳 and more! While some activities will be time based, I wanted to also introduce more interactive and dynamic elements to life skilling.
Today I'll be talking a little about fishing. Fishing will work like a mini game where you try to reel in as many rewards as you can in the given timespan. You'll be able to obtain different items while fishing, like fish, cosmetics, and currency the rewards tables are still in development. Let's take a look at how the mechanics work in the beginner fishing area The Pond, also please don't mind the food item rewards I don't actually have any fish items yet XD
How it works:
First the adventurer must click the fish spawn before it gets away.
Then the adventurer must match the arrow combination using (WASD or Arrow keys).
When you successfully catch a reward, it will go right into your inventory
Note**: You won't need to complete the sequence perfectly to successfully reel it in, but as fishing levels increase the required accuracy for success will also increase.
As your fishing skills increase so will the challenges and rewards! 🌈☁️
CREATURE’s STARBOY: A new Digital Pet that You Can Wear
CREATURE’s STARBOY arrives as a playful fusion of technology, fashion and digital companionship. Conceived as a wearable digital pet, STARBOY is a small standalone device designed to live on a bag, purse, or carabiner, responding in real time to the world around it. Unlike most gadgets, it doesn’t connect to phones or the internet; instead, it exists as a charming presence somewhere between accessory, jewelry and living creature.
Summary
CREATURE’s STARBOY is a wearable digital pet that reacts in real time to its environment, featuring a 400 x 400 OLED display and c
Drakkins is an upcoming dragon virtual pet game that is currently in alpha testing mode, they are seeking alpha testers to help test their game. If you’re interested in becoming an alpha testers, you can now apply.
Drakkins is currently in closed alpha. We're looking for a few more testers, so if this sounds like your jam, please hop into our discord se