The sanctuary
The regional Circuit pays out prize money, and that money keeps the lights on. So you go out, take in the strays, and turn a run-down set of grounds into somewhere creatures actually want to be. Nothing here punishes you. Nothing is ever taken away.
The battles
Battles run themselves. Your squad of three fights one at a time, the next steps in when one goes down, and the whole thing reads like an old handheld RPG: a lunge, a hit, and a line of text at the bottom telling you what just happened. About forty seconds a fight.
The catch
Bring a charm into a fight and your creatures pull their punches. They will not knock the target out, no matter how long it takes. That means the window is always there and the throw is always yours to take. Three shakes, a held breath, and either it's yours or it bursts out and the fight carries on.
The Kin
There's no separate star system sitting next to evolution. They're the same thing. Catch or pull a creature you already own and it feeds the one you have, and when the meter crosses a line the screen goes dark and it changes shape in front of you. Forty-nine lines of creatures, from a flame-tufted pup to an ice fox with too many tails.
The grounds
Put a creature on a job and it shows up on the grounds and gets to work, wandering between the buildings while the resources tick up. But a creature is either on your squad or on a job, never both. So the commons you caught for free stay useful forever, and pulling one off the grove to fight this week's boss is a real decision.
Play fair
You can play as long as you like, and being away is rewarded rather than taxed.
In development
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