The practical field guide
Make room
for the next discovery.
Merging, upgrades, diamonds and offline energy—without the guesswork. The prices below describe World 1; later worlds have their own costs.
Match two. Discover one.
Drag a creature onto an identical one to make the next form. Only matching creatures merge. The new creature produces more energy than the pair it came from.
If the next era is full, merge the creatures already there to make room. Use the transporter to move between eras.
The Bio Magnet merges creatures automatically. Its first level is free; faster magnets cost diamonds.
Orbs keep life coming.
Spawners make glowing orbs. Tap an orb to release a creature. World 1’s first spawner is free and starts with a seven-second timer. Its upgrades reduce that to six, five, four and three seconds for 2, 4, 6 and 9 diamonds.
The first Auto Popper is free; later ones cost one diamond. Better Creature can release a higher-level form, while Double Creature can release two.
Let your creatures work.
Every creature earns energy each second. Tapping a creature adds a burst of energy; the burst can sometimes multiply. Spend energy in the Creature Nursery to raise creatures up to the best form you have merged.
Watch for a rocket or tumbleweed: it pays a burst based on your best creature. The Energy Multiplier doubles production for 15 minutes; its first claim is free, with later uses offered for an ad or three diamonds.
Claim the free upgrades.
When the game says “Claim your upgrades!”, check Research Upgrades. Better Creature, Double Creature, Bonus Diamonds, More Sprites and Better Sprite Rewards each start with a free level.
Later levels cost energy, with the final level costing five diamonds.
Spend diamonds where they help.
Diamonds come from sprites, optional ads and lucky merges after the Bonus Diamonds upgrade. Use them for faster spawners, the Bio Magnet, the Energy Bank and other upgrades.
Optional rewarded-ad offers are separate from the energy your creatures already produce.
Keep earning while you are away.
Once unlocked and claimed, the Energy Bank stores offline earnings up to its time limit. It initially holds one hour; one-diamond upgrades extend that to two and then four hours.
Your base earnings are credited when you return. The optional “Double Energy” offer is an additional rewarded-ad bonus, not the only way to receive the base earnings.
Reach the fifth world.
At the end of World 4, merge two Deuterium Sharks. Their next evolution is World 5’s Bacteria. Use world navigation to visit the fifth world and its four eras, finishing with the Ascended Horse.
Continue in the Android game ↗Life after the Ascended Horse.
World 6 is part of version 1.2.42, now published in a staged rollout. Check Google Play if your installed version still ends at World 5.
Merge two Ascended Horses to discover Glimplet, then use world navigation to enter the lantern shoal. Follow four more eras to the Skyembracer: in 1.2.42, that makes 6 worlds, 24 eras and 140 creature forms.
For an older save whose best merged creature is the Ascended Horse (level 116), the update checks for an entry companion. If fewer than two Horses are present, counting those inside orbs or boxes, no creature beyond the Horse is present, and no merge is in progress, it attempts one ordinary spawn. The companion appears only if the game’s normal spawn rules allow it; it is not promised for every save.
See the actual World 6 screens →