What it is
A living world on a real globe, with real sun and real weather. Every member has a wolf. You earn Energy, and 100 Energy = $1. You can withdraw from $10, and every payout is approved by the founder and listed publicly. You can play without ever attacking another wolf: follow the herds, keep the populations healthy, and everyone eats.
Ways to earn Energy
• Daily claim: 25 Energy.
• Field guide: one field note a day, worth up to 250 Energy when the photo or video is your own. AI help with the text is welcome.
• Forums: posts, replies, Helpful taps and tips all pay. Quality posts can score 50 to 500.
• Hunting: your wolf's success in the world.
• Wildlife royalties: if your documented species is approved, you're paid whenever a wolf brings one down.
• Deposits: the first deposit is matched 100% (up to 2,500) as play Energy, which isn't withdrawable.
What costs Energy
Upkeep is 1 Energy per hour, and a wolf is never taken below the $5 floor. Bites cost 1, dens 25, running home 10, and dives 2. Fees go to the house account. Eating heals your wolf and pays Energy back, though meat and fish spoil over time.
Your wolf
• Nine stats: Bite, Coat, Speed, Stamina, Smell, Vision, Hearing, Tracking and Swimming. Feeding and training are what make it survive and hunt well.
• Ranking up: rank n costs n² × 50 Energy, or loot, or a free point from levelling, and takes n² hours to train.
• Hunting: deer, boar, bison, rabbits and more. Herds alert each other, animals bleed after bites, and carcasses attract vultures and foxes. Bison and bulls need two or more packmates.
• Weather and senses: rain halves scent, fog and night cut sight, and wind carries scent.
• Packs: five members, 200 Energy to form at level 2.
Levels
There are 13: Pup, Yearling, Hunter, Scout, Beta, Alpha, Elder, Pack Leader, Warden, Chieftain, Sovereign, Legend and Mythic. A level counts only while you keep its Energy hold (from 100 at Yearling), so status is backed by Energy kept in the game. Levels unlock more opportunities, including paid roles at level 3+, and raise your daily cash-out cap from level 5 ($20 up).
Frenzy and Bloodlust
• Frenzy: sustained hunting gives 20 minutes of extra speed, damage and bites.
• Bloodlust: biting a wolf gives you 24 hours of Bloodlust, during which you can be killed.
• Protection: a wolf not in Bloodlust can't be taken below half or below $5.
• Competition: these pressures are deliberate, and the community is here to test them openly.
Safeguards
• 24-hour lock after changing payout details.
• 6-hour lock after a kill.
• Admin confirmation for team actions over $99.
• A "half rule" from Warden up: taking out more than half your holdings in a month costs 10%.
Coming next
Timed worlds (24, 48 and 72-hour instances, plus a weekly) are designed but not built yet. You'd lock a stake, stay in the world, and take out your energy if you survive. Also on the roadmap are the weekly "pack's share" and player-to-player loot trading.
Start here
Claim your daily 25, do the 12-quest tour and hunt school (they pay), then write your first field note. Or just watch the wolves live on the public Watch page