Everything ZooLands does, short. Every figure on this page is read from the game itself.
You start with $500, a Field Habitat, seeds and five tools.
A tutorial walks new players through all of it, twelve steps on the bar at the top. /tutorial says the step again.
Your own island. Only you and who you invite build here.
Away a day and a half and coins, levels and animal experience drop 2.5% a day. Climbing back is half price with double experience.








An animal is its head. Right-click the head to let it out, the animal to put it away. Level, traits and perks stay in the head, so it can be traded or kept in a chest.
Every animal has a calling: a keeper earns more in a habitat and helps you less, a helper the other way round, and some are good either way.
/pets what you own. /journal what you have found. Every animal, with what it eats and makes.
An animal out with you levels from your work: mining, fishing, farming, wood and fighting. Its own speciality pays most. In a fed habitat it levels slowly on its own.
| Animal level | Experience | Hours at its trade |
|---|
You have a level too. /profile shows it.
| Your level | Experience | Hours of play |
|---|
Time on the server counts on top of what you do with it.
| Your level | Days of play for the next |
|---|
Every animal is good at one thing and helps you at it while it is out.
| Speciality | What it is | What it gives you |
|---|
Rarity is rolled when an animal turns up, whatever it is: there are common wolves and legendary chickens. A rarer one makes more of the same drop and helps sooner.
| Rarity | Makes | Chance when found |
|---|
One to three traits, decided when it is found and kept for life. They change what it makes, how it helps and how fast it learns. Opposites never meet.
| Trait | What it does |
|---|
Each kind takes its own animals: a wolf a forest, a fish water. An Everything Habitat takes them all.
| Habitat | Price |
|---|
Right-click it for its card, with a head to move an animal in, crouch-click for the outline, hit it once to pick it up.
The score. Cover it in the right ground first: that is most of it. Three kinds of decoration is full marks. Glass does not count, nor anything under a floor you laid or outside the outline.
Animals eat what the real one eats. Open the habitat and click Food.
Each animal card on the Animals page shows its food.
Each species makes its own thing while you are online. What it earns comes from its rarity, level, traits, calling, food and the habitat it stands in; the drop only decides how many items that is.
It lands in a collection chest ($5,000 in /shop) or at the marker. Nothing is made while you are away.
Right-click the Buyer and pick what to sell: habitat drops, island goods, or anything out of the Wilds. Every other keeper buys what its own place makes.
| Your own goods | Price |
|---|
/farm: wheat on the surface, cut with a hoe. A cut stalk leaves a seedling that takes fifteen seconds to grow, and only a full one can be cut. The Farmer buys the crops and sells the hoes.
Farm wheat is worth coins and nothing else: animals will not eat it and it cannot tame. Grow your own on your island for that.
| Crop | Price |
|---|
Cast from any water. The Fisherman buys the catch. A water animal at your side fishes with you.
| Fish | Price |
|---|
A map full of wild animals, in through the Captain at spawn. Each kind lives in its own country: field, forest, jungle, desert, snow, cave, water.
| Ore | How common | Price |
|---|
A hoe, pickaxe, axe, shovel, rod or sword bought from a keeper gets better the more you use it. One you found or crafted stays ordinary.
Every keeper has contracts on the table, bottom-right of their screen. Take one, bring what it asks and click it again to hand it in. /contracts shows yours.
Three at a time, from any keepers you like. One in four is hard, and pays like it.
Personal boosters come out of the chests in the Wilds: a Pot of Coins, a Scroll of Wisdom, a Hunter's Horn, a Four-leaf Clover. Right-click one and it follows you. Rarer is more, and longer.
Global boosters give everyone online something extra, one at a time. They come from the store and the crates; /boosters starts one.
Perks come out of the chests in the Wilds. The Perk Keeper fits one to an animal: animal on the left, perk in the middle, take it wearing it on the right.
One of each per animal; a better one replaces it. They work while the animal is out.
| Perk | What it does | Fitting |
|---|
/ah is the board: buy from other players, or hold something and use /ah sell <price> to list it. A listing runs two days.
One slot for everybody, more with a rank.
| /help | the book |
| /starter | your free first animal |
| /tutorial | the step you are on |
| /pets | every animal you own |
| /journal | every animal you have found |
| /profile [name] | level, money, animals, playtime |
| /island … | home, setspawn, invite, open, visit, help |
| /contracts | the contracts you took on |
| /ah | the auction house |
| /boosters | yours, and start one |
| /badges | the badge you wear |
| /extra | anything your inventory would not hold |
| /pv | your vaults |
| /settings | what you see and hear |
| /shop | blocks, habitats, decorations and more (VIP and above) |
| /sell, /sellall | sell from anywhere, with a rank |
| /spawn | where everybody meets |
| /store | ranks and the link |
| /vote | vote for ZooLands |
| /discord | the Discord |