Pet Park
Drop pets off for free 12-hour play visits that pause stat decay and pay coins and XP, at a community park funded by player donations.
The Pet Park is a free drop-off playground. Leave a pet to play for up to 12 hours, explore the big painted park where everyone's pets wander together, and collect coins and XP when you pick your pet up. While a pet is in the park, its hunger, happiness, and health do not decay at all.
The park view is fully explorable: drag to pan around the grounds, scroll or pinch to zoom, and click any pet for its details. If your own pets are visiting, the Find My Pets button jumps straight to them. Fern the groundskeeper is always somewhere on the lawn.
Where to find it
- Direct link: /pet-park/
- Menu path: Pets → Pet Park
Visits and rewards
- A visit lasts up to 12 hours. If you do not pick your pet up, it is checked out automatically at the 12-hour mark and you get a mail with the results. (That mail follows the Pet Park reports toggle in your notification settings — if you have muted it, your pets still come home safely with their rewards, just without the mail.)
- Rewards scale with time: a full 12-hour, incident-free visit pays 50-100 MPC plus 25-50 pet XP. Shorter visits pay proportionally (6 hours earns about half), and visits under 1 hour earn nothing.
- Bonus item: if the visit was incident-free and lasted at least 9 hours, there is a 10% base chance your pet brings home a common item.
- Community-built amenities sweeten every visit — see Park Projects below.
- After pickup, the pet needs a 4-hour rest before it can visit again.
Park Regular
A pet that completes its 100th visit earns the Park Regular Tee, a green Wardrobe accessory that cannot be bought in any shop. It arrives in your backpack at pickup, and every pet earns its own — a second park regular means a second tee. Open a visiting pet's card to see how many visits it has to go.
To enter, a pet must have at least 20 health and be at home - pets in the Hotel, on Expeditions, or at School cannot visit. Park pets are away from home themselves: they cannot be your active pet, be fed, or be rehomed until you collect them.
Dropping off the whole family? The Select All button above the pet picker ticks every pet that can enter right now (resting, sick, or away pets are skipped), and Pick Up All collects everyone in one go when you return.
Toys and treats
Anyone can play with the pets in the park — even without a pet of their own visiting:
- Throw Ball (25 MPC) — the ball lands where you aim and the 3 nearest pets sprint over to chase it.
- Scatter Treats (100 MPC) — a bigger crowd-pleaser: up to 8 nearby pets gather for a snack.
Every pet that joins in gains +5 happiness on the spot and +2 bonus XP that pays out when it is picked up. The pet's park card shows how many times it has played this visit. There is a short cooldown (60 seconds) between throws per player.
Park Pals
Pets that spend time playing near each other bond. After roughly 1.5 hours of hanging out together (across any number of visits), the pair become Park Pals — both owners get a mail when it happens. Being pals matters:
- Pals never scuffle with each other. A pal pair simply will not fight, no matter what.
- Pal pickup bonus: when you collect a pet while at least one of its pals is still in the park, it earns +5 XP per pal present, up to +25.
A pet's pals are listed on its park info card. Pals can belong to the same owner or to different players.
Incidents
Occasionally something goes wrong during play: a scuffle with another pet, a tumble, a scare, or bad weather. Incidents are rare (each type has well under a 1% chance per hour) and you get a mail whenever one happens. Scuffles are much rarer for well-cared-for pets: dropping a pet off at 100% hunger and 100% happiness makes it far less likely to fight, and if both pets in an encounter arrived pampered, a scuffle is almost unheard of. Park Pals never fight each other at all, and the Flower Garden amenity (once built) calms the whole park further. Incidents matter in two ways:
- The pet loses health at pickup - between 1 and 15 depending on what happened (fights hurt the most, weather the least).
- Any incident during a visit halves that visit's coin and XP rewards and cancels the bonus-item chance.
Health can never drop below 1 from park incidents, but check your pet after a rough visit and stop by the Vet if needed.
Park Projects — build the park together
Beyond daily upkeep, the community funds permanent park amenities one at a time. Contributions from every player pool into the current project; when the goal is reached, the amenity is physically built in the park for everyone, its perk switches on forever, and the next project opens. Contributors get a thank-you mail, and each finished amenity's plaque lists its top donors.
The ladder:
- Splash Pad (250,000 MPC, now funding) — +5% visit XP
- Picnic Grove (350,000 MPC, up next) — +5% visit MPC
- Playground Set (500,000 MPC, up next) — Better souvenir odds
- Flower Garden (750,000 MPC, up next) — Scuffles much rarer
- Bandstand (1,000,000 MPC, up next) — +5% visit MPC and XP
Amenity perks stack and apply to every player's visits, forever. Any overflow when a project completes rolls into the next one.
Keeping the park open
The park's day-to-day operation is funded separately from projects. It costs 10,000 MPC per day to operate, paid from a shared donation bank at midnight MPT each night. Donations from all players pool together, and extra funds bank forward. If the bank runs dry, the park closes until donations reach the daily goal again, and it reopens the moment they do.
Anyone can donate any amount from 1 MPC to upkeep, with an optional message. The page shows the funding meter, recent donors, and the top-donor boards.
Good habits
- Feed and play with your pet right before drop-off. Arriving at full hunger and full happiness earns a Pampered badge and makes scuffles far less likely, protecting the incident-free bonus.
- Aim for full 12-hour visits: drop off in the morning and collect at night, or overnight. Full stays maximize rewards and are the only way to roll the bonus item.
- Drop off pets together regularly — pals form from shared park time, and the pal pickup bonus plus their no-scuffle pact make every future visit better.
- The 4-hour rest means one pet fits two park visits per day at most; rotate pets if you want the park working around the clock.
- Park time is the cheapest stat protection in the game - it is free, unlike the Hotel - the trade-off is the small incident risk and the 12-hour cap.
- If the park is closed, even a small donation helps; the whole community's coins count toward the same goal.