Pets & Care Intermediate

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.

Updated Oct 29, 2026 625 views
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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 tap any pet for its details. Tap a built amenity to read its donor plaque. 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 before amenity bonuses. 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. Amenities raise it.
  • Extra XP banked during the visit (toys, the concert, good moments, den picnics, pals) is added at pickup, and the pickup summary lists where each bit came from.
  • 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 (+4 during the evening concert). 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.

The evening concert

Every evening from 6pm to 7pm MPT the band plays at the Bandstand. A banner above the park counts down to it, pets drift over to listen, and Fern announces it in Global Chat.

  • Every pet in the park during the show earns +3 XP every 15 minutes, up to +12 XP a visit, paid at pickup.
  • Balls and treats thrown during the show give +4 bonus XP instead of +2.

This week's goal

Each week the whole park works on one shared goal, shown at the top of the sidebar. Goals count different players, not totals, so everyone counts once and nobody can carry it alone. The target is set from the last few weeks, a little higher each time. Goals start fresh every Monday at midnight MPT, and a You helped tag appears once you have counted.

GoalWhat countsReward when it's met
A Full Parkdifferent players bring a pet to the parkSouvenir Week: Souvenir odds up for everyone for the rest of the week
Playtime!different players throw a ball or scatter treatsPlaytime Week: Toys recharge twice as fast and reach 2 extra pets for the rest of the week
Many Handsdifferent players chip in to the park (upkeep or a project)Bonus Week: +10% MPC on every park visit for the rest of the week
Friends Everywherenew Best Pals made between pets from different homesFriendship Week: Park Pal pickup bonus doubled for the rest of the week

The reward switches on for everyone the moment the goal is met and lasts until the week resets. Fern announces it in Global Chat.

Good moments

Not everything that happens in the park is a scuffle. Pets also have good moments:

  • Two pets playing close together may share a snack or play tag (Park Pals do it twice as often).
  • A pet that gets a fright may be comforted by the nearest pet, who earns a little XP for being kind.
  • A pet might take a sunny nap, chase a butterfly, or find a lost toy in the long grass. A found toy goes straight to your backpack.

Each moment gives a little happiness on the spot and 2-5 XP at pickup. Good moments are listed on the pet's park card and in the pickup summary, and they never count as incidents.

Park Pals and Best 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. You hear about new pals once per stay, when the visit ends: they are listed in the pickup summary, or in the "Park Visit Complete" mail if the pet is checked out automatically at 12 hours. 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.

Pals who keep spending time together can become Best Pals after about 24 hours near each other in total. Each pet can have up to 3 Best Pals, so it is a real friendship, not a crowd:

  • Best Pals look for each other in the park and wander over to play, and you will see little hearts when they meet.
  • A Best Pal still in the park at pickup is worth +10 XP instead of +5, and the pal bonus cap rises to +30.
  • New Best Pals show up in the same end-of-stay report as new pals, one report per visit instead of a mail for every new friend.
  • On your pet's park card you can Release a Best Pal to free the slot. They stay Park Pals and can become Best Pals again later.

Waves

From a pet's park card you can send its Best Pal's owner a wave: Wave, Cheer, High five. Waves are ready-made greetings — there is nothing to type — and arrive as a message with no push alert. Each of your pets can wave to each Best Pal once a day, up to 20 waves a day in all. Players under 13 can receive waves but can only send them to the MiroPets team.

Den picnics

A den leader or officer can book the Picnic Grove for one hour, up to two days ahead (8am to 10pm MPT, never during the concert). The whole den is told in its chat.

  • While the picnic runs, members' pets in the park gather at the Picnic Grove and earn +3 XP every 15 minutes, up to +12 XP a visit.
  • If pets from 3 or more members come along, the den earns one den point toward its next level. Only one picnic point counts per week.
  • A den can hold one picnic a day and have one booked at a time. The Den Picnics card on the park page shows what is booked and lets leaders and officers book or cancel.

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 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 park projects one at a time. Contributions from every player pool into the current project; when the goal is reached, it is built in the park for everyone, its perk switches on, and the next project opens. Contributors get a thank-you mail, and each finished project's plaque lists its top donors.

The ladder:

  • Splash Pad (250,000 MPC, built) — +5% visit XP
  • Picnic Grove (350,000 MPC, built) — +5% visit MPC
  • Playground Set (500,000 MPC, built) — Better souvenir odds
  • Flower Garden (750,000 MPC, built) — Scuffles much rarer
  • Bandstand (1,000,000 MPC, built) — +5% visit MPC and XP
  • Harvest Festival (400,000 MPC, built for the season) — Autumn decorations + a rare Harvest Pumpkin Lantern souvenir
  • The Meadow (2,000,000 MPC, now funding) — Opens a whole new meadow: 83% more park
  • Fishing Dock (500,000 MPC, up next) — Better souvenir odds
  • Hedge Maze (650,000 MPC, up next) — +5% visit XP
  • Agility Course (800,000 MPC, up next) — Balls and treats reach 2 more pets
  • Community Garden (1,000,000 MPC, up next) — +5% visit MPC
  • Lantern Walk (1,250,000 MPC, up next) — +10% MPC and XP on pickups after 6pm MPT

Amenity perks stack and apply to every player's visits, forever. Any overflow when a project completes rolls into the next one.

Harvest Festival (seasonal)

The first seasonal project dresses the park for autumn: pumpkin patches, hay bales, lantern posts and a leaf pile. The decorations stay up until November 1 and then come down by themselves. While they are up, a pet that finishes an incident-free stay of at least 9 hours has a 5% chance to bring home a Harvest Pumpkin Lantern, a glowing lantern for your MiroHome that is found nowhere else. If the festival is not funded before it ends, everything given to it carries over to the next project.

The Meadow

The Meadow is a whole new field east of the park, through the gap in the old fence where the path runs. You can pan over to see it now, fenced off and waiting. Funding it opens the gate: the park grows by 83%, pets spread out across both fields (new arrivals head for whichever side has more room), and the next five amenities are built out there.

Meadow dedications

Players who have given 100,000 MPC or more to the park over time — upkeep and projects both count — can dedicate a bench or a sapling in the Meadow, with a small plaque for themselves or one of their pets. There are 18 bench spots along the path and 24 sapling spots on the lawns.

  • One dedication per player, and it is permanent.
  • The plaque shows a name you pick from your own username or your pets' names, so there is nothing to type.
  • Dedications claimed before the Meadow opens are reserved and appear on opening day. You can already tap them on the map to read the plaque.
  • The Meadow Dedications card on the park page shows how close you are.

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. Upkeep donations count toward a dedication too.

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.
  • Have pets in the park at 6pm MPT for the concert XP, and save your ball throws for the show.
  • Drop off pets together regularly — pals form from shared park time, and Best Pals take a while, so the same friends visiting at the same time pays off.
  • Check this week's goal. If it counts players who throw a ball, one 25 MPC throw is all it takes to help.
  • 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.

Try Pet Park yourself

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