Daily care
Health & stats
The heart icon opens Stats. Health shows your Tama’s needs, energy, skills and identity on seven pages. Personality is not open yet.
Needs
| Stat | What it shows | What changes it |
|---|---|---|
| Hungry | Five hearts. Full hearts mean fed. | Falls 1 point every 600 seconds, awake or asleep. A meal restores 20 points. |
| Happy | Five hearts. Full hearts mean happy. | Falls 1 point every 600 seconds, awake or asleep. Snacks and Pat raise it. |
| Energy | A bar, and the energy left. | Awake: falls 1 point every 1200 seconds. Asleep: rises 1 point every 300 seconds with the lamp on, or 60 with it off, up to the most. Each game costs 5. The number can go over the most (boosted energy). |
| Stress | Out of 99. | Rises 1 on each birthday and 1 with each game. Meditate lowers it by 3. At 99 the life ends. |
| Lives | A heart and how many are left. A Tama starts with three. | A life that ends with a life left uses one. See below. |
Energy by stage
| Stage | Most energy |
|---|---|
| Egg and baby | 5 |
| Child | 20 |
| Teen | 50 |
| Adult | 60 |
| Elder | 30 |
| Geriatric | 10 |
A new Tama starts with full energy. Growing up refills it to the new most, keeping any boosted energy. In the day, a Tama low on energy naps until its energy is full. At night it sleeps until its wake time. A Tama without the energy a game costs will not play it.
Lives
- When stress reaches 99 with a life left, press C on the farewell screen. One life is used and the same Tama comes back with full hunger, happiness and energy and no stress.
- Old age uses up every life: the life is over.
- With no lives left, C begins a new egg.
Reading the hearts
| Hearts | Stat value |
|---|---|
| 5 | 81–100 |
| 4 | 61–80 |
| 3 | 41–60 |
| 2 | 21–40 |
| 1 | 1–20 |
| 0 | Empty |
Each heart is worth 20 points. Eggs and completed lives do not follow normal need decay.
Other fields
| Field | Meaning |
|---|---|
| Fitness / brains / charm | Start at 0. Each game adds 1 to each. Time Out also raises brains. |
| Age | One year per 86400 seconds of game time (one a day). |
| Weight | Food adds weight; Pat and Time Out take 1 g off. Weight stays between 5 and 99 g. |
| Height | Each character has its own height, which does not change. |
| Gender | Male or female, given at random when the egg hatches. |
| Generation | How many lifetimes this family has had. |
| Points | Won in games and spent at the Corner Shop, shown with commas between thousands. See Points. |
| Reputation / karma | Start at 0. They don’t change yet. |
| Birthday / name | The date and the name given when the character started. |
A new Tama
- A new Tama asks for the date, the time and its name before its egg starts. Time does not pass until they are given.
- For the date and time, A and B change the underlined part, C moves on and D goes back.
- For the name, A and B choose a letter, C adds it and D removes the last one. After Z comes the choice that finishes (C: DONE). A name has up to 15 letters.
- The date becomes the birthday and the time sets the clock.