How to play
Start here
- You need a Beast: one of the A Kid Called Beast characters, kept in a crypto wallet. Anyone can read the story without one.
- Open the game and connect that wallet. Signing in is a free signature: nothing is spent.
- Wake your Beast, Feed, Play or Rest them, then send their first quest from Adventure. The first one always succeeds.
How the game works, in thirteen short parts. Four tabs: Beast for care, Adventure for quests, battles and the raid, Home for the daily round, training and the Journal, and Gear for what your Beasts wear, what you make and what you trade. On a computer, keys 1 to 4 open the tabs, and F, P and R feed, play and rest on the Beast tab.
Each day
| Quests | 5 a wallet, 6 with 10 awake Beasts, 7 with 20 (3 when a BitBeast leads) |
|---|---|
| Training | once a Beast |
| Daily Spin and daily chest | once a Beast |
| Battles | 3 a Beast, 5 a wallet |
| Raid hits | 3 a Beast, 12 a wallet (15 with 10 awake Beasts, 18 with 20) |
| Crafts | 5 a wallet, and one boost a Beast |
| Workshop trades | 10 a wallet, and one Ember Wick |
| Tinker tries | 5 a wallet (6 with 10 awake Beasts, 7 with 20) |
| Gifts | 3 to give, 3 to receive, one to the same holder |
| Treats that pay your Beast XP | the first 5 a Beast |
| Rare Essence from a Strong Beast | 1 a Beast, 5 a wallet |
| Second Wind · Standing Ovation | once a Rare · once a Hommage |
All of these come back at midnight UTC.
Care and Bond
Feed, Play and Rest your Beast on the Beast tab. Full, Happiness and Energy (the three care bars) go down a little every hour, Full fastest. Each care item has its own wait before that button is ready again: 2 hours for Kibble, Ball and Quick Nap, up to 8 hours for Feast, Adventure and Spa Day, which also cost a material. Best next action, above the buttons, says which one to tap.
Every care tap gives XP and 1 Bond. Bond is how close the two of you are: Stranger, then Acquainted at 10, Familiar at 30, Trusted at 70, Bonded at 150, Devoted at 300 and Legendary at 600. Training adds 1 Bond, the daily chest 2, and bringing a Beast back from an empty bar 2 more.
With two or more Beasts, Care for all does every ready Feed, Play and Rest in one tap, for exactly what tapping each button would give.
Streaks
Each Beast keeps a care streak: do anything with them once a day. The game's day turns over at midnight UTC. That is also when the spin, the training, the chest and raid hits come back. Miss a day and the streak drops by 2; from 14 it drops by 1. Each day the streak grows adds 1 Bond, and days 7, 14 and 30 each get a small ceremony. Tap the streak on the Beast tab for more.
Coming back on days in a row also pays streak rewards for your whole wallet, on days 1, 3, 7, 14, 30, 60, 100, 180 and 365. A missed day works the same way as a care streak. Opening a Beast's daily chest on days in a row builds their chest streak: each day adds 10% to the chest's XP, up to 3 times as much. A missed chest day works the same way as a care streak too. A wallet's first chest of the day pays its XP twice, and a chest opened with all seven tasks done also gives a Bond Thread, once a day.
Levels and forms
Everything you do together earns XP (experience: enough of it raises their level). Your Beast changes form at level 10 (Teen), 25 (Adult) and 50 (Elder).
From level 50 a Beast can ascend, up to 10 times: back to level 1 with 2% more XP from then on for each ascension, and a title. Stats, class, gear and Bond stay. The sixth to the ninth ascension each give a frame or an aura, and the tenth gives the Tenth Ascent title and frame. An ascended Beast counts as level 50 plus 10 for each ascension (60 after one, 70 after two, at most 99) for quests, tempering, the Forge and wearing gear.
The tenth ascension also starts Renown, a Beast's lasting fame. From then on every XP they earn also adds the same amount to their Renown, which never resets and stays with the Beast if they change hands. The leaderboard's Renowned tab ranks it, this season and all time.
Class
Class comes from your Beast's highest battle stat (the four numbers on their character sheet): Strength makes a Warrior, Speed a Runner, Intelligence a Scholar and Charm a Star. When all four are within 6 of each other, they are a Guardian.
Each class helps somewhere: Warriors hit the raid boss harder, Runners bring a quest home sooner, Scholars find more on quests, Stars add quest XP, and a Guardian's care bars don't drop when a quest fails. Train once a day per Beast to raise a battle stat. The clipboard on the Beast tab opens the full character sheet.
Strong, Rare and Hommage Beasts
A Beast is Strong when any battle stat is at 16 or more (training gets them there). A Strong Beast earns 5% more XP, and their first care or training each day brings a Rare Essence, the rare material that tempering and the Workshop use (up to 5 a wallet a day).
A Rare is a Genesis Beast with a Rare trait. Once a day, when a quest a Rare was on is lost, Second Wind sends the same party back on the same quest at once: tap “Second Wind: go back for it” on the result, within a day. It doesn't use one of the day's quests.
A Hommage is one of nine one-of-one Beasts. Once a day, when a Hommage is on a won quest, Standing Ovation gives every other Beast in the party 10% more quest XP; the Hommage gets nothing extra from it. A Hommage's own XP is 10% higher too, and caring for them brings a Hommage Spark. When a Beast meets a Hommage on the road, both Beasts get 1 of the Beasthood of the Week's material, and a seat at a Hommage's Table pays the same. The character sheet shows which of these a Beast is.
Signature items
Every Rare and every Hommage carries a Signature item, drawn from its own art. It is the fourth tile under Gear › Wear, and it never comes off: it can't be traded, gifted, scrapped or swapped, and if the Beast is sold, the item goes with them.
The item gives one Signature Move, a few times a raid week (Monday to Monday). Tap the tile, then Use. A player can make 5 Signature moves a week across all their Rares and Hommages, and a Beast can receive one favour a day and 3 a week from all of them together. Moves never touch your own wallets' Beasts when they help someone else.
This week's moves rescue lost quests, give gifts and strike the raid boss. A quest a Signature carries home pays a win's XP and finds, but it still counts as a loss for the leaderboard, season goals and Journal wins. Signature damage lowers the boss but never counts for hardest hitter, and a Signature strike never uses one of the day's hits. On a lost quest's result you can Ask for a hand: for a day, other players' Cheerleaders, Lord Angels and Hommage #3 can answer it.
The item grows as the Beast levels up: Proven at level 20 and Legendary at level 40 (a Hommage starts at Proven). Each step makes the move better at one thing; the number of uses never grows. Where a stage's extra isn't built yet, the sheet says so. Other moves arrive in the next drops.
The daily round
The Today card on the Beast tab is a guide: up to 3 next steps across all your Beasts.
On the Home tab, each Beast has a free Daily Spin, one training session and daily tasks. The Daily Spin always brings something back: a material, or XP that grows with the Beast's level. Finish 5 tasks and the daily chest opens.
With several Beasts, Collect at the top of Home checks in on each one, opens every chest that is ready and spins every spin left, in one tap. After you play one training round, Train all trains your other Beasts at the same score (3 of 5 if this device lost it), each in the stat they lead in (or their next best once that one reaches 100). Each Beast still trains once a day.
Quests and battles
On the Adventure tab, send Beasts on quests for XP and materials: 5 a day per wallet (6 with 10 awake Beasts, 7 with 20), or 3 when a BitBeast leads, with up to 3 out at once. Your first quest always succeeds. On the road, a Beast sometimes meets another player's Beast, and both get a little XP.
Battles: challenge another Beast from Adventure or from their page. When a Beast beats yours, winning the next one gets you even, for 50% more XP. Each Beast gets 3 hits a day on the weekly raid boss.
The raid and Plan my day
Every Monday a new boss comes to the raid on the Adventure tab. Each Beast gets 3 hits a day, all usable at once, and a wallet gets 12 hits a day in all, 15 with 10 awake Beasts and 18 with 20. A Beast of the class the boss is weak to hits 20% harder. Hit with all ready uses every hit your Beasts have left today, in one tap. Raid bosses are Shapes from the Beastside: when one falls, the raid shows the rite that sent it back.
Plan my day, on Adventure › Quests, picks a party for every quest you can send right now, with no Beast on two, and sends them all once you say so. When two or more quests are ready to send, the Today card's quest step opens it.
Gear and sets
Make gear in Gear › Make, at the Forge, from materials (what quests, the Beasthoods and the raid drop; the same materials make food and boosts). Each Beast wears a weapon, armor and an accessory, and each piece adds to their battle stats. A piece whose main stat matches the Beast's class adds 20% more to that stat. Worn gear levels up from raid hits and rival battles, up to level 5.
Wearing a piece takes the same level as making it (each ascension counts as ten levels on top of 50). A piece already worn below that level stays on but rests, Dormant: no stats, no share of a set and no effect until the Beast reaches that level. Then the piece works again, with nothing to do.
A set is 3 pieces worn by one Beast: 2 of them pay half the set bonus, all 3 the whole bonus and the set's own effects. Gear › Wear shows what a Beast wears and what is in your bag. Scrapping gives back half of a piece's materials (always at least one common material when its recipe has one), and Scrap spares keeps one of each.
The top of the ladder, a group in Gear › Make, holds the strongest sets: two epic sets, Warborn from level 45 and Starseer from level 55, and the legendary Mythforged set from level 70. Every level gate counts an ascended Beast as level 50 plus 10 for each ascension (once is 60, twice is 70). Raid shards, boss materials, Beasthood materials and Rare Essence make the epics; each legendary piece also takes 8 Legendary Fragments. Anyone can earn every piece by playing.
Loadouts, at the top of Gear › Wear, save what a Beast wears under a name (up to 3 a Beast) and put every piece back on in one tap. While you hold a Hommage, the limit is 5 a Beast. Every uncommon, rare and epic piece can be tempered, then mastered: each step lifts it one tier. Uncommon goes to rare, then epic; rare to epic, then epic +1; epic to epic +1, then epic +2. Temper takes a Rare Essence and 2 of one Beasthood's material; Master takes a Legendary Fragment and 3 of one boss's material. A step to epic strength or above needs one of your Beasts at level 25. Effects stay the same.
Change look, on a worn piece, shows it as another piece of the same slot that you have held (its look), for free: the stats stay the worn piece's. The Collection, linked from every Gear door, counts every piece your wallet has ever held, page by page, and finishing a page earns a title.
Crafting, trading and gifts
Crafting, in Gear › Make, turns materials into care items and stat or Bond boosts, up to 5 crafts a day. Each Beast can have one boost a day. A stat boost grows a stat only as far as training can (100 a stat, 280 in all); points with no room become XP. In Gear › Trade, the Workshop trades 3 of one common material for 1 of another, up to 10 trades a day, and makes one Ember Wick a day.
The Tinker's workbench, also in Gear › Trade, tries 2 to 4 materials together, 5 tries a day (6 with 10 awake Beasts, 7 with 20). Some recipes are hidden until someone finds them this way, and the first find makes it known to everyone. Your tries are kept in a notebook on this device.
The Drifter's cart is in the Workshop on Saturday and Sunday (UTC): one piece found on the road, for one buy per wallet each weekend, and a trade of Beasthood materials for a Rare Essence.
Gifts: give a piece (Give, in a bag piece's menu) or 1 to 5 of a common or Beasthood material (Give some) to another holder's Beast. 3 a day, one a day to the same holder, and a gift can't be taken back. A worn, tempered or mastered piece stays with you.
Treats and visitors
Every Beast in the game has a page for today's moment, shared from the Home tab. Anyone with the link can give your Beast a treat, no wallet needed. Each visitor can give your Beast one treat a day, and the first 5 treats each day give your Beast 3 XP each.
When you come back, Since you were here says who visited, which Beasts yours met on the road, and any battles, with a way to answer each.
Book
Every Genesis Beast can have a Book. Five choices you make write page one. Each season the Book adds a chapter that asks one question, and the answer is in ink: one per Beast, for good. Every season is a chapter of the Beastside's story. Every week the game opens new quests and the Chronicle tells what happened. At the season's end, holders' answers decide how the chapter ends and the next one begins. This season is the first chapter: The Old Road. Anyone can read a written Book: they are all on the shelf at beasthood.tools/books.
Season 2, Homecoming, has weekly goals that earn Lanterns, and every Genesis Beast that checks in on the Homecoming page lights a window in town. Each Beast's Journal, on the Home tab, keeps their milestones and their story so far.
Something not covered here? Ask Scout on X, or report a problem.