Moving around
Walk, run, jump, crouch and swim.
- WASDWalk. Move the mouse to look around.
- ShiftHold to run.
- SpaceJump. In water it swims up.
- CtrlSwim down.
- CCrouch.
- LLook behind you.
Everything the in game Guide teaches, on one page. How to catch, how to fight, which element beats which, how your AneeMates grow, and every key on keyboard, controller and touch.
You play a kid with a magic staff. Walk, talk to islanders, follow your quest journal and grow your level. Every page of the game is one key away.
Walk, run, jump, crouch and swim.
Every page of the game in one place: Matebook, bag, quests, Home, Market, capsules and more.
Islanders have quests, tips and trades. Your journal leads you to the rewards.
Grow stronger and unlock new things. Fighting as yourself and finishing quests earns XP.
What you keep when your health runs out, and how to get it back.
The lower its health, the easier the catch. Your very first catch comes with a short lesson, and every first catch of a species pays MATE.
Weaken it, then throw a Yipee. Right after the catch you can become it.
Every element has its own Yipee, and every AneeMate has its own odds for each kind. If one keeps breaking free, try another kind.
New catches wait inside their Yipee until you make room.
Fill the Matebook page by page: 86 species in 22 evolution families.
Your magic staff is always with you and learns new moves as you level up. Guns and bows come later from chests, and elemental ammo hits harder on the right target.
A dazed AneeMate stops attacking for 2.5 seconds and is x1.35 easier to catch. Throw a Yipee!
It has its own melee slot and never leaves your bag. Hit trees and rocks with it to gather timber and stone.
Three weapon slots on the number keys. Weapons come from chests from level 12.
Hit fast, mix elements. Opens at player level 5.
Alphas and bosses close an arena around you. From player level 10.
Seven elements attack. Shadow and Sky only ever come as a second element and nothing attacks with them yet. A hit into a weakness does x2, into a resist x0.5, and nobody is ever weak to its own element.
Point at a square to read it.
| AttackDefend | |||||||||
|---|---|---|---|---|---|---|---|---|---|
| Fire | |||||||||
| Water | |||||||||
| Nature | |||||||||
| Electric | |||||||||
| Ice | |||||||||
| Rock | |||||||||
| Psychic | |||||||||
| Shadow | |||||||||
| Sky |
Some AneeMates carry two elements (29 species). A hit counts against both, so it can land at x4 or only x0.25. Weak to one and resisted by the other cancel out.
Press one key and you are the AneeMate: its health, its four moves, its element, its dash. Winged ones fly. Press again to go through the party and back to the kid.
Each AneeMate has its own health. A fainted one is skipped. Your bag stays with you, the kid: switch back to open it.
Four moves and a dash. Creature moves carry the AneeMate's own element, and new moves open as it levels, at 1, 10, 30 and 70.
AneeMates grow by fighting and eating. Food of its own element is worth more, and cooked food far more than raw.
AneeMates can live and heal at home. Build an AneeMate house or a Hospital (from level 3).
A rare wild one at low health tries to escape with its element. Your own dash as an AneeMate uses the same move.
FireFire burst
WaterWater dive
NatureNature burrow
ElectricElectric blink
PsychicPsychic teleport
IceIce slide
RockRock digRaise an AneeMate and feed it element orbs to evolve it. Two of the same species can fuse into one, stronger for good.



Not every AneeMate evolves. The card shows its whole family and what is still missing.
The key to every evolution. There is an orb for Fire, Water, Nature, Electric and Psychic.
The spare is gone for good. The one you keep gets +8% on every stat and the higher level of the two.
Your first Camp is free and becomes your home. What you store there is always safe, and your home grows with what you do there.
A home of your own, free to build. You wake up here after fainting.
Keep your finds safe. Whatever happens out there, what you keep at home stays.
Walls, floors, farms and more. Timber comes from trees: hit one with your staff and pick up what falls.
Your home grows with six milestones. The Home page says what the next level asks for.
Take your camp somewhere new, or open a gate home from anywhere.
Put an AneeMate to work on a farm and it grows food while you explore. Carry recipe cards to the right station and craft food, orbs, ammo, abilities and gear.
From player level 2. The harvest fills the farm's basket and replants by itself. A full basket pauses growing.
The right worker and an upgrade. Vegetables grow in the ground, fruit on a bush.
The rarer ingredients, each with its favourite worker.
Send an AneeMate to work there from its card or from the building's page.
Each recipe is a card you carry. Cards drop from loot boxes and some quests give one. Green means you have enough, red means you need more. Press Craft: the ingredients and one card are used up.
Glide from the cliffs for MATE, fish from the shore, light the beacons and watch who comes out at night and in the rain.
From somewhere high, open your glider when its prompt shows. Every golden orb pays 1 MATE, up to 30 a glide. Catch the next one within 3.5 seconds for an air combo, up to x5. Rising bubbles are an updraft: glide in and ride it up.
WSpeed upSBrake and floatADSlide sideways
The clock by the minimap shows the time and warns you before night falls. A rain chip shows while it lasts.
Cast, wait for the bite, reel in. Mostly sea finds, sometimes a rare orb, and now and then a wild Water AneeMate jumps out to fight.
Light the Vanguard beacons at the island's landmarks and travel between them or home. The first one is lit from the start.
Quests, people, home and places. Cloud is ground you have not walked yet: walk it and it clears for good.
Some ways are closed until you bring the right AneeMate. Become it and open the way.
Freeze time, pick one of 6 filters and frame the moment. The first photo of each species gives 25 MATE and marks it seen.
MATE runs the whole game and you earn it by playing. $QORPO is optional: capsules, fusion and trading minted AneeMates. You never need a wallet to play.
The island's money. Not a token, and not tradeable for money.
How you earn itThe Market (materials, food, orbs, rare Yipees, healing and Home Portals), farm upgrades and arena entry.
A token on BNB Chain, linked to your game through your wallet. It stays in your own wallet, and every capsule bought on the web is paid and rolled on chain.
No earning for playing, no staking, no yield. $QORPO is spent, not farmed.
Every key can be moved where you like it in Settings, and the game always shows your own keys and the right button glyphs for your pad. These are the defaults.
| Button | On foot | As an AneeMate |
|---|---|---|
| Move | Move | |
| Sprint on and off | Sprint on and off | |
| Camera | Camera | |
| Next Yipee kind. Hold: photo mode | Dash. Hold: photo mode | |
| Jump | Jump | |
| Crouch | Crouch | |
| Interact, talk, reload | Interact, talk | |
| Next weapon | Special attack. Winged: take off and land | |
| Attack | Shot | |
| Aim, heavy attack | Aim, cancel attack | |
| Ability 1 | Melee attack | |
| Ability 2 and Yipee throw | Area attack (hold) | |
| Quick wheel | Quick wheel | |
| Map | Map | |
| Switch AneeMate | Switch AneeMate | |
| Ability 3. Hold: build mode | Ability 3. Hold: build mode | |
| Menu hub (bag, Matebook, quests and more) | Menu hub | |
| Pause | Pause |
At the home barrel opens storage.
Touch controls are built into the game, ready for phones and tablets. Today you can already use them on a Windows touch screen.
On Auto the buttons show up when you touch the screen and step aside when you pick up a mouse, keyboard or pad.
Free while AneeMate is in Early Access. The Guide in the game has all of this too, with your own keys.