Patch Notes · July 26, 2026 · v10.61

Your Suikamon Can Wait: Care Time Cut

Your Suikamon Can Wait: Care Time Cut

Stats now drain half as fast — a baby holds out 6 hours 15 minutes instead of three — and a good care minigame fills the bar outright.

Raising a Suikamon was asking too much of your day. A baby fed to full dropped to the neglect line in just over three hours, so it wanted attention around the clock, and once you got there a drained pet took three meals in a row to refill. This patch attacks both ends of that: how often you have to come back, and how long you are stuck there once you do.

Stats drain half as fast

Hunger, energy, cleanliness and discipline all fall at half their old rate. What that buys you, measured from a full bar down to the neglect threshold of 25 — the point where health starts to suffer:

  • Babies: 6 hours 15 minutes, up from about 3 hours 10 minutes. Decay drops from 4.0 to 2.0 per tick.
  • Adults: 12 hours 30 minutes, up from about 6 hours 15 minutes. Decay drops from 2.0 to 1.0 per tick.
  • Adults stay hardier than babies, exactly as before — they still decay at half the baby rate.

Two check-ins a day now covers an adult, and the three-hourly alarm clock is gone — but a Suikamon still notices you were away. Doubling the runway was the goal; going further would have meant a pet that looks after itself.

Happiness was deliberately left alone at its existing rate. It already heals itself through the thriving bonus whenever health, hunger and energy are all above 25, so it was never the stat dragging you back to the app — slowing it too would have changed the feel of the game for no gain.

Care minigames now refill the bar, not just the XP

This is the bigger change to how a visit feels. A meal restores +45 hunger and nothing more, which is why refilling an empty pet cost you three of them. Play the minigame that comes with the action and one go does that whole job:

  • Bronze — restores ×1.3 the normal amount.
  • Silver — restores ×1.5.
  • Gold or Perfect — fills the bar to 100 outright.

Every care action gets this, each amplifying the stat it exists to raise:

  • 🍉 Meal → hunger. One Gold run replaces three meals.
  • 🍰 Snack → happiness. The comfort-food payoff, filled in one go.
  • 🫧 Clean → happiness. A bath already sets cleanliness to 100 by itself, so there is nothing left to amplify there — happiness is the bar a good scrub gets to finish.
  • 🥁 Play (Train) → discipline. Worth knowing: discipline below 10 halves all your XP, so a Gold training run clears that penalty outright.

This is added to the existing rewards, not swapped for them. Cleaning still pays its flat bonus XP, training still upgrades the Training Wheel — replacing the 💊 Sick segment and scaling every XP and Prize value — meals still pay bonus XP and happiness, and the once-a-day Gold bonus is untouched. No two channels ever land on the same stat.

The two exceptions, and why

Cleanliness itself is never amplified, because a full Clean already takes it to 100 on its own — there is no gap for a minigame to close. That is why the clean games fill happiness instead of the bar you might expect.

The Sick wheel outcome never grants the discipline fill. It is the training disaster result and grants no discipline at all, so it would be strange for it to hand you a full bar. In practice a Bronze-or-better run already replaces the Sick segment with a safe XP one, so you will rarely meet it anyway.

One trade inside the snack: its old flat happiness bonus (up to +10 at Perfect) is replaced by the new tier restore, because happiness is the snack's own stat and paying both would credit the same bar twice. Every tier is more generous than before — a Perfect snack now takes happiness to 100 rather than adding ten points to it.

Pinky
Pinky — Less time keeping stats topped up, more time actually playing with your Suikamon.

The honest trade-off

Caring less often means less action XP and less Suika spent per day, so levelling through pure care is slower than it was. That is the deliberate price of not being on a leash, and the minigames are the way back: a Gold meal run pays bonus XP worth 40% of the meal's XP on top of filling the bar, a Gold clean pays flat bonus XP, a Gold training run upgrades the whole wheel, and your first Gold-or-better run of the day on each pet adds +25 XP. Skill now covers the ground that repetition used to.

Everything else about care is unchanged — action costs, rest and hibernation, health decay under neglect, the care streak, and how much each action restores when you skip its game.

Balance changes

Stat decay (all stats except happiness)

  • ▼ Baby decay per tick: 4.0 → 2.0
  • ▼ Adult decay per tick: 2.0 → 1.0
  • ● Baby care runway before neglect: ~3h 10m → 6h 15m
  • ● Adult care runway before neglect: ~6h 15m → 12h 30m
  • ● Happiness decay: unchanged (0.2604/tick)

Care minigames — every action

  • ● Bronze stat restore: none → ×1.3 the action's gain
  • ● Silver stat restore: none → ×1.5 the action's gain
  • ● Gold / Perfect stat restore: none → fills the stat to 100
  • ● Meal → hunger · Snack → happiness · Clean → happiness · Train → discipline
  • ● Clean amplifies happiness because cleanliness is already set to 100 by the base action
  • ● Snack flat happiness bonus: up to +10 → replaced by the tier restore above
  • ● Skipped action: unchanged (a meal is still +45 hunger)

Unchanged

  • ● Clean flat bonus XP and Train's Wheel upgrade: unchanged, and still paid on top
  • ● Sick wheel outcome: never grants the discipline fill (it grants no discipline)
  • ● Action Suika costs, rest, hibernation and health decay: unchanged

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