Hotel Management
You inherit a modest lodge in Pebble Town—your new home and a refuge for animals from around the world.
Early Access supports 25+ species. Customize your indoor office and outdoor habitats while balancing guest care, farming, crafting, and village life. The free Steam demo remains available if you want to learn the resort-management loop before buying.
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You start with a small lodge and grow it room by room. Design your working office indoors and build outdoor habitats outside—lazy cats, gentle pandas, and exotic visitors each have their own habits and space needs.
Purchase or craft furniture and supplies as quests and income allow. Expand gradually so your daily routine stays manageable.
Revenue & Currency
Money flows in from guest stays, villager quests, and items you craft or sell.
Put earnings back into furniture, supplies, and habitats before chasing decorations.
Guest Satisfaction
Every guest has three daily needs: hunger, cleanliness, and happiness. Check them before chasing other tasks.
Feed hungry guests, keep rooms and habitats clean, and calm moods when spirits drop. Happy guests keep your income steady through their stay.
Daily Care Loop
Early Access has you managing care yourself—prepare meals, tidy habitats, and soothe guest moods throughout each day.
As more animals check in, feeding, cleaning, farming, and story quests stack up fast. Use your scooter to cross the large map, and build a daily routine before taking on too many guests at once.
Resort Progression
Suggested order from first guest to village story—use it as a roadmap, not a record of your save.
Welcome your first animal guest and learn the care basics.
Set up indoor office space and your first outdoor pens.
Complete stays and quests for a reliable income loop.
Add habitats and supplies to handle more species.
Follow the village storyline while keeping the hotel running.
Growth Goals
Work through these goals at your own pace once your first guest has checked in.
Complete a guest stay and a villager quest to see how money and items flow in.
Purchase or craft basics for feeding and cleaning before decorating for looks.
Prepare for a new species so the next guest does not catch you off guard.
Grow crops and craft items that support meals, cleaning, and villager requests.
Layout Tips
Small layout choices save time across every in-game day. These habits help most players in the demo and Early Access.
Place kitchen or prep areas close to where guests eat so you spend less time running back and forth.
Separate noisy or messy species from calm ones when space allows—it makes cleaning rounds faster.
The map is large; clear paths between office, habitats, field, and town cut down travel time.
Add rooms or habitats only when your current routine feels manageable.
Happy guests keep income steady; sideline story tasks if moods are dropping.
How to Raise Guest Satisfaction
Guest satisfaction is the product of four visible systems—layout, species pairing, cleaning, and decor timing—not a hidden stat you grind in menus. Stars drop when any one pillar fails during the same in-game day.
Room layout: Keep your registration desk, kitchen prep, and the path to your busiest pen on one short loop. If feeding requires crossing the map twice, happiness falls before you finish quests. Place hay storage and water refills on the side of the pen you enter first; owners notice delays when you run past empty bowls to reach a broom closet behind the habitat.
Animal pairing: Separate noisy or messy species from calm guests when space allows—pandas and gentle guests lose comfort when placed beside high-traffic pens. Pair species that share feed ingredients so one kitchen batch covers two habitats on the same scooter pass. Do not book a horse into a sheep-sized fence line; undersized pens fail comfort checks even when hunger and cleanliness are perfect.
Cleaning: Clean before you pet or soothe for mood bonuses. A pen that is fed but muddy still tanks payouts. Carry brooms on the feeding route, not on a separate evening trip. Crocodiles and other messy guests need cleaning scheduled before check-in day, not after stars already dropped.
Decor timing: Indoor rugs and office flair raise satisfaction only after baselines are stable. Craft comfort items when the notebook shows green for hunger and cleanliness across all guests—decor purchased during a hunger crisis is gold spent twice. Seasonal lodge themes matter more once the habitat helper covers bowls; until then, spend on fences and feeders, not wallpaper.
Check satisfaction at three moments: right after check-in (pen stocked?), mid-afternoon before town quests (moods drifting?), and before sleep (comfort bars lagging?). Fixing layout and pairing problems early costs less than refunding a multi-day stay because one exotic neighbor kept a calm guest awake.
Revenue and satisfaction rise together only when all three need bars stay green through checkout—partial care shows up as smaller payouts, not as a separate hidden meter. Office registration upgrades help throughput when owners queue at the desk, but they cannot replace outdoor pen quality. If income stalled despite busy days, audit walking distance before buying more indoor chairs.
Satisfaction also ties to checkout timing—guests leaving hungry overnight damage your weekly rhythm even if stars looked fine at dusk. Pet and soothe actions reward pens that are already fed and clean; they are finishers, not substitutes for skipped meals. When experimenting with decor, change one zone at a time so you can tell whether a mood drop came from layout or from a new messy neighbor.