Welcome to Gaia! ::


Feral Squad

User Image

Play the alpha release here!

Hey everyone! I’ve started experimenting with a web-based cozy game prototype with Gaia's public avatar strip.


Introduction

I've been on and off Gaia as long as I could remember. But there was a project that stuck with me explaining
how you could load Gaia's avatar strip and use that as your character animation strip.

Even on my hiatus period, I always thought to have a go with it, but I had no idea in which kind of game.
Until I fumbled into the cozy / laidback genre. Namely Animal Crossing! I've also played a few games that was inspired
by it, like Heartopia, and there was also an indie fishing called Webfishing (highly recommend).

Now that I'm back from my latest hiatus, I thought Gaia needed a cozy life-sim too,
all the while reviving the virtual space community!



How it works

The game loads my Gaia avatar using the same pose filmstrip system used by things like
AviChat and Rally. This gives the character walking, running, jumping, sitting.

The world is currently a combination of:


  • Animal-crossing cozy life-sim. there's a lot of elements in this game that's heavily inspired by this game.
    The art-style, the furniture placement, the tools, crafting(TBD), and a lot more!

  • Gaia-style fishing. I’m also recreating the fishing minigame that we have in the site. You charge
    the casting meter, throw your line into the lake, wait for a bite, and try to keep the fish between the two red lines.
    When you catch one it minimizes the fishing game window and get a chance to show off your fish!

  • Cozy environmental details. Wind moves through the grass and crops, plants react when the avatar walks
    through them, tools bounce at their side, and the character has subtle breathing and idle animations.


User ImageUser ImageUser ImageUser ImageUser Image

Feral Squad

User Image

  • Farming: Grow crops, and collect resources.
  • Fishing: Cast your line fight for that catch! Show it off when you do!
  • Crafting: Turn resources into furniture, decorations, and other items.
  • Terraforming: Create lakes, change dirt paths!
  • Exterior design: Place furniture, plants, and other decorations to your liking!
  • Multiplayer: Invite your friends and show off your pocket paradise! Fish and chat with them!
  • Tea-parties: you can take sips from your favorite mug!


Planned Features (Subject to change)

  • Cooking: Cook food from the ingredients you gather!
  • Villagers: Meet characters, become friends with them, and eventually ask them to move onto your map.
  • Seasons: Spring, Summer, Winter, Fall
  • Quests: Perform NPC tasks and get rewards!
  • NPC Village: Check out what's on sale on the neighborhood plaza!
  • Achievements: Reach milestones and earn rewards as you explore!


Over time, the empty meadow could grow into a tiny community shaped by which villagers you invite,
where you place their homes and shops, and how you decorate the world around them.


Why am I making this?

In addition to the things I mentioned in my introduction. I had the sense of instability in Gaia's virtual spaces,
I figured the community needed a fresher space.

I know the spaces like Towns and Rally have very nostalgic scenes, but I wanted to have the user have control over
their own space too. Building their own mini-towns where they could introduce mini-games in those spaces!

User ImageUser ImageUser ImageUser ImageUser Image

Feral Squad


User Image

Is this okay with Gaia's ToS?
I read through Gaia's Terms of Service. All the project does is load the same public avatar images Gaia's own pages
already serve (the ones anyone can see without logging in) - one small image request per reload, nothing more. It
doesn't automate the site, touch accounts or inventories, redistribute Gaia's artwork, or make any money.
It's a non-commercial fan project, not affiliated with Gaia Interactive - and if staff ever have concerns,
I'm happy to adjust or take it down.

Lanzer has also acknowledged the project

Does this affect my Gaia account?
No. The project only loads the publicly available avatar images Gaia already uses to display avatars. It does not
change anything on the account and does not need your password.

Can it use other Gaia avatars?
Right now I’m building and testing it with my own avatar, but the loading system can work with a Gaia user ID.
Eventually, other players may be able to place their own avatars into the world too.

Is AI being leveraged for this project?
I'm not gonna be the person and say no. I coded, designed, but it's also AI assisted, and, this is a non-commercial fan project, built singularly
by one-person, so I can't build this nor close to the quality of a traditional game studio in the pace it has now without it.

Who’s working on the project right now?
At the moment, it's just me.

Is it playable online?
Yes! Alpha release link on first post!

User ImageUser ImageUser ImageUser ImageUser Image

Feral Squad

User Image
September 24, 2026 - Plaza, Crafting, Shed, Fish Journal, Tutorials

Plaza (unreleased). A shared village you can travel into, capacity for a crowd. The square already
has a cafe, clock tower, and plaza centerpiece with its own path looks. Still cooking; not open to everyone yet.

Crafting. A crafting stump on the lawn. Let's you craft a few items given the materials is brought.

Pumpkins + Jack-o'-lanterns. Fall packets can grow an October Pumpkin. At the stump, one *special* pumpkin
and a twig become a jack-o'-lantern you can set out (and light at night).

Wooden Shed. Place a shed for a shared warehouse - about eighty Items-tray slots
beyond the pocket bag.

Fish Journal. Open it from the corner fan. Species unlock when you land them; entries read like a field guide.
The lake opens by landings, not by level alone.

Tutorials. Steward welcome, farm lesson, cast intros, and a morning brief. A fishing coach sits behind the
same tutor gate; the can stays empty until the well lesson fills it. Level two gifts a stool and teaches the Build tray.

Gate + visiting. Hosts can set a welcome. While the gate is open the host can still plant and pick soft crops;
a visitor's store pieces stay in their pockets. Open gardens show up in chat, and arriving plays a soft gate sting.

Lawn. A shared garden bench and night lamps. Mug colour variants at the counter.
Every seed packet gets its own coloured sticker.

Progression. Softer early skill XP. Rod opens earlier and cheaper (no level gate);
axe, pickaxe, and shears unlock a level sooner. Cap the bag and grow it at Casper's.

User Image

September 12, 2026 - Intro, Houses, Sound, Levels, Accounts

Intro + Tutorial. Gigi and Gabe greet you, you name your garden, then the shopkeeper teaches
plant → water → pick → sell. Arlo and Casper introduce themselves when you meet them.

Starter tools. New gardens begin with only a watering can. Buy the axe, rod, pickaxe, and shears at the shop.
Older saves get the full set automatically.

Sound. Music changes with the time of day. Farming, fishing, chopping, mining, shopping, and chat all have sound effects.

Levels + Emotes. Farming and fishing level separately. Level-ups bloom peonies. Chat has emotes and a smile picker.

More fish. Bass, Striper, and Catfish join Bass'ken Lake.

Accounts. No invite codes. Prove your Gaia profile with a PM to the garden keeper. One Gaia profile = one garden.

Travel + Cover. Travel places look up locations when needed. Bodies fade under trees so the canopy stays clear;
you can still be found by name.

Small fixes. Build music fades with the tray. Chop and mine sounds play while you work. Coming home restores your
city’s sky after a visit.

August 24, 2026 - Shopkeepers, Autumn, Fishing, Visiting, Mobile, Graphics
Original NPCs. Gigi keeps the General Store by day; Gabe takes the night counter. Casper deals land expansion,
and Arlo runs the open gardens. Same jobs as before - land and travel - under their own names.

Autumn. The garden turns with your home city's calendar. Grass, crowns,
and fall tints follow spring through winter, Guests see the host's season, not their own.

Fishing. The rod hangs a hook, the line can land a koi, and the fight window is painted with the garden's own sky
- rain, overcast, and fall included. Reeling keeps going while the card still counts, and the cast snaps through Gaia's five rod poses.

Weeds & fish. Clumps and sprouts are drawn from sprites now, and weeds from the bag plant the same way seed
packets do. Guppy and goldfish get the same treatment; the koi joins the Basken pool.

Visiting. An open garden is one sky: the host's hour, weather, clouds, and season are the place's. Your Time /
Weather / Date controls stand aside while you're away. Walking under a canopy still leaves you findable, and other
visitors ease between the poses the wire sent instead of snapping.

Mobile. Held upright, the tool cards stand on end as a rail up the right edge, above the thumb keys, instead of a row
along the bottom. The hook picker runs out beside the rod, the fight window centres for thumbs, and the Controls
page stays folded away until a keyboard is back.

Accounts. An invite stays held until the email answers. Verify before the code is spent; the rest of the gate (forgot
password, admin-minted invites) stays as it was.

Graphics. A Graphics tier sits beside Shadow quality. Low steps the scene down - rain, leaves, lamps, breeze -
without flattening the face folds Shadow still owns.

Smaller things. The fishing postcard and the outdoor hour agree. Coming home drops any pins you scrubbed
while visiting, so your garden is your city's evening again.

August 14, 2026 - Plants, Visiting, Weather, Land Expansion, Account Management

Bushes. Strawberries and hibiscus grow as proper shrubs rather than stalk crops, and boxwood shrubs turns up in the
wilds as fruitless decoration.

Visiting. Edmund can take you to multiplayer gardens, and you walk around in somebody else's place together.
The host's farm is the real one - guests don't write anything to their own save, so placement and chopping stay with the
owner, while lighter help and chat still work. Going home reloads your garden clean rather than trying to undo the visit.

Weather. Sunny, rain, and heavy rain. Rain waters for you, so a shower overnight is a free pass on the can.
The overcast sits on top of the hour's color wash rather than replacing it.

Land Expansion. Ian stands a few tiles off the shops and sells five expansions at a time: 20×20 up to 50×50.
His window shows the map as it will look the next day, with the new land on preview, and the ground itself
opens on the next day.

User Management Registration has been polished, invite codes implemented and only generated by the admin. Verify email
and forgot password is also functional.

New land arrives overgrown: wild oaks and pines, weeds past the sprout, boxwood where an orchard trunk wouldn't fit.
Clearing it is the work you already know: axe, shears, bare hand, pickaxe.

Smaller things. A fresh garden starts with the shops in the middle of it and a couple of rocks already out in the
open, so the first afternoon has something to swing at before the next day.

August 9, 2016 - Multiplayer, Avatar Sync, Mining, Fruit Trees, Bushes

Multiplayer Users can register using their email address and link their Gaia UID without giving the game access to
their actual Gaia account. The linked UID can also be changed anytime in the settings.

Mining You can gather about 6 resources from each rock - or 7 if you don’t mind breaking it! A new rock will spawn
somewhere in your garden each day, so no worries if you crush them all in one go.

Avatar Sync Players are now able to sync their avatars without the trouble of refreshing! This works in multiplayer
as well!

Fruits Fruit trees are now implemented! When watered, each tree will reward you with 4–5 fruits the following day.
Currently, I’ve added four types:

    Apple
    Lemon
    Mango
    Pomegranate

If you’re extremely lucky, the tree may even give you a special crystallized version of its fruit!

August 6, 2026 - Build, Trees, Axe tool, Path tool, Furniture, Real-world time, NPCs, Day-shifts


Build mode. if you've ever played the sims it pauses time, during build mode, and you're the omnipotent being that
terraforms and buy furniture for your sims. It's similar to that here, your avatar disappears from the map, and they
peak up on the build menu!

Trees. Oak, pine and coconut palms now grow from seed through five stages, and each stage only advances once the
tree has been watered. Grown ones block your path, sort correctly when you walk behind them, and rustle when you brush
past. Shaking one occasionally drops a twig; most shakes give you nothing.

Axe Tool. A grown tree can be knocked - three swings in a day - leaving a stump to clear. It will also drop
wood (timber) materials. There are three grades of it so far, and yes, this is mostly so I can eventually build
furniture out of my own trees.

Painting the ground. I wanted to implement the same path tool from ACNH, but that one is strict with the tile
they're at. The Sims on the other hand has an airbrush terrain tool. I wanted something more sharper but with lesser
restrictions, so I thought might as well make it a vector pen tool! A vector pen draws paths in curves rather than tiles:
click to drop anchors, drag to pull curves out of them, close the shape and confirm. Dirt, dark dirt, sand and cobblestone
so far, plus a pool tool that paints actual water. Paths can be reshaped later by clicking them, and undo goes back a
gesture at a time.

Furniture that does something. A log table, and some log stools you can actually sit on (they dock to the table's
sides, similar to the sims!), lily pads, and a mug. The mug is the piece I've spent the most irresponsible amount of time
on: you pick it up, carry it at your side, and you can drink on it too!

Real world time. Shadows sweep around at the correct 15 degrees an hour, stretch at dawn and dusk, dissolve together
at sunset, and casts a shadow on objects - stand under a tree and the avatar visibly darkens. The colour of the hour washes
over the whole world, from sunrise rose to night blue. A new in game day starts at 4, so nothing changes under you mid-session.

Night. After dark, the shopkeepers turn the van lights on: its glasshouse, its counter, its headlamps. The beams lie across
the grass, and standing in one lights you from the feet up and cuts a hole in the beam behind you. This took an embarrassing
number of attempts to stop looking like a bedsheet hung in front of a palm tree.

Two shopkeepers. Rina runs the general store out of a hand-drawn van by day, and Moira takes the counter at sundown.
They lean out from behind the shop card while it's open, turn to face you for the whole conversation, and have different
things to say depending on the season.

Seasons. Currently only summer is implemented, leaves, petals and ash drift through the scene depending on the time
of year, riding the same wind as the grass and the crops. On nights they're replaced by fireflies.

The bag. Inventory is one card with Tools and Items tabs. Stacks can be dragged from slot to slot and the arrangement
sticks, taking the last turnip out leaves the hole where it was instead of shuffling everything up. Which number key reaches
which tool is now something you assign yourself.

Smaller things. A proper loading screen that waits for the entire first frame to be drawn, so you never watch the world
assemble itself. An Esc menu with a shadow quality setting for slower machines. A button that fetches a new outfit without a
page reload - the avatar twirls and comes back changed.


User Image

Older Demo Videos
Demo 08/06
Initial Demo 07/31

User ImageUser ImageUser ImageUser ImageUser Image

Feral Squad

User Image

I'm doing most work myself, some assets in game are just placeholders, and would be so glad if I get help with these:

- Artist: Comfortable with vectors. Someone to rework almost all the item icons in the game, as well as the tools
the avatar pulls out

- Game QA: The game is deployed, but its still a long way half done, balance needs to be adjusted, more features
added, but if you don't mind these and want to give quality
assured feedback/bug reports on what is available now, then please reach me

Banner links

User Image
[url=https://www.gaiaonline.com/forum/t.115315254/][img=200]https://i.imgur.com/2x7E0cD.png[/img][/url]


User Image
[url=https://www.gaiaonline.com/forum/t.115315254/][img=200]https://i.imgur.com/k7Smkbm.png[/img][/url]


User ImageUser ImageUser ImageUser ImageUser Image

Sparkly Shapeshifter

Subscrib'd! I hope Gaia seriously considers this because WOAW. heart

Feral Squad

damndelion
Subscrib'd! I hope Gaia seriously considers this because WOAW. heart

*fingers crossed* on that!
And thank you for the sub + support 3nodding

Glittering Spook

20,625 Points
  • Cool Cat 500
  • Bookworm 100
  • Nerd 50
Subscribed!!

I hope this comes to fruition!

Feral Squad

Sarah Nightshade
Subscribed!!

I hope this comes to fruition!


Awe thank you 🤞

Feral Squad

Reposting this response from a different thread - mix of update + ideation

Quote:
♥ 𝒢𝒽𝑜𝓈𝓉𝒾𝑒 𝓈𝒶𝓎𝓈...
-+-+-+-


I haven't stopped thinking about this!! Is the campsite the only location you have planned or could we travel somewhere else, like into town to maybe buy/sell/socialize or off into the woods to gather? What NPCs do you have planned? Would you be implementing weather or seasonal changes? I'm so curious!


-+-+-+-

...𝓉𝒽𝒶𝓃𝓀 𝓎𝑜𝓊! ♥


Hi! I have just implemented multiplayer on my local network, so players can set their space to public and allow up to 8 visitors in, or, if there are public spaces that were set by other people, you can also visit theirs! Tools you can use in multiplayer are limited, though, so you can’t redecorate your space while having someone over, nor redecorate theirs. (I’ll have this highlighted on the next demo.)

There won’t be any form of user-to-user trading / dropping your own items in this game. I think that way, players won’t get fixated with another economy hailstorm that we already have on the site.

There’s also an idea of mine where your fishes rotate weekly, and your General Store goods section changes daily. That way, people can post what they have, and you get to buy/fish from their space!

As for a set town or village, it’s still in ideation for the most part. I do want to add more NPCs. Currently, I’m using Gaia’s NPCs, but I was also thinking of switching to originals. (So far, Rina/Moira handle the General Store, and, since he just got added in, Edmund operates a taxi business to take you to other spaces.)

Seasons will be implemented soon, yes! As well as weather 3nodding

Feral Squad

Hey everyone! Weekend update! (1/4)

User Image
Multiplayer has been implemented, at least on my local network!

As I mentioned in my original post, this game does not require you to log in to your actual Gaia account. However, I’ve hit a bit of a roadblock when it comes to moving forward with multiplayer: accounts.

Now, users can register using their email address and link their Gaia UID without giving the game access to their actual Gaia account. The linked UID can also be changed anytime in the settings.

Will that mean I could R.P. as Lanzer in your game?
Yes, and there could be up to 8 Lanzers in an online space because that's currently the maximum number of people allowed in an open garden.

Feral Squad

Weekend update (2/4)!

User Image

Players are now able to sync their avatars without the trouble of refreshing! This works in multiplayer as well! 3nodding

Feral Squad

Weekend update (3/4)!

User Image
(the diamond is a paid actor)

Mining is now implemented! You can gather about 6 resources from each rock - or 7 if you don’t mind breaking it!

A new rock will spawn somewhere in your garden each day, so no worries if you crush them all in one go.

Quick Reply

Submit
Manage Your Items
Other Stuff
Get GCash
Offers
Get Items
More Items
Where Everyone Hangs Out
Other Community Areas
Virtual Spaces
Fun Stuff
Gaia's Games
Mini-Games
//
//

Join Now

// //

Have an account? Login Now!

//
//