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Pets in Dance World

Pets in Dance World

05/07/2026

Pets in Dance World

Pets in Dance World serve two functions: they visually accompany the character and provide additional personal experience points. Their effectiveness depends on the pet’s level and participation conditions in dances.

Purpose of Pets

A pet is an accompanying object for the character. As the player develops the pet, they receive additional personal experience points. Thus, a pet serves not only as a decorative element but also as a game progress system.

Reward Calculation

From levels 1 to 15 inclusive, the pet adds a fixed bonus of personal experience points ranging from 1000 to 5000 points. The size of the bonus depends on the pet’s level.

Starting from level 16, the player receives guaranteed 5000 personal experience points and an additional percentage bonus based on the experience earned from a dance:

Epet=5000+Edance×p

where Epet is the pet’s bonus, Edance is the personal experience points received by the player for a dance, and p is the percentage coefficient of the pet ranging from 0.10 to 1.00.

Purchasing a Pet

Step 1: Go to the Store

Open the “Store” location through the button on the left side of the interface.

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Temporary Image 1: Location of the store button in the main game window.

Step 2: Choose a Section

After entering the store, open the “Pets” section. By default, the store may open in the “Fashion” section.

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Temporary Image 2: Store window after clicking the “Store” button.

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Temporary Image 3: The “Pets” section.

Step 3: Purchase

Select a pet and click the “Buy” button. After that, a confirmation window will open.

When purchasing, consider the following restrictions:

  • The pet’s name is entered at the time of purchase;
  • The name must not violate game rules or the license agreement;
  • The pet is purchased only for Larce;
  • Bonus Larce are not used during the purchase;
  • After confirming, the purchase is considered final, and it is not possible to return or exchange the pet.

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Temporary Image 4: Pet purchase window.

If the chosen name is already taken, the system will display a notification indicating that the nickname is unavailable.

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Temporary Image 5: Notification of an unavailable name.

Upon successful purchase, the player receives a corresponding notification.

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Temporary Image 6: Successful purchase notification.

If there are insufficient funds in the account, the purchase will not be completed.

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Changing the Active Pet

Changing a pet is done through the character’s profile. At the time of the initial publication, changing pets through the wardrobe was not available.

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Temporary Image 8: Player profile.

Open the “Pet” tab. It displays the pet’s name, level, age, current progress to the next level, and other related information. The date of birth of the pet is considered the date of its purchase.

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Temporary Image 9: The “Pet” tab.

Click the “Choose Pet” button. In the window that opens, you can assign a different pet as active.

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Temporary Image 10: Pet selection window.

After selecting, the active pet is displayed next to the character and in the profile. The system displays a notification about changing the pet.

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Temporary Image 11: Notification of pet change.

Pet Display in Control Modes

Pets are not displayed in all control panels. If a specific control mode does not allow the pet to be correctly placed next to the character, its display is disabled.

Control panels where pets are supported:

Control panels where pets are not supported:

Control panels where pets are supported, but visual errors may occur:

Planned Features

The following features were announced as planned. Their parameters and implementation timelines may change.

Pet Affinity

For each pet, a scale of affinity with the character is planned. It should increase through joint dances, quests, and tasks.

Pet Training

A pet will be able to train another pet in a special school. The duration and cost of training will depend on the difference in experience between the pets. During training, both pets will be unavailable for selection and will not provide bonuses.

Confidence

When dancing together with the owner, the pet’s confidence scale will increase. It is expected to take 500 dances to fully fill it:

C=d500

where C is the percentage of the scale filled, and d is the number of dances completed.

After being fully filled, the pet can offer participation in the “Best of All!” contest. The contest lasts 24 hours. During the participation period, the pet is unavailable and does not provide bonuses. The probability of winning is stated as 35%, the cost of entry is 299 Larce, and the amount of Pisne received depends on the pet’s level.

If the pet is not entered in the contest within three days, the confidence scale will reset, and the pet’s effectiveness will decrease to 50% for 7 days. With prolonged lack of joint dances, the confidence scale gradually decreases.

Boredom

The boredom scale should fill up if the player dances to the same song for a long time. It is planned to be fully filled after 10 dances without changing the composition:

B=s10

where B is the percentage of the boredom scale filled, and s is the number of consecutive dances without changing the song.

When changing the song and performing one subsequent dance, the scale should decrease. If the scale is fully filled, the pet temporarily goes to a pet party for 5 hours, becomes unavailable, and does not provide bonuses. After returning, its confidence increases by 10 points.

Birthday

On the pet’s birthday, the player must open the pet’s profile, click the “Congratulations” button, and choose a gift. If the pet is not congratulated on its birthday, it will go to friends for a week. During this period, the pet does not provide bonuses and is unavailable for selection. After returning, its confidence increases by 50 points.

Pet Love

Seven days after purchase, the pet may find a mate. The stated probability of such an event is 50% per day. If the player allows the pet to go on a first date, the pet becomes unavailable for one day or more, but after returning, it receives a love scale, +25 confidence, and reduces boredom by 5 points. If the player forbids the date, the pet’s effectiveness decreases to 10% for a week.

The love scale should fill up daily. After being fully filled, the pet may ask to go on a date with its partner. Allowing it sends the pet on a 2-day trip and temporarily disables its bonuses, but after returning, it increases confidence and reduces boredom to zero, and gives the pet experience. Repeated rejections reduce confidence and effectiveness. After three consecutive rejections, the pet’s relationship breaks up, the love scale disappears, confidence resets, and the pet stops providing experience for 7 days.

The cost of the first date is stated as 99 Larce. The cost of subsequent dates is 49 Larce or Pisne according to the formula:

P=min(100000n,2000000)

where P is the cost in Pisne, and n is the number of subsequent dates.