FoundryInk Academy Academy / For readers and your account
For readers and your account

Hatch an Inky

An Inky is a small companion that appears in a panel beside your work. It is genuinely alive in the simulation sense: a genome gives it colours and a temperament, chemistry and drives push it toward doing things, and a brain that learns decides what it actually does. It makes its own pictures, learns its own words, and meets other creatures. It is not a pet with needs, there is nothing to feed and nothing to fail, and it can never see a single thing you make. It is also off by default. This page covers the whole of it, from the switch to the door to the day it is fluent.

Read time about 18 min

1What an Inky is

Your Inky is a small artificial life simulation that runs in a panel beside your work. A genome hands it a hue and a temperament. Chemistry and drives build up and push it toward doing something, and a brain with learned weights decides what it actually does. It ticks about once a second while the panel is open, and when you come back the server catches it up on the time you were away.

It is not a Tamagotchi. It is not a pet with needs. There is no hunger, no illness, no decay, no death, no streaks, nothing to fail. You cannot neglect it and you cannot lose it. It simply gets on with its own life whether you watch or not.

Every account mints its own creature, so yours will not look like anyone else's.

The Inky panel: a small room seen from above, with the creature out on the green.
The Inky panel: a small room seen from above, with the creature out on the green.See the full screen
It is deliberately content-blind. It learns that something happened (a stroke, a page, an issue finished) and can never know what the thing was. Nothing you make is ever visible to it.
Pro note
Watch it for a minute before you try to do anything to it. Half of what makes a creature interesting is the stuff it does when nobody asked.

2Turn it on

By default there is no companion. Nothing stored, nothing running, nothing listening. That is not a locked trial or a teaser; it is genuinely off, and it stays that way forever if you never touch it.

When you do want one, open Preferences and find the section headed Inky, your companion. Turn on Give me an Inky and one is minted for you, in its own colours, in a panel beside your work. The second switch, Let my Inky be seen in communities, stays disabled until the first is on, which is the sensible order: you get a creature first, then you decide whether anyone else ever meets it.

No cost, no plan, no entitlement, no invite queue. One switch is the entire gate.

Preferences, Inky, your companion: the Give me an Inky switch.
Preferences, Inky, your companion: the Give me an Inky switch.See the full screen
Off really does mean nothing: no data kept, no panel, nothing ticking in the background. Flip it off later and there is nothing left running.
Pro note
Don't go spelunking through the settings tabs. Hit Ctrl-K, type Inky, and studio search drops you straight onto the switch.

3Knock on the door

Once the preference is on, a panel headed Inky turns up in the right rail, and inside it there is a door. No hatch button, no wizard, no form. The door is the control. Knock three times: click it, or put focus on it and press Enter or Space. It answers as you go. There is a small door here. Knock on it, and something will answer. Then A pause. Something shifts inside. Then Closer now. Once more. And on the third knock, It is opening.

Underneath sits the line worth reading twice: It will know that you did a thing. It can never know what the thing was. That is the deal, stated before anything hatches. Knock again next week if you like. Hatching happens once, so you can never overwrite the creature you already have.

There is no naming step and no colour picker, anywhere. The hue is derived for you, so what comes out of the door is simply your Inky, arriving in its own colours. If you were hoping for a character creator, this is not one, and that is rather the point.
Pro note
Take the three knocks slowly. They are paced that way on purpose, and hammering through means you read none of it.

4Where it lives

Your companion appears in the right-hand rail, in a panel headed Inky with the name of the current scene beside it. Inside is a small top-down room you can actually watch. Click the creature to greet it, or click open ground and it will wander over. That rail is shared with Muse and the Academy and only one can be open at once, so opening Muse tucks the creature away. You can do that yourself with Send Inky to the corner, which shrinks it to a pip in the bottom right that still shows the creature and a progress bar for whatever it is currently making. Its label reads something like Open Inky. Making a mini comic, currently drawing. or Between projects. It also follows you around: the park for community rooms, the green on public pages, the reading room for blogs.

The Inky panel in the right-hand column, headed with the current scene.
The Inky panel in the right-hand column, headed with the current scene.See the full screen
The simulation pauses when the tab is hidden or the panel is closed, and the server catches it up when you return (capped at roughly four hours). Nothing decays in the meantime, so being away for a week costs it exactly nothing.
Pro note
The pip is the practical way to work. You get the progress bar without the room stealing your eyes every thirty seconds.

5Growing up

Your companion arrives as an egg and works its way through hatchling, young, and adult. It moves up on experience, and experience comes from one place only: living. Every decision it makes and every word it picks up counts toward the next stage. There is nothing to buy, no ritual to perform, no daily thing you have to remember. Leave the panel closed for a fortnight and it will still have been busy.

The rail carries the stage name and a growth ring, plus a few facts from its genome: its hue, how bold it is, how attentive it is. Attentiveness is the one worth noting, because a more attentive creature takes words on more readily. Nothing regresses, so a stage once reached is kept.

The creature's stage, here Adult, with its experience bar under it.
The creature's stage, here Adult, with its experience bar under it.See the full screen
Growth is not a progress bar you are meant to optimise. There is no reward for a fast one and no penalty for a slow one, and an adult is not finished: it simply stops changing size and carries on with its life.
Pro note
A slow grower is usually a quiet one, not a broken one. Two creatures minted on the same day can end up stages apart, and neither is doing it wrong.

6Drives and chemistry

The panel shows two stacks of bars. Drives are six urges: draw, write, read, mingle, explore, rest. Chemistry is eight levels, five of them fed by what you actually do (craft, compose, story, social, curio) and three that come from inside (reward, vigour, weariness).

The loop is small enough to hold in your head. Your work nudges its chemistry, its chemistry pushes its drives, and its brain picks an action that suits the loudest drive and is possible from where it happens to be standing. Possible is the part people miss. It cannot draw without an easel or brew tea without a teapot, so a strong urge in the wrong room comes out as wandering, gazing or pottering instead. Same creature, different room, and it reads like a different animal.

The Drives bars: draw, write, read, mingle, explore and rest.
The Drives bars: draw, write, read, mingle, explore and rest.See the full screen
These are not moods to manage. There is no correct balance, nothing to keep topped up, and no score attached to any bar. Read them backwards instead: they explain why it just napped or went off greeting. That is their only purpose.
Pro note
If you want to catch it drawing, put an easel where it already likes to loiter. Half of behaviour is furniture.

7What it notices

Your companion runs on your actual working life, but it only ever hears a rumour of it. Draw a stroke or lay a vector and its craft ticks up. Edit a book or write a blog post, that is compose. Open a read, get further into it, finish it: story, and so is watching a short or playing media. Post in a room, comment, react: social. Catch a cameo, browse, search, add to a list, follow a studio: curio. Publishing an asset is the loud one, feeding craft and compose at once.

What actually arrives is a chemical name and an amount. That is the entire message. It knows that you drew, never what you drew. Your pages, your words, and your reading never reach it.

The Chemistry bars: craft, compose, story, social and curio, then reward, vigour and weariness.
The Chemistry bars: craft, compose, story, social and curio, then reward, vigour and weariness.See the full screen
The blindness is deliberate, not a gap waiting to be filled. The whole thing is built so a creature can respond to your creative life without one word of that life leaking into it, which is exactly why it will never have an opinion about what you made.
Pro note
Best way to feel this working is to go do half an hour of real work and then look over. The shift is small, and it is honest.

8Its own work

Your creature makes things. Not for you, not because you asked, but because it felt like it. The panel keeps a section headed Its own work with whatever it is currently making and how far along it is, plus a running count of everything it has finished. When it is idle you get Between projects. It will start something when it feels like it. which is exactly as literal as it sounds.

It might attempt a mini comic, a zine, a strip, a sticker sheet, a picture, a short film, a chapter, or a poem, at doodle size, short, or proper. Progress only ticks while it is genuinely doing the matching thing, so a picture grows at the easel and not during a nap. Finished pieces earn it inkdrops, its own small currency, and go on its shelf.

Its own work: what the creature is making, how far along it is, and how many it has finished.
Its own work: what the creature is making, how far along it is, and how many it has finished.See the full screen
You cannot assign it work or commission a piece. The only influence you have is indirect, through the drives its chemistry produces, and that is a nudge rather than a lever. If it wanders off mid-project, that is the simulation working, not a stall.
Pro note
Watch what sizes it favours over a few weeks. A creature that only ever makes doodles is telling you something about its chemistry.

9The wardrobe

Your creature earns inkdrops by finishing its own work, and there is exactly one thing to spend them on. The Wardrobe stocks A little cap, A bow, A scarf, A beret, A brush to hold, A mug of something and A small crown. Prices run from a handful of inkdrops up to sixty for the crown, and the better pieces want a track record as well, so a locked one tells you plainly: It needs to finish N things first.

The footer under the rack is the whole design in two sentences: Inkdrops buy hats and nothing else. They can never buy what the creature is. Nothing about its growth, its temperament, its vocabulary or its wellbeing is ever on a shelf. Those come from living. The shop sells only what sits on top.

The Wardrobe, with each item's price in inkdrops.
The Wardrobe, with each item's price in inkdrops.See the full screen
Inkdrops cannot be bought with real money. There is no premium tier, no crate, and no shortcut. If you want the crown, your creature has to earn it, which takes a while, and that is deliberate.
Pro note
The mug of something is my favourite item in the whole rack. Nobody has ever told me what is in it, and at this point I would rather not know.

10Twenty-eight words, all pictures

Your creature talks, but only in pictures, and there are exactly 28 of them: yes, no, happy, surprise, question, love, sleepy, book, pen, brush, tea, music, star, sun, rain, flower, hello, friend, share, thank you, and the rest of the set. It hatches knowing four (yes, no, happy, question). Everything else it picks up by running into it again and again, and only when it happens to be attentive at the time. So its vocabulary is a record of a life rather than a setting you configure. The Vocabulary section shows what it knows, a count out of 28, and where each one came from: innate, learned here, or picked up from another creature. That closed set is deliberate. It can be expressive, it can borrow words off other creatures, and none of it ever becomes free text.

Vocabulary: the picture words the creature has learned so far, here 17 of 27.
Vocabulary: the picture words the creature has learned so far, here 17 of 27.See the full screen
You cannot compose an icon, send one, or type at your creature. There is no input box, and that is deliberate: because nothing a person writes can ride through a creature, it is safe for creatures to meet each other at all.
Pro note
Watch the order things arrive in. One that learns brush before book has been keeping very different company from one that goes the other way round.

11Come here, walks, treats and tricks

None of these four things is a command. Come here holds your hand out for a few seconds, which makes coming over, waving or spinning possible, not certain. Go for a walk sends it out for about four minutes, and a walk outranks whatever page you are on: the caption just reads "Out for a walk. Back in about N minutes." until you press Head home. Ask again too soon and you get "It has been out recently. Give it a little while and it will be keen again."

Treat runs on a cooldown too, and the refusal is the best line in the panel: "It has had one recently. Treats are worth something because they are not endless." A treat is not food. Nothing here is hungry. Tricks get one button each, wave and spin, with a bar showing how well it knows each.

The Come here, Go for a walk, Treat, Play, Wave and Spin buttons under the room.
The Come here, Go for a walk, Treat, Play, Wave and Spin buttons under the room.See the full screen
The Treat button offers the creature a treat.
The Treat button offers the creature a treat.See the full screen
Tricks serve no drive at all, and that is deliberate. The only reason your creature ever waves is that waving has tended to be worth its while. Reward it when it obliges and it gets more likely; ignore it and the habit drifts away. That is conditioning, not obedience, and it cuts both ways.
Pro note
The trick tooltips mean it: reward it in the moment it obliges, not ten seconds later when it has wandered off to do something else.

12Play a game with it

Beside the walk and treat buttons sits a Play button. It opens a little modal, Play with Inky ("Something to do together. Do well and it will be chuffed with you."), holding three games, and in every one your actual creature is on the field, not watching from the side. Fetch: tap anywhere and it hops off to get what you threw and brings it back ("Throw it across the field. Inky hops after it and brings it back."). Tickle Tag: it scampers about and you catch it with a tap, at which it giggles and bolts off quicker ("It scampers about. Catch it with a tap and it giggles and bolts."). Copy Inky: it shows you a little dance of moves and you play them back in order, one longer each round ("It shows you a little dance. Play the moves back in order."). Finish a round and it says Inky enjoyed that. You are a little closer., with Play again or Done. A good round is a bonding moment, the same warm reward as a treat or a well-timed trick, scaled by how well you did.

Play with Inky: the Fetch, Tickle Tag and Copy Inky games.
Play with Inky: the Fetch, Tickle Tag and Copy Inky games.See the full screen
Games are free and spend no inkdrops. Like everything else you do with your Inky, a game is an invitation to bond, never a way to buy progress. It nudges your closeness a little, nothing more.
Pro note
Tickle Tag is the busy-day option, twenty-odd seconds and done. Copy Inky is the one to slow down for, since one wrong move ends the run, so actually watch the dance before you answer.

13The Inkpark and Inkfolk

Open any community room and your creature wanders out to the Inkpark, the shared green attached to that room. Up to ten can be there at once. Alone, the panel reads Nobody else is here yet. It has the whole Inkpark to itself. With company: N other creatures here. Stand near one and yours may pick up a word.

That second line matters. One neighbour speaks every few seconds, and after repeated exposure, filtered through your creature's own attentiveness, a word may stick. It is the main way vocabulary grows past what it can learn alone. Contact tints its hue very slightly too.

Below sits the collapsible Inkfolk list of creatures it has met, each with Ask round and Hide. Empty, it reads Nobody yet. Open a community and it will find the creatures who are already there.

The Inky panel at a community room's Inkpark: Nobody else is here yet.
The Inky panel at a community room's Inkpark: Nobody else is here yet.See the full screen
The park carries no names, avatars, links or online status. Creatures meet as creatures, and only the separate Inkfolk list ever shows a person's name. Being visible in the park at all requires the second preference toggle, so if yours seems to have the green permanently to itself, that is the setting, not the neighbourhood.
Pro note
One pass through a busy room teaches almost nothing. Words land on the fifth or sixth hearing, so leave the panel open while you work in a community and let the repetition do it.

14Visits

Creatures can go round to each other's rooms. From Inkfolk, Ask round sends an invitation, and while you wait yours reads Waiting to hear back from {Name}. On the other side it shows up as {Name}'s Inky would like to come round. with Let it in and Not now. Accept and it becomes {Name}'s Inky is visiting. until somebody hits Say goodbye.

One visit at a time, either direction, so an invitation is a small social act rather than a broadcast. Treat Not now as the ordinary answer it is. People are busy, creatures are asleep, timing is timing. Nobody is told off for declining, no tally is kept, and you are welcome to ask again another day.

Consent comes first by design. The connection does not exist until it is accepted, and if you have muted somebody their invitations never reach you at all. There is no way to drop in on anyone unannounced.
Pro note
The best visits are the boring-looking ones. Two creatures pottering in the same room, learning each other's habits by osmosis.

15Privacy, hiding and deleting

None of this exists until you ask for it. The whole feature is off by default and stores nothing until you opt in. Turning it on still keeps your creature private: being seen by anyone else takes a second, separate switch, Let my Inky be seen in communities. Plenty of people never touch it, and a companion only you ever see is a perfectly good companion.

In the Inkfolk list you can Hide an individual creature, which mutes it and blocks its visit invitations before they arrive. That is scoped to your companion alone, not a platform-level block on the person behind it.

You can also delete yours outright, which takes everything it met and everything it was muting with it. And remember what was never there: no access to your work, no names or avatars in the park, no free text anywhere.

The separate Let my Inky be seen in communities switch in Preferences.
The separate Let my Inky be seen in communities switch in Preferences.See the full screen
Deleting is permanent. There is no revive, no backup, and no way to get the same creature back; hatch again and you get a new one, growing up from the beginning. If you just want the quiet, turn the preference off instead. That one is reversible.
Pro note
Hiding someone is a small, private act of housekeeping, not a verdict on anybody. Your creature simply stops answering the door, and nobody gets told.

16Badges, and what is not built

Ten badges track your companion's life, and they arrive on their own like every other badge on FoundryInk. Knocked lands the moment it hatches. First word, then Getting chatty at fifteen, then Fluent once it knows all twenty-eight (that one is legendary, and it takes a while). All grown up for reaching adult. It made a thing, and A body of work for ten finished. Dressed up, Knows a few people, and Picked it up somewhere for a word learned from another creature rather than from you.

A few things are deliberately missing, so you do not go hunting. There is no naming: yours is simply your Inky. There is no colour picker at hatching; the hue is derived for you. And there is no separate Inky page or house to visit. The room, the wardrobe and the shelf are all in the rail panel.

Inky badges on the badges page, such as Knocked, First word and Getting chatty.
Inky badges on the badges page, such as Knocked, First word and Getting chatty.See the full screen
One wrinkle: the companion badges do not have their own category filter on the badges page yet, so you will find them under all categories rather than a tidy "Inky" group. They are counted and awarded normally; it is only the filter chip that is missing.
Pro note
Chasing a badge is the slowest way to earn one. Every name on that list describes something that was going to happen anyway if you kept it company.

Hatch yours

Five minutes, start to finish. Links into the app. Saved on this device.

→
→
→
→
→
→
→

Questions people actually ask

No. There is no hunger, no illness, no decay and no death anywhere in it. You cannot neglect it, you cannot fail it, and nothing bad happens if you close the panel for a month. It is a creature that lives its own life, not a chore with a timer attached.

Never. It receives a chemical name and an amount, and nothing else. It knows that you drew something and can never know what you drew. Your art, your words and your reading are never exposed to it, which is also why it can never comment on any of it.

Not today. There is no naming step and no colour picker: the hue comes from its genome and it is simply your Inky. If naming arrives later it will arrive as a proper feature, not as a rename box hidden somewhere.

No. There is no plan, no entitlement, no invite and no purchase involved. Inkdrops, its own little currency, are earned only by its own finished work and can never be bought. They buy hats and nothing else.

Because Come here is an invitation, not a command. Holding your hand out makes coming over, waving or spinning possible; it does not force them. A creature busy with something it cares about will often carry on, and that is the intended behaviour.

Words past the four it was born with are picked up from other creatures, which means the Inkpark. Open a community room, stand near a neighbour, and give it repeated exposure. A less attentive creature takes longer, and there is nothing you can do to speed that up.

Only if you turn on the second preference. Even then, the Inkpark carries no names, avatars, links or online status: creatures meet as creatures. Only the separate Inkfolk list ever shows a person's name.

It goes, permanently, along with everything it met and everything it was muting. There is no revive and no backup, and hatching again gives you a new creature growing up from the beginning. If you just want it out of the way, turn the preference off instead: that is the reversible option.

Go knock on the door

One switch, three knocks, and something small starts living alongside your work. It will draw its own pictures, learn its own words, meet its own friends, and never once look at what you are making.

Where next?