The plot is the payout. It is where you place eggs, where animals stand, where you pick up cash, and where the DamageAuto pad sits. Shooting and the gun shop happen elsewhere. If the egg never lands here, it does not pay.
Place, then leave it alone
- Crack a map egg.
- Carry it back quickly. Speed matters: an 80,000 HP Space Egg despawned on a slow walk.
- Set it on the plot. A countdown starts.
- Do something else. Eggs hatch in parallel. Train, shop, or collect cash.
Hatch times vary by egg and by which session you trust. Use the label on the egg. When it hits zero, hatch. The animal occupies that spot.
Collecting
Each animal displays a value or a per-second rate. That number is how you judge it, not the egg name that produced it. In one session a player came home, grabbed the cash on the ground, and watched the balance climb toward about $5,000,000 during a roughly 20 minute wait, which was the RPG budget in that run. The exact spawn cadence of cash piles is not published. Visit the plot to bank it.
When the plot refuses another egg
Three options are confirmed:
- Buy the in-game space upgrade. It worked mid-run: the plot was full, the upgrade was bought, and the next egg fit. The same player upgraded again later. The cash price of the upgrade is not published.
- Unequip an animal that earns nothing. A $0 lizard was removed for free.
- Sell low earners. A batch sale reached about $3,000,000. A later cleanup removed everything under about $50 to hold stronger hatches.
Early on, the plot fills with $1 hamsters and crabs. That cleanup is routine. Later, clear the slot before you hunt a long-timer egg such as a large Strawberry. Place the long egg first, then train during the wait.
Animals only earn while they are placed. A strong hatch that is unequipped is not income.
Feed me can show on an animal. No food source is confirmed, so feeding is not part of the plot routine yet.
Your plot, the open egg field, and the gun shop are separate places. No zone map of the egg field is documented.
