Looking for your frog.
Today at the pond
Your frog lives in this browser. Save its pond key so you never lose it.
10THOF 109 STILL IN
1STOF 10
Tap to race again
Every slice is a prize.
On the wheel today
Nothing in here yet. Spin the wheel, turn over the log or open a box in town.
Jobs
Every frog past the egg can work one job, at one target the job opens by level. A job is a run of actions, and each one that finishes puts its thing in the frog's basket and pays xp for it, or a fifth of that when it misses. The basket holds 12 hours of actions and then the frog stops until you take it. Levels go to 99 and only go up, a better frog works faster, and a frog works a quarter faster at the job its nature suits. Finds turn up at higher levels. Crafting makes one thing an action out of sticks, reeds and clay, and a frog that's full from a dish sometimes brings in two. Each target has its own mastery, and Tansy, Moth and Big Bean each sell a tool or two that makes a job quicker for every frog good enough to use it. A gardener also makes the plots grow faster. A 99 earns the pond that job's hood, and once in a long while a frog brings home a pet.
Egg bench
An egg is its parent with the numbers nudged, and about one in sixteen throws back to something else. A dye, a stamp or eye drops take about two times in three and are used up either way. A frog fed a dish first does better, the rarer the dish the more often they take, and a rare one or better can give odd eyes on its own. Drops make a frog ten times rarer. Moth in town sells all three.
Pads
Basket
Level
Targets
Every action at a target fills its mastery bar. Each level of mastery makes that target a little quicker, a little likelier to bring two and a little less likely to miss. Mastery starts held at 2 and the frog's level at the job lets it go one higher every eleven levels, up to 10.
Finds
Kitchen
Any two things from the garden make a dish. Every dish you find goes in the cookbook in your collection, and Big Bean buys whatever you cook, up to so many pebbles a day.
Gravel bar
Makes pebbles by itself while you're away and holds eight hours of them. 6 an hour at first and 30 by level 5.
Dye works
Boils three rocks down into a dye for the egg bench. Each rock leans the colour, and the odds for the three you pick show under them.
Burrows
Every level digs a burrow and a lily pad. A neighbour with two hearts or more will move into a free burrow if you ask it in town, and each one pays 4 pebbles an hour in rent, held for eight hours. Collect the rent once a day and every lodger gets a little friendlier. Each visitor and each stamp on your frog's page brings a piece of a painting, and a finished one hangs on the burrow wall.
The far bank
The bank across the water, bought a patch at a time. Each patch puts one more thing on it, behind your frog on the pond, and that's all it does. A patch costs about a sixth more than the one before.
The pond market
Little Tully's Hats
Big Bean's Larder
Tansy's Pad and Reed
Moth's Curios
Restocks whenever he feels like it.
Sedge's Tackle
Bait off the old log, three tins and a lure a day. Fishing puts the best you have on the hook.
Marsh's Frames
Backdrops for your postcard, one of each, for the camera key on the pond.
Today's favour
Neighbours
The neighbours are frogs who live round the pond, run by the pond itself and the same for everybody. Bring each one a dish a day and it gets friendlier. A dish is worth its tier in points, 1 for a common one up to 16 for a legendary, and three times that if it's the neighbour's favourite. Every heart brings a present, and a tap on a neighbour shows them all. At two hearts it tells you how to cook its favourite. One of them asks a small favour each day, and ignoring it costs nothing.
Put up to eight things on your stall for a day. Neighbours wander by all day and somebody nearly always buys within the hour at the going rate, and the chance drops fast as the price goes up. What a thing goes for changes with the day and falls as more of it is put up. Asking over the rate costs a small fee that isn't given back. A hat or trinket has to be a spare, and whoever buys likes you a little more for it. The neighbours only pay out so much a day, and anything sold past that waits on the stall until the next.
Your stall
Bring me three of a thing and I'll make it something else. Probably worse.
Three of a kind
You need three of the same thing. Rocks from the wheel and spare hats are a good start.
Name
Favourites
It'll have a favourite dish and a favourite hat by the time it's a frog.
Diary
It writes a line a day about the day before, and the first one comes tomorrow.
Days at the pond
Days0
Sound and touch
Badge puts a count of what's waiting on the pond's home screen icon, once it's installed. It only changes while the pond's open and never wakes your phone.
Out and about
Your frog drops in on other ponds now and then, and its name and look go on any stamp it leaves. Stay home keeps it off them.
Pond key
Six words that bring your frog back on any device. There's no account, so keep them safe.
Frog power
0
Power counts how rare your frog is, the hats, trinkets, rocks and keepsakes you've found, your frogs' job levels, your best Dive up to 60 and the hearts of the frog out front, and it only goes up. A trinket counts half a hat. The rank is how far up the ladder that is. Its page is safe to share, the link has nothing to do with your pond key.
Dev clock
Dev day