a living pixel pond

pond.nz

A living pixel-art pond that runs on its own. Its animals grow, breed, hunt and evolve, and some are steered by live brains (a language model, a fruit-fly connectome, a zebrafish circuit) that learn as they go. Feed it and build it, and it wears deeper, past the twilight and the abyss to stranger depths, with more than two hundred kinds of creature and fifty plants to find.

Drawing water…

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What is this?

A pixel-art pond that runs in your browser. Every animal has its own genes, life and temper: they grow, hunt, breed, fight and change on their own.

How do I play?

Feed what arrives, plant and build, and spend the essence and pearls your pond earns on its animals and its world. Click any animal to see its life, genes and family. The pond deepens as it lives, and deeper water brings stranger things.

Do I need an account?

No. Your pond saves in this browser and gets its own link. Signing in with Discord keeps your ponds in an account, so you can carry on from any browser.

Can other people see my pond?

Anyone with its link can look around, but only you can change it. Once it has 50 points it is listed on the leaderboard, unless you untick "Show my pond on the leaderboard" in its score panel.

How do high scores work?

Ponds earn points as things happen in them: rare animals, new generations, animals growing well. High scores ranks listed ponds by points; the in-game leaderboard ranks them by depth first.

What are awakened minds?

Any animal can be awakened, up to five per pond. A brain then steers it instead of its instincts. Several times a second the game turns what the animal senses into numbers: food and prey around it, danger, its own kind, its hunger, its rival, and what it has learned about each species. It sends those to the brain it was given, and the game carries out the answer. The animal swims, hunts, flees or fights by the pond's own rules, so a brain can only choose among real options.

Jev is a language model. Every half minute or so it reads a short description of the encounter, with each option and its learned worth and risk, and picks a goal. Fly Brain runs the whole FlyWire fruit-fly connectome (about 139,000 neurons and 54 million synapses) as a spiking network. The senses become signals into its taste, smell and touch neurons, and the firing of its descending neurons (walk, turn, feed, escape) becomes the movement. Fish Brain runs a measured circuit from a larval zebrafish hindbrain with modelled dynamics. Prey and danger in sixteen directions drive its turning and forward populations about five times a second; it is not a whole fish brain. Jev + Fish lets Jev choose the goal and Fish Brain do the steering.

On top of each brain sits a learning layer. Food, kills, won and lost fights, and close calls reward or punish whatever it was paying attention to, and that slowly changes how strongly it senses each thing. It also remembers which species were worth chasing and which hurt. Traits and the eldritch mark give it a drive to pick fights. The networks themselves aren't retrained: what changes is how the animal weighs the world.

Does it keep going while I'm away?

The pond rests while it is closed and carries on when you come back. A hatchery's auto-feeder keeps working for up to 8 hours.

How an awakened mind works

Sensesfood, prey, dangerkin, rival, hunger The brainJev: picks a goalFly: spiking connectomeFish: hindbrain circuit The answera goal, or turnand thrust The pond actsswim, hunt, flee,fight, eat, by its rules Learning layerrewards and lessonsreweigh the senses What happenedfed, kill, won, lost,a close call

Jev

A language model. About every 30 seconds per animal it reads the encounter: the animal, its hunger, what's near and how big, and for each species what it has learned it's worth, what it costs and how often it has tried. It picks one of the options the pond allows: forage, hunt, stalk, hunt as a pack, fight, shelter, flee, explore, rest. The server checks the choice against that list before the animal acts on it.

Fly Brain

The FlyWire adult fruit-fly connectome, every mapped neuron (about 139,000) and their 54 million synapses, run as a leaky integrate-and-fire network on a compiled spike engine. The animal's senses set the firing of its sensory neurons: sugar for food, bitter, odour, touch and danger. After 50 ms of simulated time, the firing rates of its descending neurons (forward, turning left and right, feeding, escape, reverse, grooming) become the move. About every two seconds per animal.

Fish Brain

Fish1: a circuit measured from a larval zebrafish hindbrain, with modelled neuron dynamics. Prey, danger and kin in sixteen directions around the animal feed its input layer; populations called Class I and II pass that on to turning and forward-swimming outputs, with startle and feeding reflexes. Left turn, right turn and thrust come back about five times a second. It is one circuit, not a whole fish brain.

The learning layer

Every brain gets six sensed channels through gains that start at 1. For four seconds after each sense, a trace remembers what the animal was approaching. A meal (+0.25), a kill (+0.6), a won fight (+0.4), a lost one (−0.5) or a close call with danger (−0.2) strengthens or weakens those gains, within ×0.5 to ×2. Alongside, it keeps a worth and risk for each kind of prey (bigger prey feeds more but may fight back) and a feeling about each species, and climbs from forager to pack hunter as it gains experience. All of this is saved with the pond.

pond.nz

click to look · drag animals · scroll to zoom

pond · saving…

Your ponds

Saved here, and at its own link

    Scene

    60 FPS target · measuring…
    Classic water · lighter lighting and detail

    About

    A living pixel-art pond

    Watch a self-running pond, feed its animals, and shape the habitat around them.

    • Life grows, hunts, breeds, and passes genes through generations.
    • Build reefs and islands, then watch tides, weather, and time reshape them.
    • Explore the deep to find new species and earn pearls and essence.

    Your pond saves itself. Open the Guide for species, controls, and the deeper systems.

    Made by sardistic, inspired by argonautcode's animation sketch. Source on GitHub.

    Support Pond on Ko-fi ↗
    Help keep the pond growing.

    Drag to pan · scroll to zoom · G for the guide · H for this menu

    Keep this pond safe

    Sign in with Discord to keep your ponds in your account, carry on from any browser, and put your name on the leaderboard if you like.

    Animals

    Pond balance

      Actions

      Choose an action, then click the pond. + pins it below.

      Place a structure in the pond. Click it for details; use the Net to remove it.

      Day 1
      Tide

      Score

      0

      0points
      0pearls
      0essence
      –rank

      Lately

        Along the beach

        Leaderboard

          Rare finds in every pond

            How to earn
            • Your score is your pond's depth: its deepest point, in fathoms. It deepens with time, with the tides (salt surf most), with the structures you build and the plants that grow, with evolution (new generations, rare births, discoveries, hatchery broods), and with your points, though those count less and less the more you have.
            • Every birth: 1 point. Rare births score by tier: Uncommon 3, Rare 8, Epic 20, Legendary 50, Mythic 150.
            • Breed the same rare again and each one is worth 25% more, up to 3×. The first of a kind in your pond adds 20.
            • Rare animals arriving on their own: half their tier. A new wild species: 10. A generation record: 5 per generation. Coral spawning: 20. An animal that lives out its life: 1.
            • Each dawn: a pearl per species in the pond, plus up to 5 for how comfortable they are, and coins salvaged from a sunken ship.
            • Points are your score, and harder water pays more of them: fresh ×1, salt ×1.3, both ×1.6. They're also scaled to the pond's size, so small and big ponds compete fairly. Every point also pays a pearl, for plants, food and structures.
            • The deep pays too: each deep-water animal and each deep structure (black smoker, crystal grotto, whale fall, drowned idol) adds essence every dawn.
            • Essence buys new animals (the dock) and gene boosts for them. It comes back when you recycle an animal with the Net (more for rarer ones), when an animal lives out its life, and a little each dawn.
            • A new pond starts nearly bare: a few seedlings and hardy pioneers (snails, shrimp, crabs, starfish, jellies). Plants grow, seed and eventually die back; as the pond's plant life matures, bigger animals find their way in.
            • Grow anything: an animal's card raises its genes (essence); right-click or long-press a plant, or click a structure, for its own traits (pearls, essence, corruption). Build an island on an island to raise it a terrace higher, up to ten; from level 3 it becomes lanterns of life or the whispering stone, which grow as it rises.
            • Corruption (the green diamond) comes from marked animals as they live and change. It buys the eldritch paths (in the depths), corrupted plants, the dark island, and eldritch traits on a marked animal's card.
            • Popular, high-scoring ponds draw litter along the tide line: click it to clear it (a pearl or more each). Left alone it spoils the water, and a dirty, busy pond risks a blight at dawn (a bloom, or a sickness in a crowded species). Aerators make blights rarer.
            • Structures and plants built in deep water let the pond hold more animals, draw deep life up, and in time bring deep species within reach without paying to unlock them. Anything left standing on the floor slowly scours it deeper.
            • All ponds share one long beach: the next player's pond lies right past the end of yours. Panning stops at the end; drag again from there and you walk on over it, and once you're more than halfway you're in it (clicking the tab there asks first). You can look around but not touch anything, walk on to the one after, or back home the same way.
            • Sinks for everything: the deepest tiers' structures (up to the Sleeper's cradle), trait trees ten levels deep, hunters (a predator's card: jaws, burst and senses for pearls, hunger, maw and tenacity for essence, contagion and devour for corruption), graded spawns (Good to Pristine), and deepening by hand.
            • Breeding habitats (spawning gravel, amphibian pool, reef nursery, brood chamber) let their kinds breed and lay more; what stands around one shapes the young, for better (glowing plants, springs, corals) or worse (litter, carrion, the idol). Crowded species fight and sicken; the last few are spared.
            • Breed a rare line again and again, or score well with a species, and it earns a super spawn: a Paragon, free, the finest of its line. Mark any animal Keep safe on its card and nothing recycles it.
            • Darkness feeds madness and daylight resists it: keep the pond lit and the marked change slowly; keep it in the dark and they change fast (and yield more corruption). A narrator keeps notes on it all, and their voice goes as the pond does.
            • Point at almost anything (a button, a tool, a plant or structure in the pond) for a tooltip saying what it does.
            • Rare genes are rare: gifts (iridescent, starry, titan …) are rarer than anything before, and curses (ravenous, barren, frail …) pass on too, far oftener if you run the pond fast or shorten its days. Fossils come in grades; a relic holds an artifact to call storms, tides and surf from the sky tracker.
            • Animals like certain plants and rocks nearby (hover one to see), calm water, and their own kind of water. Comfortable, well-fed animals age slower and rarely wander off; aggressive water drives them away and keeps newcomers out. Spirulina keeps them fed for longer; brine shrimp brings them into breeding condition.
            Hatchery

            Breeding pens

              Breed for

              Upgrades

                Looking at , someone else's pond: look only

                Guide

                Controlled creatures

                  Awaken any creature from its card. Up to five per pond.

                  The depths

                  Journal