LCDPET HOW TO

STARTING A NEW PET

When LCDPet starts without an active pet, the CHOOSE NEW PET screen appears.

Choose one of these pet templates:

Classic
Scruffy
Round Bean
Pocket Pup
Batty
Goblin

Tap a preview to select it.

Enter a name under NAME PET.

Names:

Must contain letters only
Can be up to 12 letters long
Cannot use the reserved names Patch or Petch

KEEP NAME remains unavailable until the name is valid.

Tap KEEP NAME to begin caring for the pet.


MAIN SCREEN

The pet's name and the Stats control appear at the upper left.

The current location and weather appear at the upper right.

Tap the location and weather line to move between Inside and Outside.

Credits / Licenses appears below the location and weather line.

The health hearts appear above the pet.

The line below the pet shows the most urgent current alert, an active Want, or the pet's normal status.

Only one message is shown at a time. An urgent warning can temporarily hide a Want without cancelling it.

The six status bars appear below the pet:

Happiness
Energy
Hunger
Dirtiness
Potty
Boredom

Filled blocks show the current value.

For Happiness and Energy, a higher value is generally better.

For Hunger, Dirtiness, Potty, and Boredom, a higher value means the pet needs more attention.


MENUS AND UNAVAILABLE ACTIONS

Inside contains the CARE and SOCIALIZE menus.

Outside contains WALK and POTTY.

Opening Stats, Care, Socialize, How To, or Credits / Licenses closes other major menus as needed.

Actions are temporarily unavailable while the pet is sleeping, bathing, being traded, talking, or completing another action.

An unavailable button appears faded.

How To appears near the bottom of the screen while the Care and Socialize menus are closed.


INSIDE AND OUTSIDE

Tap the Inside / Outside and weather line near the top of the screen to change location.

Most care and social actions happen Inside.

Walk and Potty are available Outside.

The location cannot be changed while another action is in progress.

A Weak or RecoverWeak pet cannot be taken Outside.

Going Outside normally increases Dirtiness by 1 and fills Happiness.

If the weather is Rain, going Outside normally fills Dirtiness to 10, sets Happiness to 8, and makes the pet Nervous.

Completing an Outside Want avoids the normal Rain penalty and fills Happiness.

Returning Inside sets the weather display to Sunny and usually returns a healthy pet to Calm.

Leaving a pet Outside while the app is closed removes 1 Energy for each hour away.

If enough Energy is lost, the pet falls asleep Outside and receives the outdoor Rough Wake penalties when the app is reopened.


WEATHER

A new pet can begin with Sunny, Cloudy, Rain, or Snow weather.

Weather changes automatically after a random 4, 6, 9, or 12 hours.

The normal weather cycle is:

Sunny changes to Cloudy.
Cloudy changes to Sunny or Rain.
Rain changes to Cloudy.
Snow changes to Sunny.

Weather can change while the pet is Inside.

In good outdoor weather, the pet's mood depends on Bond:

Bond below 40: Nervous
Bond 40 through 89: Calm
Bond 90 or higher: Happy

Rain makes the pet Nervous until Bond reaches 100, unless the outing completed an Outside Want.

Remaining Outside in Rain lowers Happiness by 1 each hour unless the outing completed an Outside Want.


CARE

Open CARE while Inside to find BATHE, FEED, and NAP.


BATHE

BATHE is available when Dirtiness is above zero or the pet currently Wants a Bath.

Bathing removes an indoor accident stain.

Bath effectiveness depends on Bond:

Bond below 30:
The bath lasts about 2 minutes.
Dirtiness is reduced by 3.
Happiness is reduced by 1.

Bond 30 through 59:
The bath lasts about 4 minutes.
Dirtiness is reduced by 6.

Bond 60 through 89:
The bath lasts about 6 minutes.
Dirtiness is completely removed.

Bond 90 or higher:
The bath lasts about 6 minutes.
Dirtiness is completely removed.
Happiness increases by 1.

A Bath Want gives a special result:

Dirtiness becomes 0.
Happiness becomes 10.
Energy increases by 2.
Boredom becomes 0.

A bath adds 1 Care when it reduces Dirtiness.

Bathing a pet made Sick by maximum Dirtiness begins recovery once Dirtiness drops below 10.


FEED

A high Hunger value means the pet needs food.

A low Hunger value means the pet is already full.

FEED lowers Hunger by 1.

Every third successful meal increases Potty by 1.

Every second successful meal increases Happiness by 1.

A successful meal adds 1 Care and may build Bond.

Feeding while Hunger is already at 0 counts as overfeeding.

Three overfeeding attempts add 1 Neglect, remove Health, and can make the pet Sick or Weak.

FEED is unavailable while a pet is Sick, Weak, or recovering specifically because of overfeeding.

A Snack Want is a small treat rather than a full meal.

Completing a Snack Want:

Increases Happiness by 1.
Increases Energy by 1.
Adds 1 Care.
Can build Bond immediately.
Does not change Hunger.
Does not increase Potty.
Does not count as overfeeding.


NAP

NAP is available while Inside whenever Energy is below 10.

A manual Nap lasts a random 2, 3, 4, or 5 hours.

During the Nap, Health, Happiness, and Energy gradually rise.

When the Nap finishes:

Health becomes 10.
Happiness becomes 10.
Energy becomes 10.

If Hunger was below 5, it rises to 5.

If Potty was below 7, it rises to 7.

The pet may therefore need food and the bathroom after waking.

A completed Nap can clear Sick, Weak, Recovering, and RecoverWeak conditions.


SOCIALIZE

Open SOCIALIZE while Inside to find PET, PLAY, and TALK.

Repeating the same social action too many times can raise Boredom.

Changing to another social action lowers Boredom by 1.


PET

PET is available Inside while no other action is running.

Petting:

Increases Happiness by 1.
Adds 1 Care.
May build Bond.

Completing a Pet Want gives twice the normal Bond gain and bypasses the normal Bond cooldown.


PLAY

PLAY requires at least 1 Energy.

PLAY is unavailable while the pet is Weak or RecoverWeak.

Ordinary Play:

Increases Happiness by 1.
Increases Hunger by 1.
Adds 1 Care.

Every second ordinary Play lowers Energy by 1.

Completing a Play Want:

Increases Happiness by 2.
Adds 1 Care.
Does not increase Hunger.
Does not lower Energy.
Does not build Boredom.
Gives twice the normal Bond gain immediately.


TALK

Press and hold TALK while speaking or making sounds.

Release TALK to finish the action.

The microphone graphic changes according to the live sound level.

TALK does not recognize words, create transcripts, save recordings, or upload audio.

The first press may request microphone permission.

After granting permission, release the button and hold TALK again to begin the action.

If microphone permission is denied, TALK cannot be completed until permission is granted.

Completing an ordinary Talk:

Increases Happiness by 1.
Adds 1 Care.
May build Bond.

Completing a Talk Want gives five times the normal Bond gain and bypasses the normal Bond cooldown.


OUTSIDE ACTIONS

Move the pet Outside to find WALK and POTTY.


WALK

WALK requires at least 1 Energy.

WALK is unavailable while the pet is Sick, Weak, Recovering, or RecoverWeak.

Walking:

Restores Health to 10.
Lowers Energy by 1.
Increases Hunger by 1.
Increases Dirtiness by 1.
Adds 1 Care.


POTTY

POTTY is available Outside when the Potty value is above zero.

Using POTTY:

Resets Potty to 0.
Increases Hunger by 1.
Adds 1 Care.
Records the Potty Need as completed.

If Potty is already full while the pet remains Outside, the pet handles it automatically.

This resets Potty to 0 but removes 1 Health.


NEEDS

Needs are ongoing care conditions shown by the status bars and warning messages.

Meeting a Need can add Care and create a completed entry in the Care Journal.

Ignoring a serious Need can add Neglect, remove Health, and cause sickness.


HUNGER NEED

Hunger normally increases by 1 every 2 hours.

When Hunger reaches 10, the pet is starving.

After enough additional missed hunger checks:

The Care Journal records a missed Hunger Need.
Neglect increases by 1.
Health decreases by 1.
The pet becomes Sick, or Weak if Health reaches 0.

Feed the pet before Hunger remains full for too long.


POTTY NEED

Potty normally increases by 1 every 3 hours.

The app warns the player when Potty reaches 9 while the pet is Inside.

If Potty is already full when the next Potty increase happens Inside:

The pet has an accident.
The Care Journal records a missed Potty Need.
Neglect increases by 1.
Potty resets to 0.
Dirtiness increases by 3.
An accident stain appears.

Bathing removes the stain.


DIRTINESS NEED

Dirtiness can increase from outdoor trips, walking, Rain, and indoor accidents.

The app warns the player when Dirtiness reaches 9.

If Dirtiness remains at 10 for about 12 hours:

The Care Journal records a missed Bath Need.
Neglect increases by 1.
Health decreases by 1.
The pet becomes Sick, or Weak if Health reaches 0.

Bathe the pet to correct sickness caused by Dirtiness.


ENERGY NEED

The app warns the player when Energy reaches 1.

Some actions become unavailable when Energy is too low.

If Energy remains at 0 for 30 minutes while no other action is running, the pet falls asleep automatically.


WANTS

A Want is a temporary request from the pet.

A new Want appears after a random 8, 12, 18, or 24 hours.

Each Want lasts 10 minutes.

When a Want appears, the app can send a notification.

If the Want is not completed before it expires, the Care Journal records it as missed.

Missing a Want does not add Neglect.

Possible Wants while Inside:

Snack
Play
Pet
Talk
Outside

Bath joins the indoor Want list at 100 Bond.

Possible Wants while Outside:

Play
Pet
Talk

Those actions are performed Inside, so bring the pet back Inside to complete them.

Completed Wants give special rewards.

Snack:
A small treat that increases Happiness and Energy without affecting Hunger or Potty.

Play:
Avoids the usual Hunger and Energy costs and gives twice the normal Bond gain.

Pet:
Gives twice the normal Bond gain.

Talk:
Gives five times the normal Bond gain.

Outside:
Fills Happiness, avoids the normal Rain entry penalty, and builds Bond immediately.

Bath:
Completely cleans the pet, fills Happiness, adds Energy, and clears Boredom.


BOND

Bond measures the relationship between the player and the pet.

Bond ranges from 0 to 100.

The relationship names are:

0 through 24: New Pet
25 through 49: Settled
50 through 79: Pal
80 through 99: Best Friend
100: BFF

Ordinary Bond growth can happen once every 6 hours.

Some completed Wants bypass that cooldown.

The normal Bond gain increases as Bond rises:

Bond 0 through 20: 2 points
Bond 21 through 50: 3 points
Bond 51 through 80: 5 points
Bond 81 through 99: 7 points

Some Wants multiply that normal gain.

Bond cannot rise above 100.

Repeating one social action 25 times in a row removes 5 Bond once during that streak.

Changing actions resets that streak.


BOREDOM

Boredom can increase when Play, Pet, or Talk is repeated too many times.

The first Boredom increase can happen after a random 3 through 13 repeats.

Further increases happen at additional random intervals if the same action continues.

As Boredom rises, repeated actions remove Happiness and Energy more often.

At Boredom 9 or 10, each triggered penalty removes 2 Happiness and 2 Energy.

Changing to another social action lowers Boredom by 1 and reduces the accumulated penalty.


HEALTH AND STATUS

Health is shown by ten hearts above the pet.

Health can be lost through starvation, overfeeding, maximum Dirtiness, or allowing a full Potty meter to overflow Outside.

The pet's face and status change according to its condition.

Sick pets appear green.


COMMON STATUSES

Happy:
The pet is in a strong positive mood.

Calm:
The pet is comfortable but not highly excited.

Nervous:
Common for a new or low-Bond pet, during Rain, or after a Rough Wake.

Sad:
Happiness is 3 or lower while Inside.

Excited:
A temporary status during actions such as Play or Walk.

Asleep:
The pet is taking a Nap or has fallen asleep automatically.

Sick:
The pet is losing Health because of a serious care problem.

Weak:
Health has reached 0.

Recovering:
The pet is recovering from ordinary sickness.

RecoverWeak:
The pet is in the second stage of recovery after becoming Weak.

RoughWake:
The temporary warning after automatic sleep.

Trading:
The current pet is being traded for a new pet.


SICKNESS AND RECOVERY

A Sick pet loses 1 Health every 30 minutes.

Hunger also continues increasing while the pet is Sick.

Correct the cause of sickness:

Starving:
Feed the pet.

Overfed:
Stop feeding until Hunger rises above the stuffed range.

Dirty:
Bathe the pet until Dirtiness drops below 10.

Correcting the cause begins Recovering.

Recovering is checked about every 10 minutes.

Recovery takes longer after the pet has remained Sick for more checks.

Happiness of 8 or higher can shorten recovery.

A Weak pet must remain Inside with some Energy and Hunger below 10.

After about 2 hours under those conditions, Weak changes to RecoverWeak and Health becomes 1.

After about another 2 hours Inside with Hunger below 10, the pet returns to Calm.

A manual Nap can also clear sickness and weakness when the Nap completes.

Do not take a Sick, Weak, or recovering pet on a Walk.


AUTOMATIC SLEEP AND ROUGH WAKE

If Energy remains at 0 for 30 minutes, the pet falls asleep automatically.

Automatic sleep is saved immediately.

The pet gains 1 Energy for each hour spent asleep, with at least 1 Energy restored when it wakes.

Leaving and returning to the app wakes an automatically sleeping pet.

Automatic waking causes a Rough Wake:

Happiness decreases by 1.
The pet becomes Nervous.
A Rough wake alert appears for about 30 seconds.
The pet remains Nervous for about another 10 seconds.

If the pet fell asleep Outside:

The pet is returned Inside.
Bond decreases by 1.
The normal Rough Wake penalties also apply.

A chosen indoor Nap is safer and gives much stronger recovery.


CARE AND NEGLECT

Care records successful positive actions.

Care increases by 1 for:

A successful Feed
A completed Snack Want
Play
Pet
Talk
Walk
Potty
A Bath that reduces Dirtiness

Neglect records serious harmful care failures.

Neglect increases by 1 for:

Three overfeeding attempts
Starving long enough to become Sick
An indoor Potty accident
Remaining fully dirty long enough to become Sick

Care and Neglect each stop increasing at 999.

A missed Want is recorded in the Care Journal but does not add Neglect.


STATS

Tap Stats below the pet's name to open the Stats panel.

Opening Stats closes the Care and Socialize menus.

Stats contains the Pet Record, Pet Management, and Care Journal.


PET RECORD

The Pet Record shows:

Bond
The current Bond percentage, Bond bar, and relationship name.

Age
The pet's current age record.

Care
The number of successful care actions recorded.

Neglect
The number of serious harmful care failures recorded.



CARE JOURNAL

Open Stats, then tap CARE JOURNAL.

The Care Journal stores up to 50 entries.

The screen shows the eight newest entries matching the selected tab.

Tabs:

NEEDS
Shows Need entries, the result, and when they happened.

WANTS
Shows Want entries, response time, and when they happened.

ALL
Shows Needs and Wants together.

Symbols:

✓ means completed or met.
✕ means missed or expired.

A completed Want can show how quickly the player responded.

If its original start time is unavailable after reopening the app, the response time may show N/A or a dash.


PET MANAGEMENT AND TRADE-IN

Open Stats and find PET MANAGEMENT.

Tap TRADE PET IN to begin the trade-in countdown immediately.

There is no separate confirmation screen.

The new-pet search begins after 2 hours.

A ten-block progress bar and remaining time appear during the wait.

Tap CHANGE MIND at any time during the countdown to cancel the trade-in.

Closing the app does not cancel the countdown.

When the countdown reaches zero, CHANGE MIND is no longer available.

The screen shows FINDING PET for about 5 seconds.

The current pet is then replaced.

Trading resets:

Pet name and template
Bond
Care
Neglect
Status bars
Health status
Care Journal
Active Wants
Sleep state
Location
Other current-pet progress

The CHOOSE NEW PET screen then appears so a new template and name can be selected.


NOTIFICATIONS

On Android 13 or newer, LCDPet requests notification permission when the app opens.

Denying notification permission does not stop gameplay.

It only prevents LCDPet notifications from appearing.

Notifications can be sent for:

New Wants
Critical Hunger
Potty reaching 9 Inside
Dirtiness reaching 9
Energy reaching 1

Tapping a notification opens LCDPet.


SAVING AND TIME AWAY

LCDPet saves the pet's current state on the device.

Saved information includes:

Name and template
Status bars and Health
Bond, Care, and Neglect
Location and weather
Health condition and sickness cause
Accident stain
Active Want
Trade-in state
Sleep state
Care Journal

The trade-in countdown continues using real elapsed time while the app is closed.

Automatic sleep uses real elapsed time while the app is closed.

A pet left Outside loses 1 Energy for each hour the app remains closed.

Most other gameplay timers do not calculate every hour spent away.

They resume from the saved values when the app is reopened.

An active Want can remain after reopening, but its ten-minute expiry period begins again and its original response time may be unavailable.

A manual Nap remains saved, but time spent with the app closed is not counted toward the original Nap duration.


CREDITS AND LICENSES

Tap Credits / Licenses near the upper-right corner of the main screen.

This panel contains acknowledgements, sound credits, license information, and source links.

Web addresses in Credits / Licenses can be tapped to open them.


HOW TO AND CREDITS CONTROLS

How To and Credits / Licenses open as full-screen scrolling panels.

CLOSE returns to the pet.

MOVE moves the MOVE and CLOSE controls to another corner.

The controls cycle through:

Bottom right
Bottom left
Top left
Top right

Moving the controls in How To also moves them in Credits / Licenses, and vice versa.
