OFFICIAL HALLOWEEN RELEASE31 OCT 2026ESP32 DEVICES · SOLD DIRECTLY BY US
POCKET
GREMLINS.
Halloween launch ↗

AI-POWERED CREATURES. VERY SMALL WORLD.

Small pets.
BIG WEIRD.

Not quite a pet. Not quite a monster.
A tiny, opinionated, what-on-earth-is-that
that fits right in your pocket.

Real AI chooses their next move. These little thinkers notice their needs, make choices and build familiar habits—all on your ESP32.

5 FOUNDER FAMILIES3 LITTLE HABITATSON-DEVICE NEURAL AI
Friendly. Funny. Occasionally a little gross.
GREMLIN OBSERVATION STATION
Actual Pocket Gremlins game: five pixel gremlins, bed, trinket, toy and touchscreen controls
ACTUAL GAME PIXELS. ZERO MAKEOVERS.TOUCH TOUR →
100%
FRIEND
SHAPED
YES, THAT STICK HAS A FACE.

FIELD NOTES / 001 · RESIDENT IDENTIFICATION

Five families.
Absolutely no normal ones.

Pick a weirdo to inspect.
Every creature below is drawn by the game itself.

YOU ARE OBSERVING

Orb

A purple rounded core, glossy orbiting lobes and a trailing three-finger hand. Its eyes, brows and little mouth have plenty to say.

VERY BOLD · BALANCED

Family tendencies are a starting point. Every roommate is unique.

JUST BEING WEIRD

Real game reaction frames, replayed here so you can inspect every funny face.

FIELD NOTES / 002 · FINGERS REQUIRED

Go on.
Poke around.

Tap, hold, sweep, squish, hatch.
Get to know every way to care.

TOUCH TOUR.EXE16 THINGS TO TRY
Actual game view showing a counted meal
SCREEN CAPTURE FROM THE GAME01 / 16

TAP EMPTY HABITAT SPACE

Offer a tiny feast.

A tap drops three meat morsels when there is room. Your gremlin decides when to approach. Watch for an actual bite: a food drop by itself doesn’t fill its tummy.

GREMLIN PRO TIP

Extra bites still feed a friend. Discovery meals count at least 30 care minutes apart.

TRY A LITTLE PATIENCE

Keep your finger still. Keyboard: hold Space or Enter.

An interactive guide using real game images. Your ESP32 device is where your living colony plays.

THE LITTLE THINKING DEPARTMENT / AI INSIDE

Tiny monsters.
Real AI choices.

A snack? A nap? A suspicious object?
Their next move is a little decision of their own.

Pocket Gremlins is powered by on-device neural AI. Each gremlin gets decisions based on its own needs, personality and surroundings. The brain evaluates possible activities and chooses what to do next, plus how urgent that activity is. You care for the world; your little weirdos respond.

01 / NOTICE

What’s happening?

The game gathers hunger, energy, stress, boredom, curiosity and trust. Personality, age, day or night and nearby room destinations join the snapshot.

02 / CHOOSE

A little brainwave.

The neural model evaluates available activities and picks an activity and urgency. Food, friends and room pieces need a real or remembered destination.

03 / ACT

Feet. Mouth. Wiggle.

The game turns the chosen goal into movement and interaction: seeking food, visiting a toy, inspecting a curio, exploring, socializing or resting.

04 / NOTICE AGAIN

A new little moment.

Real bites, rest and visits change needs. Experiences shape memories. A later decision uses the updated snapshot, so their next move can change.

↳ CHANGED NEEDS + MEMORIES FEED THE NEXT DECISION

GREMLIN THOUGHT EXPLORER6 LITTLE WHAT-IFS

What might this weirdo do?

Pick a situation. Follow the clues through the brain to one possible next move. Needs and personality shape the choice, so it isn’t a command or a guaranteed outcome.

A tummy with an opinion.

CLUES GO IN →

Hunger
High
Energy
Ready
Food nearby
Yes
Time
Day

Evaluates activities.
Chooses a goal + urgency.

ONE POSSIBLE NEXT MOVE →

A snack sounds like a very good idea.

Look for food

A real morsel in this room

Hunger and a nearby morsel give the brain something useful to consider. One possible choice is to go looking for that food.

Then the world changes ↻

An actual bite fills the tummy. Dropping food or walking toward it alone doesn’t count as eating.

An illustrated guide to possible AI decisions, using actual game animation frames. The creature AI runs on your ESP32 device.

Your taps change the clues.

A meal, a clean floor, cozy cover or a calm hold changes the world and the gremlin’s needs. The AI chooses how to respond. A toy poke is an invitation to investigate.

Familiar things matter.

Favorite toys, curios and sleeping spots belong to each gremlin in each habitat. Regular feeding locations are remembered by the room. These destinations influence later choices. Meet their little habits →

All inside your pocket.

The neural AI runs locally on the ESP32. Everyday creature decisions work offline. Each resident gets its own decisions; the game keeps movement and animation going between them.

What is the AI actually doing?+

It reads a compact state snapshot. Needs, personality, life stage, day or night and distances to available destinations become the input to a small neural network.

It evaluates possible activities. The network produces scores for actions. Choices requiring a destination use available targets, including remembered feeding spots. A missing roommate cannot become a social destination.

It chooses a goal and urgency. That result tells the game which activity to pursue and how urgent it is. Decisions happen at intervals and when fresh information calls for another choice; the neural network does not run for every animation frame.

The game makes the action happen. Movement, bites, rest, care, growth and genetics follow the game’s rules. Actual interactions update needs and memory, which influence later AI decisions. A remembered snack spot can guide a search; only eating real food fills a tummy.

Every resident brings its own needs and personality to the next choice. Your device is where the living colony plays.

FIELD NOTES / 003 · HABITAT HOPPING

Home, strange home.

Three rooms. A change of scenery.
The same delightfully peculiar friends.

Actual Nursery room from Pocket Gremlins

SOFT THINGS. STRANGE ROOMMATES.

The Nursery

Stitched curtains. Scalloped canopy. Hanging nests. A woven rug and gently moving fabric. A snug little first home.

  • Swaying ceiling mobile
  • Living canopy to trim
  • Cushion, trinket & spore pod
EVERY ROOM IS REAL GAME ART

Open the Spooky Annex with its room control. Move every resident out before closing it. Changing the room view does not move your friends.

THE DEPARTMENT OF VERY PERSONAL LITTLE HABITS

Small brains.
Familiar favorites.

One likes a toy. One claims a nest.
Every weirdo has its own little ways.

MY VERY IMPORTANT GREMLIN OPINIONSTRAITS
Actual game Traits card for an Orb with a favorite spit target, ribbon nest and Cozy Napper routine
A real game screen, with an example resident. Tap your gremlin → MORE → TRAITS. PLAY, SLEEP and the curiosity line show its favorites. LEARNING means it’s still exploring.

A LITTLE EXPERIENCE. A LITTLE PREFERENCE.

That’s MY funny little toy.

Real playtime helps a gremlin find a favorite. A familiar toy can draw another visit, even when a different piece is active. A happy visit helps ease boredom.

Give them time to explore. A tap is an invitation; their little brain chooses what to do.

Restart. Still my spot.

Favorite pieces and cozy sleeping spots stay remembered when you restart. Each gremlin keeps its own favorites for each habitat.

A routine, all their own.

Cozy napper? Curious collector? Little explorer? Their routine describes what they actually do. It grows from experience, with no fixed timetable.

Patience makes room.

Some friends keep exploring before choosing a favorite. Let their needs and personality lead. A new experience might become a new favorite.

Their local little brain chooses activities; real visits shape memories, curiosity and boredom, which influence later decisions. Read more in the care manual →

FIELD NOTES / 004 · HEREDITARY WEIRDNESS

It runs in the family.
Sometimes on mismatched legs.

Shapes, colors, eyes, appendages.
Little bits of both parents. A lot of surprise.

FAMILY RESEMBLANCE DEPARTMENT+
An actual grown Twig and Maw hybrid rendered by the gameCERTIFIED
LITTLE WEIRDO
Twig + MawA possible grown offspring · actual game pixels
01

One friend becomes two.

The first discovery egg comes from two counted meals, calm holding, cleaning and good health. It brings a different founder family. You decide when to hatch it.

02

Roommates become parents.

Healthy, fed adults need the same room, nursery cover, clean walls and a low-mess floor. Real nearby social behavior builds their bond; sitting on screen together doesn’t do it.

03

Weirdness keeps branching.

Body shapes, appendages, colors and natural variations can come from different family branches. Grown hybrids can have offspring too. Lineage shows ancestry and parents.

UP TO 5 RESIDENTS1 WAITING EGG24-CARE-HOUR BREEDING REST

The website shows captured possibilities from the real genetics renderer. On your device, an egg’s identity is fixed when it forms.

FIELD NOTES / 005 · LITTLE GROWING PAINS

From tiny weird
to wise weird.

New proportions. Developing appendages. Little creases and different wiggles. Each life stage has a look and movement of its own.

Hatchling

Your tiny beginning

Baby proportions, short appendages and a small starting set of little limbs. Watch the tiny bob and stretch! Choose your first family and offer a real meal to begin healthy growth.

These are accumulated healthy care times, not promises of a stage change after exactly that much wall-clock time. See every family at every age →

GROWTH OBSERVATION / ORBOrb as a hatchling in the actual gameSAME FRIEND. A NEW LITTLE CHAPTER.

THE TINY CALM-DOWN CLINIC / ALL WEIRDOS WELCOME

Big feelings.
Tiny fixes.

Even a little monster needs a cozy day.
Pick a worry. Find a friendly fix.

WHAT’S BUGGING YOUR LITTLE BUDDY?

Uh-oh. A mess mountain.

Crumbs and floor litter keep a gremlin feeling frazzled. The messier the floor, the harder it is to settle down.

A COZY FIX

Give the room a gentle sweep. Use Sponge to tidy up while keeping the leaves safe.

Clean floors help stress fall. Wall fuzz needs its own wipe, too.

THE SMALL NAP DEPARTMENTLess frazzle. More cozy.

Rest and leafy shelter help stress fall.
These are the game’s real rest frames.

THE LITTLE GET-WELL GUIDE

How does a gremlin get sick?

Big care needs can become a little illness when they stay unmet for too long. Watch the warnings: they tell you what your buddy needs.

01 / TUMMY TROUBLE

Really, really hungry.

Food is almost gone. Offer morsels and watch your gremlin actually take a bite.

02 / EMPTY BATTERIES

Really, really tired.

Rest is almost gone. Let your buddy recharge at the cushion and keep its night rest routine.

03 / FLOOR FIASCO

Really, really messy.

The floor is extremely dirty. Sweep away litter and keep the room comfortable.

6 CARE HOURS

Serious unmet needs add up. After six accumulated care hours, a gremlin can become ill. Meeting its needs makes that buildup shrink. Vacation pauses the care clock.

YOUR GET-WELL RECIPE

A real meal + a cozy rest + a clean floor. If your gremlin is ill, tap it → MORE → TREAT for medicine. Recovery takes good care over time; medicine gives it a head start.

A still four-second hold builds trust, too. Practice a little patience ♡ →

For curious carers: the exact care rules

The illness check watches three urgent needs: Food at 20% or less, Rest below 15%, or floor mess above 85%. Unmet needs accumulate toward six care hours. When all three are out of those critical ranges, the buildup decreases twice as fast as it increased.

Illness adds stress. Stress by itself does not trigger illness, and illness does not spread between roommates. Bare rooms and crowded greenery affect comfort separately.

A sick gremlin recovers after two accumulated care hours with those urgent needs met. TREAT gives a one-care-hour head start and a small energy boost. If an urgent need returns, recovery progress resets. Keep feeding, resting and cleaning after medication.

Night rest slows needs; Vacation pauses care. The last remaining friend can still get sick and needs your care, even though it cannot leave.

FIELD NOTES / 006 · THE NO-OBVIOUS-QUESTIONS MANUAL

Every tap has a little story.

The full care manual.
Open a note. Learn a monster thing.

01 / Everyday care

Feeding, bites and counted meals+

Tap an empty patch of habitat to offer three meat morsels if food slots are free. Your gremlin chooses when to approach and eat. Consumed food restores hunger and energy; a tap alone does not. Chewing and gulping start after an actual bite.

A counted player meal starts a 30-care-minute discovery interval. Other bites still feed the gremlin without counting as another discovery meal. Egg Care shows the wait. Ordinary daytime care is roughly a meal every four hours; watch each friend’s needs.

Trust, four-second holds and affection+

Put tools away and close menus. Hold your finger calmly near a resident for four real seconds, without dragging. Successful holds build trust, meet the holding care requirement and prompt a lean, wink or affection puff. A six-second repeat cooldown gives each moment space.

Trusting, nonhungry gremlins can approach a settled finger. Knot contracts its loop, Maw works its lips, Cap folds its sails, Orb waves and Twig bows. A quick tap opens a card; a moving finger performs room care.

Needs, boredom and personality tracks+

Food is fullness; Rest is energy; Stress is unease; Trust is connection with you. Low stress is good. The compact card shows shy–bold, solo–social and cautious–curious tracks.

MORE → CARE adds boredom, healthy growth time and roommate bond progress. MORE → TRAITS adds family, stage, health, active–cozy, favorites and the observed routine. These are living readings, not editable sliders. Care and their own behavior change them.

Actual Traits page showing personality, favorites and routine
Favorite toys, cozy corners and personal routines+

Each gremlin remembers its own favorite play toy, curiosity piece and bed or nest in each habitat. Actual visits shape preferences; some friends explore for longer before choosing. Successful play and investigation ease boredom and curiosity, helping shape later decisions.

MORE → TRAITS shows favorites and the observed routine. Memories and exact sleep destinations survive restarts. Moving rooms keeps the memories for the old room; changing roommates does not hand those memories to someone else.

Moving a piece moves the remembered destination. Removing it lets the gremlin use an available alternative; reintroducing that kind restores its remembered preference. Repeated new experiences can change a favorite. Routines describe real behavior rather than a fixed schedule, and favorite visits do not count as meals or growth care.

Explore the Department of Personal Little Habits →.

Naming, browsing and moving roommates+

Tap a resident, press MORE and tap its name for the on-screen naming keyboard. Personal names can have up to 15 characters. Family labels remain Knot, Maw, Cap, Orb and Twig. A new name does not change inherited identity.

Detail-card arrows browse current-room residents. The named destination button moves that gremlin and follows it to the room. Top habitat tabs only change the view; residents stay assigned where they were.

Big feelings: stress and cozy fixes+

Floor litter, illness, a completely bare room and two or more very overgrown plant beds can stress a gremlin out. Leave some leafy shelter, tidy the floor and trim crowded greenery gently. One tall bed makes a good hiding spot.

Rest and shelter help stress fall. Treat illness and keep meals, rest and cleaning going. A calm four-second hold builds trust. Visit the Tiny Calm-Down Clinic → for a friendly fix for each worry.

Getting sick, warning signs and getting well+

A gremlin can get sick after six accumulated care hours of severe hunger, exhaustion or very dirty floors. Warnings appear first. Meeting urgent needs reduces that buildup; Vacation pauses care.

For exact readings, illness risks are Food at 20% or less, Rest below 15%, or floor mess above 85%. Illness comes from unresolved care needs; stress alone does not cause it, and roommates do not pass it to one another.

MORE → TREAT gives medication, a small energy boost and a one-care-hour recovery head start. Recovery needs two accumulated care hours with urgent needs met. An urgent need returning resets recovery progress, so keep food, rest and cleaning going.

Rest at the cushion restores energy. Night rest slows needs. The default bedtime is 10 p.m.–6 a.m.; Journal options let you change bedtime and rest duration. Repeated neglect can make a resident leave when the colony has several friends. Becoming an elder does not cause automatic death.

The last little friend’s safety net+

The last living gremlin across all habitats cannot depart. If that lone resident is very hungry and its room has no food, a tiny emergency scrap appears. It gives a little relief without earning player meals, growth care, trust or discovery credit.

At two or more living residents, feeding is manual—even in separate rooms. The last friend still needs meals, rest, cleaning and treatment. Vacation is the way to take a longer break.

Licks, spits, greetings and the occasional bleh+

Trinket inspection can lead to a lick. A play flourish can produce a spit. Roommate or pod contact can trigger a greeting. Offering a bite to an already-full gremlin can occasionally cause a delayed cartoony bleh after chewing.

Small mess and bounded cooldowns make mishaps part of care, rather than constant chaos. Eyes glance and blink; faces chew and smile; legs bend, sails flex, tassels spread and lobes bob through the real game renderer.

02 / Eggs & family

Choosing the first friend and discovering a second+

Choose one of five founder families and begin with a hatchling. Earn two distinct player meals at least 30 care minutes apart, a calm four-second hold, actual cleaning and good health, with care running. Safety scraps do not count.

EGG CARE shows real progress, the meal interval and unmet requirements. MORE STEPS reveals the rest. A discovery egg brings a different founder family.

Actual game screen for choosing the first founder family
Waiting eggs, hatching and fixed identities+

The waiting egg wobbles. Tap it to inspect Egg Care, then press HATCH EGG to accept it. The shell cracks and the hatchling peeks out. You control when the newcomer arrives.

The egg’s saved identity and future appearance are fixed when it forms. Returning or switching rooms cannot reroll it. A colony supports up to five living residents and one waiting egg.

Preparing adult roommates for offspring+

Partners must be healthy, fed adults in the same suitable room. Leave one sufficiently grown canopy bed, keep floor mess below 65% and wall fuzz at or below 15%. The sponge preserves leaves while cleaning; trimming all cover to nubs blocks breeding until regrowth.

The checklist also needs real nearby social contact and completed breeding rest. Nursery, Workshop and Spooky use the same rules. EGG CARE and MORE STEPS show every requirement.

Actual Egg Care progress checklist
Real social bonds and breeding rest+

Bond time builds when at least one roommate follows the other and the pair stays nearby. Thirty accumulated care minutes of eligible contact can yield an egg once the other requirements are met. Merely being on screen together does not count.

Interrupted contact slowly loses progress. CARE shows the bond. After a bred egg, a shared 24-care-hour breeding rest applies to the colony.

Hybrid inheritance, ancestry and later generations+

Body topology and appendage style inherit independently. Colors, eyes, markings and saved motion parameters help make descendants their own odd little creatures. Natural variations can appear too.

LINEAGE shows all five family ancestry percentages and parent or founder information. Grown hybrids and healthy elders can become parents: the weird family tree keeps branching.

Actual Lineage screen and five-family ancestry
Hatchling, juvenile, adult and elder growth+

A resident needs a counted player meal, then healthy fed time. Juvenile begins at six accumulated healthy care hours, adult at 24 hours, elder at 30 healthy care days. CARE shows progress and remaining healthy time.

Illness, hunger, warnings and pauses can delay growth. Vacation pauses it. These are earned care times, not timers that start when you switch the device on.

03 / Room service

Hand, Sponge and Scissors+

Journal → Options cycles tools. Close the Journal to use the tool. Hand handles ordinary gestures and can trim a deliberate sideways stroke beginning on canopy. Sponge cleans wall fuzz and helps litter without cutting. Scissors trim crossed fronds without cleaning.

Tap the active-tool banner to put it away before feeding, opening cards or holding calmly. Dragging a resident does not pick it up.

Living greenery, floor litter and wall fuzz+

Nest tassels, workshop tendrils and crooked fungi grow. Cover calms gremlins; bare rooms can unsettle them, while two badly overgrown beds can be stressful. Trim what needs trimming and leave enough nursery cover.

Wall fuzz is spatial: your stroke cleans only the part it crosses. Floor litter is tracked separately. Growth, trimming and wall-cleaning progress survive returning to the colony.

The cushion, floating trinket and breathing toy+

BED is the resting cushion, where a chosen rest restores energy. TRINKET is a curiosity destination that can ease boredom. TOY is the breathing spore pod, another curiosity and play destination.

Tap the object or label for help. A toy poke squishes it and puffs spores, with a three-second cooldown. Those taps do not feed, build trust or force a movement goal. A gremlin in the same spot takes priority and opens its card.

Three distinct habitats, the same care rules+

Nursery has stitched fabric, hanging nests, a canopy and rug. Workshop has rails, copper shelves, gauges and moving machinery. Spooky has purple boards, moonlight, webs, pumpkins, candles and seasonal animation.

Each room has rest, curiosity and play landmarks. Friendships and breeding partners are room-local, so move residents together when you want them to bond.

Opening and closing the Halloween annex+

Tap Spooky to enable and open the optional Halloween habitat. Repeated taps keep it open. Move residents there from their detail cards.

Close Annex works after all residents have moved out. Viewing another room does not empty the annex. The card’s named destination button performs the actual move.

04 / Your little screen

An ESP32 device, sold directly by Pocket Gremlins+

Pocket Gremlins is available exclusively on dedicated ESP32 devices sold directly by us. The game lives on the device’s touchscreen; this website is an interactive introduction and care guide.

The official release is Halloween, October 31, 2026.

A local little brain that works offline+

Pocket Gremlins uses a small neural AI on the ESP32 to evaluate a snapshot of each resident’s needs, personality and surroundings. It chooses an activity and its urgency: seek food, rest, explore, play, investigate or visit a roommate.

Experiences shape remembered destinations, preferences and needs, which influence later AI decisions. Everyday creature life works offline, with movement and animations continuing between decisions.

See the Little Thinking Department → for a visual explanation of what the AI notices, chooses and does.

Journal history, options, brightness and battery+

Journal contains colony history, Egg Care and options for tools, bedtime and rest duration. Device options expose brightness and battery information.

Use the touchscreen controls and on-screen naming keyboard. Need bars and personality tracks are readouts, not controls that edit the gremlin.

Vacation, night rest and saved progress+

Vacation explicitly pauses decline, growth, breeding and scenery. Night rest slows needs. Switching off the display by itself does not mean Vacation, so use the Vacation control for a longer break.

Residents, personal names, genomes, room assignments, care, growth, habitat upkeep and personal favorites are saved. Your colony is your colony.

Which taps are used up, and which gestures do what?+

An outside tap closes a resident card and is consumed; it won’t also feed. Tap again for another action. Menus and naming keep input within their own controls.

A quick tap inspects; a still hold bonds; a drag cleans or uses the selected tool. Repeated empty-space taps offer food. Double and triple taps do not trigger a secret creature command.

Growth stages & breeding combinationsTHE GREMLIN FIELD GUIDE

FOR THE WONDERFULLY CURIOUS

From little hatchlings to old friends.

See the actual game creatures at every growth stage, then explore the family pairings below. Baby proportions, developing appendages, mature family details and elder creases make each age its own little chapter. These are representative current-generation gremlins; colors, markings and proportions vary within each family.

Hatchling / tiny beginnings

Short appendages, a small starting set of limbs, baby proportions and a little bob-and-stretch.

Juvenile / fast wiggles

Longer appendages, possible extra limbs and quicker movement than an adult. Family features keep developing.

Adult / full family form

Full appendages and grown-up details: leaves, sail ridges, teeth or little markings, depending on the family.

Elder / old-friend style

Drooping structures, little facial creases and slower motion. A healthy elder can still be a parent.

Five families · four growth stages · all creatures shown at the same scale
FamilyHatchlingAt hatchingJuvenile6 healthy hoursAdult24 healthy hoursElder30 healthy days
KnotLoop / tasselsKnot HatchlingKnot JuvenileKnot AdultKnot Elder
MawWide mouth / feetMaw HatchlingMaw JuvenileMaw AdultMaw Elder
CapFungal fork / sailsCap HatchlingCap JuvenileCap AdultCap Elder
OrbCore / orbiting lobesOrb HatchlingOrb JuvenileOrb AdultOrb Elder
TwigBent stem / branchesTwig HatchlingTwig JuvenileTwig AdultTwig Elder

Growth counts accumulated healthy, fed time after a completed player meal: 6 hours to juvenile, 24 hours to adult, and 30 days to elder, measured from the hatchling stage. These are minimum care-time thresholds, so missed care and pauses can make the real wait longer. Elders can still breed and have no automatic death from old age. An egg waits for you to choose Hatch egg.

Who can breed with whom?

Every family can pair with every other family, including its own. There are 15 unique family pairings. The matrix mirrors the same pair across its diagonal; the pictures are adult examples, not a promised result.

Parent A down the left · parent B across the top · select a pair to explore
A × BKnotMawCapOrbTwig
Knot
Maw
Cap
Orb
Twig

Knot × Maw

4 basic body/appendage combinations · approximately half Knot and half Maw ancestry

Possible inherited forms · one representative child per row · the same child across all four stages
Inherited formHatchlingJuvenileAdultElder
Knot bodyKnot partsHatchling offspring with Knot body and Knot appendagesJuvenile offspring with Knot body and Knot appendagesAdult offspring with Knot body and Knot appendagesElder offspring with Knot body and Knot appendages
Knot bodyMaw partsHatchling offspring with Knot body and Maw appendagesJuvenile offspring with Knot body and Maw appendagesAdult offspring with Knot body and Maw appendagesElder offspring with Knot body and Maw appendages
Maw bodyKnot partsHatchling offspring with Maw body and Knot appendagesJuvenile offspring with Maw body and Knot appendagesAdult offspring with Maw body and Knot appendagesElder offspring with Maw body and Knot appendages
Maw bodyMaw partsHatchling offspring with Maw body and Maw appendagesJuvenile offspring with Maw body and Maw appendagesAdult offspring with Maw body and Maw appendagesElder offspring with Maw body and Maw appendages

A child's body and appendages each come from either parent independently. A cross between two different founder families therefore has four basic structural combinations, including children that look mostly like one family but carry both ancestries. Other inherited traits create more variations. These examples exclude mutations.

Little surprises run in the family.

Colors, markings, eyes and movement can come from either parent. Personality starts around the parents' average with a small variation. Each new egg has a 1-in-8 mutation opportunity affecting one trait; an appendage mutation can introduce parts from any of the five families. Body family stays inherited from a parent.

A comfortable room comes first.

Healthy, fed adults or elders need to share a room with living nursery cover, floor mess below 65%, and wall fuzz at or below 15%. They build a bond through nearby social behavior; 30 accumulated care minutes can produce an egg. The colony needs room under its five-resident limit, no waiting egg, and a finished 24-hour breeding cooldown.

Hybrids can become parents too. Their children inherit from their actual traits and combined ancestry, so later generations can carry more than two families. An egg's traits and all future growth forms are fixed when it forms.

THE OFFICIAL RELEASE31
OCTOBER 2026
HALLOWEEN.

21 DAYS UNTIL HALLOWEEN

YOUR WEIRD LITTLE WORLD. IN YOUR HAND.

Real device.
Real little weirdos.

Pocket Gremlins arrives Halloween, October 31, 2026. Available exclusively on ESP32 devices, sold directly by us.

EXPECTED DEVICE PRICEAround $60One dedicated device. A whole little colony.
DEDICATED ESP32 DEVICETOUCHSCREEN CREATURE CAREON-DEVICE NEURAL AI · OFFLINEDIRECT FROM POCKET GREMLINS
Save Halloween to your calendar ↗

One tiny world. Yours to feed, clean, name and love.