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Streamers · Raising · Evolutions

Evolving your creature faster: the levers that work

By LiveGotchi TeamPublished on 8 min readFrançais

A LiveGotchi creature only moves forward during your streams, and it takes the first branch of its stage whose conditions are all met. So there are only four real levers: stay live, keep the four gauges up all the way through, avoid care mistakes, and have the stream produce what the branch asks for. Everything else — potions included — gives neither hours on air nor lifetime. What really changes the duration is meeting a condition instead of waiting for the fallback: across a whole tree, the fallback costs about twice as many hours.

The principle in one line, then the levers

How the tree, the branches and the fallback work is set out in How a creature evolves. This article does not redo that: it starts from there and only covers what a streamer can act on.

One thing is worth holding on to before anything else: the fallback is expensive in time. The engine's fallback times are set to be roughly double what the demanding path of the same stage asks for. Added up from the first stage to the tenth, the fallbacks come to a hundred and thirty-five hours on air, against seventy-six for the demanding paths — and a creature's life expectancy is a hundred and twenty hours on air, minus forty minutes per care mistake. A creature that always ends up on the fallback can therefore go out before the end of its tree.

Lever 1: hours on air, and nothing else

Off stream, the creature sleeps. Neither its stage hours, nor its old age, nor its gauges move. No catch-up clock runs overnight.

In practice, an hour on air is earned live, with the overlay open in OBS. If the stream is not detected, the hour does not count: that is the first thing to check when an evolution seems stuck. The OBS script and the Twitch link exist for that.

Gluon, the dungeon jelly by Crit20: the egg, the first stage in colour and its evolution as a silhouette

Gluon, by Crit20 — two stages, and the second asks for ten hours in the first. Its page announces thirteen estimated hours on air: three for the egg to hatch, ten for the next stage. That is the "first milestone" format, the one a community starting out reaches in a few streams.

Lever 2: the gauge average is played over the whole stage

When a branch asks for an average of the gauges, it is not the value of the moment: it is an average accumulated minute after minute since the start of the stage. Leaving the creature to fend for itself for six hours and then pulling everything back up in the last one does not fix the arithmetic.

The practical consequence is counter-intuitive: on an average condition, the first hours of the stage count as much as the last ones. Holding a decent level all the way through beats alternating dips and peaks.

A condition on one particular gauge, on the other hand, is read at the moment the evolution happens. That one can be caught up, and it is the only one potions can help with.

Lever 3: care mistakes, which cost twice

A gauge left at zero for ten minutes on air counts as one care mistake. A mistake costs twice over:

  • It closes the branches that set a maximum number of mistakes during the stage. A path allowing at most one mistake is lost at the second, and nothing reopens it before the next stage.
  • It shortens the life by forty minutes on air, never going below twenty hours in total.

The stage mistake counter goes back to zero at every evolution; the lifetime counter, the one that eats into life expectancy, never does.

Lever 4: have the stream produce what the branch asks for

A branch can ask for stream counters during the stage, or since the creature was born: messages, distinct chatters, follows, subscriptions, gifted subscriptions, bits, donations, raids, peak viewers, hype train levels, point rewards, clips, timeouts and bans.

This is the one place where chat acts directly on how fast a creature evolves — and it acts hard, because a condition met early sends the creature off without waiting for the fallback.

Porion, the miner with the lamp by Filon9: the egg, the first stage and the evolutions as silhouettes

Porion, by Filon9 — ten hours for the second stage, then thirteen hours and five hundred messages for the third, then sixteen hours and strength at fifty-five. Forty-two estimated hours on air, and an active chat shortens them.

Lever 5: the order of the branches, and the deadline

The creature looks at the branches of its stage in the order set by the creator and takes the first one where everything is met. The most demanding are usually placed first.

Here is the part that gives room to manoeuvre: the fallback never opens before the hour of the latest branch of the same stage. If a sibling asks for eighteen hours, the fallback waits eighteen hours too, even when the stage's fallback time was shorter. A demanding path therefore stays reachable right up to its hour — it is not lost along the way, it is lost by not having met its condition at that moment.

A corollary, since the engine was fixed: a stage that carries a condition always demands it, even alone and even placed last. A single stage marked "ten hours" does not open at four.

Lever 6: read the page before buying

The best lever is played before hatching. A creation page shows the number of stages and the estimated stream time, as a range when the tree splits.

That time only counts hours. It refuses to turn messages, follows or a gauge kept up into hours: it would take inventing a chat pace, and the figure would look true while being false. When a path asks for something other than time, the estimate shown is a floor.

On the overlay, the "What it is waiting for" widget shows live the goals of the most demanding branch still reachable, without ever revealing the look of what is coming.

Mistigri, the angora cat by Croquette8: the egg, the first stage and the nine evolutions as silhouettes

Mistigri, by Croquette8 — nine stages and seventy-eight to a hundred and forty-eight estimated hours on air depending on the path. Its tree chains ten hours, then twelve hours and nine hundred messages, fifteen hours and strength at fifty-five, eighteen hours and fifty follows, twenty hours and three raids, twenty-two hours and at most one care mistake, twenty-four hours and an average of sixty-five. One ending asks for twelve raids and sixty subscriptions since birth.

Lever 7: potions, and what they do not do

A potion is bought with credits in the Shop and used once, from the Raising room, on a creature.

  • A restoration puts one gauge back to its maximum. From the point of view of evolutions it serves exactly one purpose: passing a condition that reads one gauge at the moment of the evolution. It does nothing for an average condition, already played over the whole stage.
  • Resurrection brings an extinguished creature back to its level, with its stage, its hours and its counters. It never applies after death from old age: no potion gives back lifetime.
  • No potion gives hours on air, and none touches the bare gauges, the ones that count in ranked competition.

The detail of potions and bare gauges is in Health, strength, precision, mana.

What does not work

  • Speeding up chat to gain hours. Hours are hours; chat fills counters and gauges, never the clock.
  • Pulling the gauges back up just before the evolution when the condition is an average.
  • Counting on time off stream. It does not exist for the creature.
  • Hoping to change the conditions. They are part of the egg: its creator wrote them, and the copy keeps them.
  • Buying time. No potion and no credit shortens an hour on air or lengthens a life.

What you gain by going further into the tree is not only a look: the later stages carry the powers drawn by the creator, and they are what makes a creature interesting in a friendly battle. Powers do not count in ranked competition, where raising alone decides.

Frequently asked questions

Can an evolution be sped up with credits?

No. Credits buy eggs, scenery and potions. None of those three gives hours on air or lengthens life expectancy.

My creature passed the announced hour and did not evolve: why?

Because the branch asks for something other than time, and that condition is not met. The time shown on the page is a floor as soon as a path asks for chat, follows or a gauge kept up.

Is one long stream better than several short ones?

For stage hours it comes to the same thing: only minutes on air count, however they are spread. For a gauge average condition, though, a stream where the creature is left to fend for itself lowers the average of the whole stage.

Is a care mistake permanent?

For the stage under way, yes: the stage mistake counter does not come back down, and a branch allowing at most one mistake stays closed until the next evolution. The stage counter resets at the new stage; the lifetime one does not.

Pick an egg whose conditions your streams can meet.

Every Incubator page shows the tree, its conditions and the estimated stream time.

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