GENE MAPPING PROJECT
4-Strand DNA System · 128 Bits · 32 Genes

Every creature in SPLYCE is defined by its DNA — 128 bits split across 4 strands. Each strand contains 8 genes, each gene is 4 bits (values 0-15). Every value maps to a specific named trait. This guide decodes the entire genome.

STRAND A

Body · 8 Stats

STRAND B

Combat · Abilities

STRAND C

Species · Biology

STRAND D

Soul · Personality

DNA DECODER

Paste a pet's 32-bit binary strand to decode all gene values

Enter one or more strand values above and click Decode to see the trait breakdown.

STRAND A — BODY 32 bits · 8 stat genes

Strand A genes are stat values (0-15). Higher = better. These directly affect HP, attack, defense, speed, and all care mechanics. Gene score = sum of all 8 values (max 120). Score determines rarity.

VitalGene 0 · Bits 0-3

Health regen & max HP

AppetiteGene 1 · Bits 4-7

Hunger efficiency

StaminaGene 2 · Bits 8-11

Energy retention

CharmGene 3 · Bits 12-15

Bond gain rate

PlayGene 4 · Bits 16-19

Happiness from play

GritGene 5 · Bits 20-23

Stat decay resistance

CurioGene 6 · Bits 24-27

Park interaction bonus

SpiritGene 7 · Bits 28-31

Overall vitality aura

STRAND B — COMBAT 32 bits · 8 trait genes

Element — Gene 0 · Bits 0-3

Elemental type. Determines damage affinity and visual effects.
0Overclock
1Freeze
2Surge
3Glitch
4Purge
5Organic
6Shadow
7Storm
8Plasma
9Crystal
10Void
11Sonic
12Magnet
13Toxic
14Inferno
15Arcane

Combat Style — Gene 1 · Bits 4-7

Fighting approach and role in team composition.
0Aggressive
1Tank
2Speed
3Tactical
4Berserker
5Healer
6Assassin
7Support
8Guardian
9Sniper
10Summoner
11Brawler
12Strategist
13Duelist
14Puppeteer
15Wildcard

Primary Ability — Gene 2 · Bits 8-11

Main combat ability used in battle.
0Surge
1Blast
2Firewall
3Restore
4Backup
5Regen
6Exploit
7Scan
8G-Bomb
9Chaos
10Overclock
11Strike
12Dazzle
13Inspire
14Drain
15Consume

Sub Ability — Gene 3 · Bits 12-15

Backup ability. Same pool as primary — uses same 16 abilities.
0Surge
1Blast
2Firewall
3Restore
4Backup
5Regen
6Exploit
7Scan
8G-Bomb
9Chaos
10Overclock
11Strike
12Dazzle
13Inspire
14Drain
15Consume

Color Palette — Gene 4 · Bits 16-19

Visual color scheme of the creature.
0Crimson
1Azure
2Emerald
3Violet
4Gold
5Silver
6Obsidian
7Pearl
8Coral
9Teal
10Rose
11Midnight
12Amber
13Frost
14Neon
15Prismatic

Pattern — Gene 5 · Bits 20-23

Body pattern / texture.
0Solid
1Striped
2Spotted
3Gradient
4Camo
5Crystal
6Circuit
7Flame
8Spiral
9Fractal
10Ripple
11Lattice
12Mosaic
13Nebula
14Tribal
15Holographic

Body Shape — Gene 6 · Bits 24-27

Physical body structure.
0Standard
1Slim
2Bulky
3Spiked
4Winged
5Tailed
6Armored
7Ethereal
8Serpentine
9Compact
10Elongated
11Crystalline
12Amorphous
13Mechanical
14Skeletal
15Colossal

Aura — Gene 7 · Bits 28-31

Visual aura effect around the creature.
0None
1Subtle
2Bright
3Pulsing
4Flickering
5Radiant
6Electric
7Shadowy
8Fiery
9Frozen
10Toxic
11Prismatic
12Ghostly
13Golden
14Void
15Chaotic

STRAND C — SPECIES 32 bits · 8 biology genes

Species — Gene 0 · Bits 0-3

Creature species type.
0Data Sprite
1Ember Wyrm
2Void Cat
3Crystal Slug
4Storm Hawk
5Bio Bloom
6Glitch Fox
7Frost Moth
8Surge Hound
9Purge Angel
10Neon Jelly
11Magma Golem
12Shadow Wisp
13Coral Drake
14Prism Beast
15Null Entity

Variant — Gene 1 · Bits 4-7

Species variant number (0-15). Numeric modifier, no named traits.

Size — Gene 2 · Bits 8-11

Physical size of the creature.
0Microscopic
1Tiny
2Small
3Compact
4Medium
5Average
6Large
7Hefty
8Huge
9Massive
10Giant
11Colossal
12Titanic
13Leviathan
14Behemoth
15World-Eater

Habitat — Gene 3 · Bits 12-15

Preferred biome / home environment.
0Meadow
1Crystal Cave
2Neon City
3Beach
4Volcano
5Deep Web
6Cloud Layer
7Void Rift
8Jungle
9Tundra
10Desert
11Ocean Floor
12Swamp
13Ruins
14Space Station
15Dream Realm

Diet — Gene 4 · Bits 16-19

What the creature feeds on.
0Nibbler
1Cruncher
2Eater
3Devourer
4Sipper
5Muncher
6Feeder
7Hunter
8Grazer
9Predator
10Forager
11Drinker
12Picker
13Harvester
14Taster
15Consumer

Growth Rate — Gene 5 · Bits 20-23

How fast the creature develops.
0Dormant
1Glacial
2Crawling
3Slow
4Steady
5Normal
6Moderate
7Brisk
8Quick
9Fast
10Rapid
11Accelerated
12Explosive
13Hyper
14Instant
15Quantum

Life — Gene 6 · Bits 24-27

Expected longevity.
0Momentary
1Fleeting
2Short
3Brief
4Normal
5Long
6Extended
7Enduring
8Ancient
9Timeless
10Eternal
11Immortal
12Infinite
13Everlasting
14Perpetual
15Undying

Evo — Gene 7 · Bits 28-31

Available evolution form.
0None
1Alpha
2Mega
3Shadow
4Crystal
5Storm
6Void
7Prism
8Inferno
9Frost
10Bio
11Surge
12Glitch
13Pure
14Chaos
15Transcend

STRAND D — SOUL 32 bits · 8 personality genes

Nature — Gene 0 · Bits 0-3

Core personality disposition.
0Bold
1Shy
2Mischievous
3Calm
4Fierce
5Curious
6Lazy
7Wild
8Gentle
9Stubborn
10Playful
11Stoic
12Anxious
13Proud
14Reckless
15Zen

Loyalty — Gene 1 · Bits 4-7

Attachment and bond level to owner.
0Fickle
1Aloof
2Wary
3Neutral
4Friendly
5Devoted
6Bonded
7Soulbound
8Rebellious
9Distant
10Guarded
11Trusting
12Loyal
13Faithful
14Inseparable
15Eternal Bond

Social — Gene 2 · Bits 8-11

Behavior with other creatures.
0Loner
1Shy
2Follower
3Neutral
4Social
5Leader
6Bully
7Protector
8Hermit
9Observer
10Supporter
11Mediator
12Influencer
13Alpha
14Guardian
15Empath

Warcry — Gene 3 · Bits 12-15

Sound made when entering combat.
0Silent
1Growl
2Roar
3Screech
4Howl
5Laugh
6Hiss
7Chant
8Whisper
9Bark
10Wail
11Shriek
12Rumble
13Sing
14Thunder
15Echo

Idle Behavior — Gene 4 · Bits 16-19

What the creature does when idle.
0Still
1Pace
2Float
3Bounce
4Spin
5Glow
6Flicker
7Dance
8Burrow
9Hover
10Stretch
11Meditate
12Wander
13Nap
14Fidget
15Phase

Affinity — Gene 5 · Bits 20-23

Elemental affinity. If it matches Element (Strand B), triggers Resonance mutation.
0Overclock
1Freeze
2Surge
3Glitch
4Purge
5Organic
6Shadow
7Storm
8Plasma
9Crystal
10Void
11Sonic
12Magnet
13Toxic
14Inferno
15Arcane

Voice — Gene 6 · Bits 24-27

Vocal quality / tone.
0Deep
1Normal
2High
3Glitched
4Raspy
5Melodic
6Booming
7Whispery
8Robotic
9Echoing
10Squeaky
11Growling
12Harmonic
13Static
14Ethereal
15Dual-Tone

Quirk — Gene 7 · Bits 28-31

Unique behavioral quirk.
0Food Thief
1Storm Shy
2Dancer
3Purrs
4Hoarder
5Dark Fear
6Drifter
7Mimic
8Territorial
9Howler
10Zen
11Chaotic
12Lucky
13Scarred
14Gentle
15Trickster

RARITY TIERS

Gene Score = sum of all 8 Strand A values (max 120)

Common
Score 0-59
Uncommon
Score 60-79
Rare
Score 80-99
Epic
Score 100-109
Legendary
Score 110-120

MUTATIONS

Mutations are detected from DNA patterns across strands — not stored, always derived.

Hyper [Strand]
3+ genes at max (15) in one strand. One per strand: Hyper Body, Hyper Combat, etc.
Void [Strand]
3+ genes at zero (0) in one strand. Negative mutation.
Pure [Strand]
All 8 genes in one strand have the same value. Extremely rare.
Apex Mutant
8+ maxed genes across all 4 strands combined.
Hollow Shell
8+ zero genes across all 4 strands combined.
Resonance
Element (Strand B gene 0) matches Affinity (Strand D gene 5) mod 8.

PHENOTYPES

Phenotypes activate when Strand A gene percentages meet thresholds. They affect care and combat.

Hyperactive
+happiness, -energy | +5% ATK, +15% SPD in combat
Requires: Play 80%+, Stamina 70%+
Zen Master
Slow all stat decay | +15% DEF in combat
Requires: Grit 70%+, Charm 60%+
Explorer
More park material finds
Requires: Curio 80%+, Stamina 60%+
Lovebug
2x bond gain rate
Requires: Charm 80%+, Play 60%+
Iron Will
Resist health loss | +25% HP in combat
Requires: Vital 70%+, Grit 70%+
Glutton
+hunger recovery, -energy
Requires: Appetite 80%+, Vital 60%+
Night Owl
Less sleep / energy needed
Requires: Spirit 70%+, Stamina 70%+
Alpha
Park leader aura | +5% ATK, +5% DEF in combat
Requires: Spirit 80%+, Vital 70%+, Charm 60%+
Nocturnal
+energy regen, -happiness
Requires: Spirit 80%+, Stamina 60%+
Showoff
+charm, -stamina
Requires: Charm 80%+, Spirit 70%+
Fierce
+grit, -bond | +15% ATK in combat
Requires: Grit 80%+, Vital 70%+
Reckless
+exploration, takes damage
Requires: Curio 80%+, Stamina 70%+
Fragile
2x health decay | -20% HP in combat
Requires: Grit <25%, Vital <30%
Lethargic
Energy drains fast | -15% SPD in combat
Requires: Stamina <25%, Play <30%
Feral
Slow bond gain
Requires: Charm <25%, Spirit <30%
Picky Eater
Less hunger from food
Requires: Appetite <25%, Vital <30%
Glass Jaw
Low max health | -25% HP in combat
Requires: Vital <20%
Skittish
Bad park interactions
Requires: Spirit <20%, Curio <30%
Sickly
All stats decay faster
Requires: Vital <20%, Grit <20%

COMBAT STAT FORMULAS

Combat stats are calculated from Strand A genes + current health + phenotype bonuses.

HP = 100 + (Vital * 50) + (health * 0.3)
ATK = 10 + (Spirit * 20) + (Play * 10)
DEF = 5 + (Grit * 15) + (Vital * 5)
SPD = 10 + (Stamina * 15) + (Curio * 5)

Gene values shown as 0.0-1.0 (raw value / 15)
Power = HP + (ATK * 3) + (DEF * 2) + (SPD * 2)