Guide to Evolution

Everything you need to know about the lab

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How the lab works

In the lab you can inject chemical experiments into your creature. You have 50 credits to distribute across 10 chemical elements.

Every injection advances the creature by one evolutionary day. After you confirm the experiment, the mutation begins in real time: you'll watch your organism transform before your eyes.

The creature grows only when you inject. If you don't play, it stays still. Those who return to the lab often evolve their creature faster. There is no fixed daily limit: as soon as the mutation is complete, you can inject again.

The Elements

Ten chemical elements, ten evolutionary paths. What will each one do to your creature? Find out by experimenting.

N
Nitrogen

A gas fundamental to life. What will it do to your creature?

K
Potassium

Essential for nerve signals. Perhaps the mind will awaken...

Na
Sodium

A conductor of electric impulses. Synapses in ferment.

C
Carbon

The building block of organic life. The foundation of every structure.

O
Oxygen

The breath of evolution. It fuels every vital process.

P
Phosphorus

Glows in the dark and fuels thought. Light and intellect.

S
Sulfur

Acrid smell, aggressive nature. Something dangerous is stirring.

Ca
Calcium

Bones, shells, armor. Hardness takes shape.

Fe
Iron

Blood and steel. Brute force flows through the veins.

Cl
Chlorine

Corrosive and unpredictable. Evolution is not always gentle.

Mutations

After every injection, your creature begins to mutate. Mutations are not random — they depend on what you injected, on the history of previous injections, and on hidden synergies between elements.

The mutation happens in four phases: destabilization, remodeling, emerging details, and stabilization. Watch your creature closely during the process.

Synergies

There are special combinations of elements that, when they reach certain thresholds, unlock unique and powerful effects. Discovering them is part of the game.

Bonework
Blood
Venom
Neural
Organic
Chaotic

Which elements trigger each synergy? That's for you to discover.

Personality

Your creature is not just a body — it develops character traits that influence its appearance and behavior.

AggressionDetermines the creature’s ferocity and combat posture.
LuminosityControls bioluminescence and inner glow.
ToxicityMeasures the level of venom and harmful substances in the body.
IntelligenceInfluences head proportions and the complexity of the eyes.
ArmorMakes the body more solid, with natural plates and protection.

Stability

Stability measures the chemical balance of your organism. Too large an imbalance between elements causes instability.

Effects of stability:

Unstable (< 30%)

Your warrior is chaotic and unpredictable in battle. It risks missing attacks, hurting itself, or having its own special attacks blow up. During injections, it can suffer regressions and chaotic mutations.

Variable (30-70%)

Occasional malfunctions in battle, but nothing serious.

Stable (70-90%)

Your warrior fights with precision. Bonus to accuracy and to the effectiveness of special attacks.

Crystallized (> 90%)

Biochemical perfection. The body regenerates in battle and resists venoms.

How to increase stability

Distribute your credits more evenly across the elements. An organism that always receives the same 2-3 elements becomes unstable.

Tips

1

Experiment: there is no perfect strategy.

2

Watch how your creature reacts to each element.

3

Synergies unlock when several elements pass a certain threshold.

4

History matters: the evolutionary path shapes the final result.

5

An unstable creature mutates in unpredictable ways — sometimes surprising ones.

6

Don’t be afraid to change strategy: adaptation is the key to evolution.

The Warrior Phase

When your organism's body reaches maturity (roughly after 40 injections), the chemical substances start to develop combat traits. Physical growth slows and energy concentrates on preparing for battle.

Six combat traits emerge gradually:

AttackThe power of blows in battle
DefenseThe ability to absorb damage
SpeedWho strikes first and the chance of double attacks
EnduranceHow many rounds the warrior can sustain
SpecialThe power of devastating moves
ScarsThe experience accumulated in battle (they always grow)

The transition is gradual: there is no precise moment when your organism “becomes” a warrior. It is a continuous process.

Arena V2 — Farming and Squads

NEW — Farming Battles and Squad System

New combat modes, squad management, and coordination bonuses.

Farming Battles

  • • Always available, with no tier restrictions
  • • Three formats: 1v1 (single), 2v2 (pair), 3v3 (full squad)
  • No death — damage is light and recoverable
  • • Earn resources and Farming AXP
  • • Daily limit: 20 farming battles per day

Squad System

  • • Select 3 starters and up to 3 reserves
  • • Auto-rotation picks the best available starters
  • • In 2v2/3v3 battles, the starters fight in the order you choose
  • • Reserves step in if a starter is unavailable (dead, low wellness)

Clan Bonus

Fighting with creatures from the same clan in your squad grants a coordination bonus of +4 to +8% to stats for all clan members in the squad. More kin, more coordination.

Kinship Malus

Fighting against creatures you share kinship ties with incurs a penalty from -4% to -15% to stats. Warriors hesitate to strike their own kin.

Formats

1v1SingleOne creature against another
2v2PairTwo duels, whoever wins more takes it
3v3SquadThree duels, the stronger squad prevails

Tournaments

Tournaments are structured competitions with enrollment, multiple matches, and permanent consequences. Damage accumulates throughout the tournament, and at the end the most damaged creatures risk death.

LeagueRound-robin: everyone against everyone, whoever has the most points wins
KnockoutSingle-elimination bracket: lose and you're out
RandomKnockout with random pairings
  • How to enroll: go to Arena → Tournaments → click JOIN on a tournament with open enrollment
  • What happens at the start: the bracket is generated automatically and matches are assigned based on the tournament format
  • Knockout: whoever loses is eliminated from the tournament. The winner advances to the next round until the final
  • Squad snapshot: your squad is saved at enrollment
  • Persistent damage: damage taken accumulates from one match to the next — creatures start each match with the HP left over from the previous one
  • League scoring: Victory = 3pt, Draw = 1pt, Defeat = 0pt
  • Death at the end of the tournament: at the end of the tournament, the most damaged creatures low in the standings can die
  • Founder creatures (isFounder) are ALWAYS immune to tournament death
  • • Minimum HP: a creature never drops below 20% persistent HP

The Arena

When your warrior is ready, you can enter the Arena and challenge other players' creatures.

How it works:

  • • Fights are automatic — your creature fights based on its stats
  • • Each battle lasts up to 10 rounds
  • • Whoever is faster attacks first
  • • Every 3 rounds a special attack is unleashed
  • • The dominant personality influences the fighting style
  • • Chemical synergies give bonuses in battle

Combat tiers:

Warriors are divided into tiers to ensure balanced challenges:

N
Novice

Day 40-60

I
Intermediate

Day 61-100

V
Veteran

Day 101-150

L
Legend

Day 151-299

I
Immortal

Day 300-499

+10% combat stats, +5 bonus credits

D
Divinity

Day 500+

+20% combat stats, +10 bonus credits, immune to Trauma

You can challenge opponents in your tier or an adjacent one. The elite tiers (Immortal and Divinity) grant competitive advantages in battle.

Arena Experience (AXP)

Fighting in the Arena earns Experience Points (AXP):

Victory+10 AXP
Defeat+5 AXP
Draw+7 AXP

AXP powers up your warrior in battle:

0-49 AXPRecruitno bonus
50-99 AXPExpert+5% combat stats
100-199 AXPArena Veteran+10% combat stats
200+ AXPWeapons Master+15% combat stats

Watch out: AXP decay!

If you don't fight for more than 3 days, you lose 2 AXP per day of inactivity. An idle warrior gets rusty!

Late-entry penalty

Warriors that enter the Arena after Day 100 with no experience suffer a 15% penalty to all combat stats for their first 10 battles. Growing without fighting has a price!

Battle Consequences

Every battle has real consequences for your warrior.

Winner:

  • • No recovery time
  • • Small boost to combat traits
  • • Win streaks: special bonuses and badges

Loser:

  • • Recovery period before being able to fight again
  • • Slight reduction of combat traits (recoverable with injections)
  • • A new permanent scar — a mark of experience
  • • Scars are not just cosmetic: each scar makes the warrior slightly stronger

Warning: after 5 consecutive defeats the warrior enters a state of Trauma, with a temporary penalty to all stats. Trauma is cured by winning a battle or waiting 7 days.

Your warrior will never die in battle. Death happens only by your choice in the lab.

“Scars tell a story. A veteran with 20 scars is more dangerous than an untouched novice.”

Fighting Styles

Your warrior's dominant personality determines its style in battle:

AggressiveDevastating damage but reduced defenses. Hits hard, takes hits badly.
LuminousCan blind the opponent, making it skip a turn.
ToxicPoisons the opponent with damage that stacks every round.
IntelligentDodges attacks with superior reflexes.
ArmoredReduces special damage and can reflect part of the damage taken.

Active chemical synergies also influence the battle:

Bonework

Enhanced defense

Blood

HP regeneration every round

Venom

The opponent starts already poisoned

Neural

Enhanced dodge and speed

Organic

Bonus to all stats

Chaotic

Unpredictable effects every round

The Lab Titles

NEW — Social Hierarchy

Every week, 7 prestige titles are awarded to the most deserving creatures. Each title grants a unique bonus to its holder.

The 7 Titles:

🏥
Lab Primarch

Highest wellness

Bonus: Wellness decay -20%

⚔️
Arena Consul

Highest weekly ELO (min 5 battles)

Bonus: AXP +5%

Luminous Pontiff

Highest luminosity

Bonus: Special Attack +3%

☠️
Toxarch

Highest toxicity

Bonus: Venom damage +3%

👑
Lineage Patriarch

Most living descendants (min 2)

Bonus: Breeding cost -15%

🛡️
Warden of Stability

Highest stability (min day 40)

Bonus: Defense +3%

⚗️
Supreme Alchemist

Most active synergies

Bonus: +5 injection credits

How the weekly cycle works:

  • • Every week the titles are recalculated automatically
  • • The creature with the highest score in each metric receives the title
  • • A creature can hold multiple titles at once
  • • Bot creatures are eligible too
  • • Title bonuses stack with other bonuses (tier, AXP, synergies)

Breeding and Clans

NEW — Breeding System

Creatures can now breed and create offspring with unique inherited traits.

How breeding works:

  • • Two players agree to mate their creatures
  • • Each player receives one child from the pair
  • • Children are born with traits inherited from both parents

Inverse-dominant inheritance (65/35):

Each child inherits 65%of its traits from the other player's parent and 35%from its own. Want to improve? Breed with someone better than you. But beware: you're making them stronger too.

Family tree:

Gen 1
Founder

The original creature. Can have up to 3 children.

Gen 2
Descendant

Child of a founder. Can breed once.

Gen 3
Last heir

Cannot breed. End of the line.

Maximum 13 creatures per family (1 founder + up to 3 children + up to 9 grandchildren).

Energy cost:

Gen 130 energy
Gen 245 energy
Gen 3Cannot

Clans:

When a creature produces its first child, a clan named after the founder is created automatically. All descendants belong to the same clan.

Strategic tip

Want to improve? Breed with someone better than you. But beware: you're making them stronger too. Breeding is a double-edged sword.

Elemental Overdose

NEW — Biosafety Update

The lab has introduced safety protocols against elemental overdose. Always pumping the same element is no longer a winning strategy.

Your creature's body has a limited capacity to absorb each element. When the concentration of a single element becomes too dominant relative to the total, the organism begins to reject the excess nutrients.

Saturation levels:

Mild saturation (> 25% of total)

30% of credits wasted

Severe overdose (> 35% of total)

60% of credits wasted

Critical overdose (> 45% of total)

80% of credits wasted

Natural regression of combat traits:

Combat traits that exceed a value of 85 begin to degrade spontaneously every day. The body cannot sustain extreme levels indefinitely.

Example: a trait at 100 loses about 0.3 points per day, while growth at that level is nearly impossible. Values will naturally converge toward 85-87.

Enhanced diminishing returns:

The higher a combat trait, the harder it is to grow it further. Past a value of 70, growth slows drastically:

5075% eff.
7051% eff.
8036% eff.
8528% eff.
9019% eff.
956% eff.

Recommended strategy

Diversify your injections! A warrior that receives balanced nutrients across several elements will avoid overdose and maintain steady growth. Extreme specialization has a biological cost.

The Family (Clans)

Clans are criminal organizations made up of creatures from the same owner and from different owners. The Family is everything: protection, prestige, and power.

How to Found a Clan

  • • You need a creature at least 40 days old
  • • Choose a name, a motto, and an emblem color
  • • The founder automatically becomes the Boss
  • • With 3 members the clan becomes active

Family Roles

  • Boss — Supreme leader. Can promote, invite, declare war
  • Lieutenant — Right hand. Can invite new members
  • Soldier — Fighter of the Family

Invites and Requests

  • • The Boss or Lieutenant can invite creatures from other players
  • • Players can request to join an open clan
  • • Invites expire after 7 days
  • • You can add your own creatures directly without an invite

The Price of Betrayal

Leaving the Family is not without consequences. When a creature abandons the clan, its former comrades attack it in an Execution.

  • • Every clan member strikes a blow at the traitor
  • • The creature permanently loses 10-20% of its combat stats
  • • It bears the TRAITOR mark forever
  • • If the Boss leaves, the most loyal Lieutenant takes command
  • • If the last member leaves, the clan is disbanded

Clan Challenges (Wars)

The Boss can declare war on another active clan. Wars are series of 1v1 duels between the members of the two Families.

  • Formats: Best of 3, Best of 5, Best of 7
  • • The defending clan must accept the challenge
  • • Creatures fight in order — each match is a real duel
  • • Whoever wins the majority of matches wins the war
  • • The winner earns ELO and Prestige
  • • The loser loses ELO and half the Prestige at stake

Loyalty or Death

The Family is forever... or almost. Think hard before you betray: the scars of betrayal never heal.

Credits & Economy

Mutagenix uses two different kinds of “credits”. Don't confuse them — one drives the daily evolution loop, the other is an optional wallet.

Injection credits

The allocation points you spend injecting chemical elements each day. They reset daily, and higher Arena tiers earn bonus points. This is the core evolution loop — always free.

Mutagen credits

A wallet currencyyou buy or earn. Spend it in the in-game Store on optional perks like portraits, battle boosts and refills. Nothing here is required to play — it just speeds things up.

How to earn Mutagen credits

  • Mutagen Packs — Pack S: 200 credits (€1.99) · Pack M: 550 credits (€4.99) · Pack L: 1300 credits (€9.99)
  • Refer a friend+10 credits to both of you when they join through your referral link in the Store
  • Premium members+150 credits every month

Spend your credits (in-game Store)

The Store has a “Spend your credits” zone. Premium members pay the discounted price where shown.

PerkFreePremium
Premium PortraitGenerate the premium AI “beast” art for your creature (once)150
Battle Boost+25% offense for your next 3 arena battles120
Extra Creature SlotPermanent +1 slot (up to 13)400
Energy RefillRestore energy to full (powers breeding & tournaments)3012
Stability RestoreRestore your creature to high stability40
Instant MutationSkip a mutation timer (Lab)6020
Extra DoseSkip the injection cooldown and inject again now (Lab)4015

A “—” in the Premium column means the price is the same for everyone. Costs are in Mutagen credits.

One-time addons (paid with money)

A couple of extras are bought directly with money (via Lemon Squeezy), not with credits:

  • One-Shot Portrait — €1.49
  • Clan Cosmetic Pack — €3.99
  • • Premium members get −60% on these at checkout

Premium — €3.99/month

Unlimited auto-updating AI portraits, +150 credits every month, much cheaper consumables (up to 3× less) and −60% on addons. The base game — evolve, arena, breeding, clans — is always free.

Share & Invite

Every creature has its own public, shareable page, and the whole community lives in a public gallery. Show off your monsters — and grow your credits while you do it.

  • Share buttons on every creature (they credit Mutagenix)
  • • A public showcase gallery of creatures from across the community
  • Bring a friend — your referral link gives +10 credits to both of you when they join