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Abiotic Factor Pets Guide: All 22 Pets and How to Get Them

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Abiotic Factor
This abiotic factor pets guide covers the Cosmic Companions update's overhauled system, because most guides from before June 2026 are missing key mechanics, and most only talk about Peccaries. That's one family out of four. Between Pests, Peccaries, Skinks, and Lamogi, the official wiki lists at least 22 confirmed tameable or breedable pet variants, plus two armor-based combat allies that aren't tamed at all.
If you came here thinking Peccary taming is the only way to get a pet, that's the first thing to correct. Here's the full roster, what actually works after Hotfix v1.3.0.26036, and how pet leveling works, which almost nothing else covers.
TL;DR: Abiotic Factor has at least 22 tameable/breedable pets across four families (Pest, Peccary, Skink, Lamogi), not just Peccaries. A basic Pest Trap tames a Pest with zero chemistry progress; only Peccaries strictly need the chemistry-made Pheromone Flask. All pets enter DBNO (Down But Not Out) when they'd die; non-companion pets get 30 seconds to be revived, companion-slot pets can't permanently die at all. Pets level up to 20 by feeding every 8 in-game hours.
How do you get a pet in Abiotic Factor? (quick answer)
It depends which family. A Pest Trap, craftable at a basic Crafting Bench from a Stapler, Nachos, and 2 Duct Tape, tames a Pest the moment you pick it up, no chemistry progress required. Skinks go down with a Net Launcher (five hits), a thrown Net, or the same Pest Trap. Peccaries are the one family gated behind the Cosmic Companions chemistry system: you need a Pheromone Flask (made at a Distillation or Chemistry Bench from Alien, Mycological, and Brainy Distillation), thrown at the Peccary, then three Anteverse Wheat fed to it. If you've been holding off on taming anything because you think you need the chemistry system first, you don't, not for a Pest or a Skink.
Abiotic Factor pets: key facts
- At least 22 confirmed pets across four families: 8 Pest, 8 Peccary, 3 Skink, 3 Lamogi variants
- A basic Pest Trap tames a Pest with zero chemistry progress; only Peccaries strictly require the chemistry-made Pheromone Flask
- All pets enter DBNO state when taking lethal damage (since Hotfix v1.3.0.26036)
- Non-companion pets: 30 seconds to revive from DBNO before permanent death; companion-slot pets cannot permanently die at all
- Pets revive from DBNO with 25% total health (nerfed from 50% in the same hotfix)
- Pets feed every 8 in-game hours (16 real-time minutes) and cap out at level 20
- Certain Peccary and Pest variants come from mutation, feeding a specific item to an already-tamed pet, not from capturing a new one
- Pets in a pet bed cannot be harmed while resting there; non-companion pets left unhoused can still die permanently
- Pets now avoid fire and lava more reliably (active evasion behavior added in the same hotfix)
GODEEPER: The chemistry system that unlocks Peccary taming is its own rabbit hole. Abiotic Factor Chemistry Guide: Cosmic Companions 2026 →
Companion pets equipped in the Companion Pet Slot follow you through the entire facility. Non-companion pets need a base pet bed to remain stable at base.
All 22 Abiotic Factor pets, by family
The official wiki's pet roster splits into four tameable families plus two armor-based combat allies that work differently from everything else on this list. Nobody hunting for "abiotic factor pets" wants a Peccary-only writeup, so here's the full set, verified name by name against individual wiki pages rather than pulled from a single summary table.
Pest (8 confirmed variants): Pest, Carbonated Pest, Electro Pest, Enlightened Pest, Magma Pest, Rattus Pestis, Snow Pest, Volatile Pest. Rattus Pestis is the odd one out: it's craftable rather than captured, and in combat it has a chance to steal an item from whatever it's attacking (soda from security bots, 9mm ammo from Order grunts) and drop it for you to collect. It also scales harder than a standard Pest, starting at 76 HP and 33 damage at level 1 and reaching 570 HP and 90 damage at level 20 (+26 HP and +3 damage per level).
Peccary (8 confirmed variants): Peccary, Electro Peccary, Mushroom Peccary, Peccary Alpha, Peccary Sow, Snow Peccary, Tareccary, Volatile Peccary. Several of these aren't captured in the wild at all, they're mutations of a Peccary you already tamed. Tareccary comes from mutating a standard Peccary; Volatile Peccary specifically requires feeding your tamed Peccary three Plutonic Blood. Electro Peccary, by contrast, is crafted from an item rather than grown from a mutation.
Skink (3 confirmed variants): Skink, Magma Skink, Verdant Skink. The base Skink is tameable three ways: a thrown Net to stun it for a low-health tame, repeated Net Launcher hits for a self-tame, or the same Pest Trap used on Pests. Tamed Skinks periodically drop Vibrant Feces, which you collect with Plastic Scrap.
Lamogi (3 confirmed variants): Lamogi, Sir Ogi, Speedogi. Sir Ogi is craftable from a Sir Ogi item rather than tamed directly; Speedogi comes from mutating a tamed Lamogi. Taming steps for the base wild Lamogi aren't as clearly documented on the wiki as the other three families, so if you're hunting one specifically, expect more trial and error than the Pest Trap or Pheromone Flask routes.
Not pets, but companions: Exor Spirit and Mystagogue Drone aren't tamed at all. Each appears automatically once you wear all four pieces of its matching armor set (Exor Armor Set and Mystagogue Armor Set respectively), granting a buff that summons an ally that fights alongside you. They don't level, feed, or occupy the Companion Pet Slot, so don't go looking for a taming recipe for either one.
That puts the confirmed total at 22 tameable or breedable pets, not counting the two armor-summoned allies. If a video or forum post claims a different total, it's probably counting Exor Spirit and Mystagogue Drone alongside the 22 tameable ones. For everything else the Cosmic Companions update touched outside of pets, the Abiotic Factor complete guide hub covers the chemistry system, portal worlds, and the rest of the facility.
How pet leveling works: XP, feeding, and max level
This is the part almost no guide covers, including the wiki's own individual creature pages. Pets need feeding every 8 in-game hours (about 16 real-time minutes) to gain XP. The formula is straightforward: XP = Hunger value of the food ÷ 3, with a floor of 4 XP and a ceiling of 20 XP per feeding, regardless of how much hunger the item restores beyond that.
Max pet level is 20. Getting there requires roughly 38 feedings if you're consistently using 60+ hunger food items (the ones that hit the 20 XP cap each time), which works out to a minimum of about 13 full in-game days feeding three times daily. Realistically it'll take longer, since you won't always have max-hunger food on hand. For reference, the XP curve isn't flat: reaching level 10 needs 200 total XP, while level 20 needs 750, so the back half of leveling costs more feedings per level than the front half.
Practical takeaway: pick your long-term companion early and start feeding it on a schedule, rather than taming and re-taming pets hoping for a better one. A level 20 Rattus Pestis with its item-steal ability and stacked stat bonuses is a very different creature from a level 1 one, and getting there takes nearly two weeks of consistent feeding either way.
The DBNO mechanic: what changed and why it matters
Before Hotfix v1.3.0.26036, pets that weren't set as your active companion would simply die when their health hit zero. There was no intervention window. Losing a Peccary you'd been building up felt permanent and punishing in a way that wasn't clearly telegraphed.
The patch changed this: all pets now enter a downed state when taking lethal damage. You have a 30-second window to reach a non-companion pet and revive it, or it dies for good. Companion pets (those equipped in the Companion Pet Slot) don't get a longer timer, they get no timer at all: a pet wearing its companion collar simply can't permanently die. Walk up and revive it whenever you get there.
The tradeoff introduced in the same hotfix: revived pets now recover with 25% health instead of 50%. They're alive, but fragile immediately after revival. Don't send them back into a fight right away.
What this means practically: if you're exploring with your companion pet and a fight goes badly, don't panic-retreat. Your companion is in DBNO, not dead, and it has no clock running against it. Finish the fight, then revive it whenever you're ready.
For a non-companion pet, the same courtesy doesn't apply, and that's where the DBNO change is worth comparing to how player downed-states work elsewhere in Abiotic Factor: the underlying logic is the same design pattern extended to pets, but the pet doesn't get a co-op partner obligated to save it. Someone (you, or a partner standing nearby) has to physically close the distance and interact before the 30-second window closes. In a large open room that's rarely a problem. In the facility's tighter corridors, where a downed Pest or Peccary can end up behind a locked door or on the other side of a hazard, the 30 seconds can run out before you reach it. That's the real argument for keeping resource producers in a pet bed at base instead of letting them roam, and it's an even bigger deal once you're taking a companion into a fight like the one covered in our Tarasque boss guide, where a downed pet can easily go unnoticed mid-fight.
Companion Pet Slot vs. pet bed: when to use each
The Companion Pet Slot is for pets actively accompanying you in the field. A pet equipped there follows you through the facility, fights, and produces resources as you move, and as covered above, it's the only place a pet is fully protected from permanent death.
Pet beds serve a different function, and the protection they offer is easy to misunderstand: a pet actually resting in its bed cannot be harmed at all while it's there. That's a separate, stronger form of safety than the 30-second DBNO window; the pet simply isn't taking damage in the first place. The gap is what happens when a non-companion pet isn't in its bed, wandering the base or caught away from it during an event. That pet gets no bed protection and no companion-slot immortality, just the standard 30-second DBNO window like any other non-companion pet.
The practical implication: tame more than one pet when you can, across families if it suits your build (a Pest for its trap-tame speed, a Peccary Sow for milk, a Rattus Pestis for its item-steal once it's leveled). Your active fighter goes in the Companion Slot. Your resource producers live at base, in a bed, not just wandering nearby.
Don't leave non-companion pets unhoused and unequipped. Without a bed or companion slot assignment, they're exposed to the base hazards that the hotfix improved but didn't fully eliminate, and unlike a bed-housed pet, they can die permanently if that 30-second window runs out.
Peccary variants and how to get each one
Not all eight Peccary variants come from the same method. Standard Peccary, Mushroom Peccary, Snow Peccary, and Peccary Alpha are captured and tamed directly with the Pheromone Flask plus Anteverse Wheat method covered above. Peccary Sow is the milk producer: once tamed (or mutated into), wait roughly 8 in-game hours, then hold your Test Tube and interact with it to collect a Vial of Milk. Tareccary and Volatile Peccary aren't caught in the wild at all, they're mutations of a Peccary you already have. Volatile Peccary specifically needs three Plutonic Blood fed to a tamed Peccary. Electro Peccary comes from crafting rather than either taming or mutation.
One thing worth clearing up: Hotfix v1.3.0.26036's patch notes say lasers deployed by scientist enemies "can no longer hurt precious pets." That phrase isn't a formal rarity tier, the wiki has no separate "Precious" pet category with its own page, so read it as applying to your tamed companions generally, not a rare variant you need to hunt for specifically. Player-equipped laser weapons can still damage any pet, precious language or not.
Resource-producing variants like Peccary Sow harvest on a timer. The interaction was changed to press-and-hold in Hotfix v1.3.0.26036 for consistency with the petting interaction. If you were used to a tap harvest from before the patch, update your muscle memory.
Peccary variants produce different resources on a timer. The interaction was changed to press-and-hold in Hotfix v1.3.0.26036.
Keeping pets safe in the field
Three things that actually matter after the Cosmic Companions hotfix.
First: the 30-second DBNO window only saves your pet if you notice it went down. In chaotic facility encounters, it's easy to be running from one thing while your Peccary is downed behind you. Check your companion's state regularly during fights, not constantly, but whenever combat slows down.
Second: know what's actually protected before pushing into laser-heavy zones. The hotfix's "precious pets" laser fix covers scientist-fired lasers specifically; it did nothing for lasers from player-equipped weapons, including friendly fire in co-op. That distinction matters in some of the later facility sections where scientists run dense laser coverage.
Third: when a pet revives from DBNO at 25% health, don't send it straight back into the same fight. It will go down again almost immediately. Revive and disengage first.
Fourth: if you've tamed more than one pet, swap your low-health companion out for the bed-kept backup before heading into a laser-heavy section. A fresh pet at full health survives the 25%-health post-revive window that a repeatedly-downed companion won't. This is the practical payoff of the Companion Slot versus pet bed split covered above: it's not just about running two pets at once, it's having a healthy one ready when your active companion is running on fumes.
GODEEPER: If you're still learning the facility's laser-heavy zones and combat basics, start here. Abiotic Factor Beginner Guide: Tips and First Steps 2026 →
Frequently Asked Questions
How many pets are there in Abiotic Factor? At least 22 confirmed tameable or breedable pets across four families: 8 Pest variants, 8 Peccary variants, 3 Skink variants, and 3 Lamogi variants. Exor Spirit and Mystagogue Drone are two more combat allies, but they come from wearing full armor sets, not from taming.
Do you need the chemistry system to get a pet in Abiotic Factor? No, not for your first one. A basic Pest Trap, crafted from a Stapler, Nachos, and 2 Duct Tape, tames a Pest with zero chemistry progress. Only Peccaries strictly require the chemistry-made Pheromone Flask; Skinks can go either route.
How do you tame a Peccary in Abiotic Factor? Throw a Pheromone Flask at it, then feed it three Anteverse Wheat. The flask is made at a Distillation or Chemistry Bench, so this is a mid-game unlock, not a day-one option.
What does the DBNO mechanic mean for pets? Down But Not Out: pets enter a downed state instead of dying instantly. Non-companion pets have 30 seconds to be revived or they die permanently. Companion-slot pets can't permanently die at all. Revived pets return at 25% health.
What is the difference between a companion pet and a non-companion pet? Companion pets are equipped in the Companion Pet Slot, follow you in the field, and cannot permanently die. Non-companion pets are safe only while actually resting in a pet bed; roaming unhoused, they can die permanently if left in DBNO for 30 seconds.
Can Peccaries produce resources? Yes. The Peccary Sow variant produces a Vial of Milk roughly every 8 in-game hours via press-and-hold with a Test Tube (updated from a simple press in Hotfix v1.3.0.26036).
Are pets safe from environmental hazards? Much safer after the patch. Pets now actively avoid fire and lava more reliably. Scientist-fired lasers no longer hurt what the patch notes call "precious pets," which isn't a separate rarity tier, just your tamed companions in general.
Is Abiotic Factor worth playing in 2026? 58,000+ reviews at 95.8% Overwhelmingly Positive on Steam. Cosmic Companions added significant new systems. The base game runs 80+ hours; with the update, more. $34.99 on Steam.
Related Reading
- Abiotic Factor Chemistry Guide: Cosmic Companions 2026: The full distillation → tinctures/coatings/flasks workflow, including the Portal Flask and how to reach the Alpen Signal Observatorium.
- Subnautica 2 Creature Guide: Another game where the fauna is central and your relationship with creatures defines the experience.
- Die in the Dungeon Complete Guide: If deep progression systems are your thing, Die in the Dungeon's dice upgrade loop scratches a similar itch.
References
- Abiotic Factor on Steam: Deep Field Games, published by Playstack, full release July 2025, $34.99
- Hotfix v1.3.0.26036 Patch Notes: DBNO changes, Peccary harvest interaction, precious pet laser immunity, environmental hazard avoidance
- Cosmic Companions Update, Official Steam Announcement: Pets 2.0 system overview and chemistry unlock details
- Abiotic Factor Wiki, Pets: Official community wiki page for taming, leveling, and companion slot mechanics, used to verify the full pet roster and XP thresholds in this guide
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