Neon Abyss Pets and Eggs
Pets are a run system with their own table: name, effect, health, and what they evolve from.

I would not restart a run over one failed hatch until I knew the egg was actually ready. The wiki says hatching follows cleared combat rooms, and upgrades take two or three rooms per level.
Hatch and upgrade rules
Eggs follow you. After combat clears they can hatch. Upgrades take about two or three rooms per level, and a pet can be upgraded more than once. If a pet dies, that is a separate wiki note, not an automatic restart of the egg.
Full Captured Pet and Evolution Index
The wiki supplies 46 records including evolved forms. Effects were checked through its API on 15 October 2026 and independently restated here; HP and evolution are source fields, not a measured tier list.
The wiki combines Blue Doctor, Peter and Grabber into Photon. Team17’s 2021 announcement names Peter, Dr. Manhattan and Agent Grey for its stronger-pet merge. Those source names are preserved rather than assumed to be exact aliases across versions.
| Pet | Effect | HP | Evolves from | Further evolution |
|---|---|---|---|---|
| Aaron | Fires musical projectiles; releases five on death. | 6 | Base / no predecessor listed | No |
| Adam | Automatically shoots at enemies. | 4 | Base / no predecessor listed | Yes |
| Adam II | Automatically fires paired bullets. | 4 | Adam | Yes |
| Adam III | Automatically fires three bullets; releases three large bullets on death. | 6 | Adam II | No |
| Alien Baby | Automatically fires a seeking bullet. | 6 | Base / no predecessor listed | Yes |
| Alien Baby X | Automatically fires two seeking bullets. | 6 | Alien Baby | No |
| Angry Teapot | Raises firing rate while following; death gives a stronger temporary firing-rate boost. | 6 | Base / no predecessor listed | No |
| Baby Blue Doctor | Drops a random Shield quantity on death. | 4 | Base / no predecessor listed | Yes |
| Baby Grabber | Drops random coins on death. | 4 | Base / no predecessor listed | Yes |
| Baby Peter | Drops a random Moldy Heart quantity on death. | 4 | Base / no predecessor listed | Yes |
| Batu | Attacks enemies near the player. | 6 | Base / no predecessor listed | No |
| Blue Brick | Blocks hostile bullets; death may produce another Blue Brick. | 6 | Base / no predecessor listed | No |
| Blue Doctor | Collects hearts with a chance to return Shields; drops random Shields on death. | 6 | Baby Blue Doctor | No |
| Cactus Baby | Damages enemies on contact. | 6 | Base / no predecessor listed | Yes |
| Cactus Baby II | Deals contact damage and sometimes fires piercing bullets. | 5 | Cactus Baby | Yes |
| Cactus Baby III | Deals contact damage and fires more piercing bullets; death releases a piercing volley. | 4 | Cactus Baby II | No |
| Eight-Ball | Blocks hostile bullets. | 6 | Base / no predecessor listed | No |
| Fire Devil | Shoots a fireball at enemies. | 6 | Base / no predecessor listed | Yes |
| Flame Devil | Shoots two fireballs; death releases a fireball volley. | 5 | Fire Devil | No |
| Flower | Automatically fires splitting bullets; death damages every enemy in the room. | 6 | Base / no predecessor listed | No |
| Ges | Attacks with a laser. | 6 | Base / no predecessor listed | No |
| Ghost Baby | Automatically fires piercing bullets; death briefly protects the player from damage. | 6 | Base / no predecessor listed | No |
| Grabber | Collects coins with a chance to return pickups; drops random coins on death. | 6 | Baby Grabber | No |
| Happy Kendama | Raises weapon range while following; death gives a stronger temporary range boost. | 6 | Base / no predecessor listed | No |
| Iron Windmill | Deals melee damage on contact; death creates three Angry Sprites. | 6 | Base / no predecessor listed | No |
| Jack | Fires bullets in random directions. | 6 | Base / no predecessor listed | Yes |
| Jack II | Throws a Bomb in a random direction. | 6 | Jack | Yes |
| Jack III | Throws Bombs in random directions; death throws five at once. | 6 | Jack II | No |
| Karsa | Throws Bombs above enemies. | 6 | Base / no predecessor listed | No |
| Lethal Perfume | Raises weapon damage while following; death gives a stronger temporary damage boost. | 6 | Base / no predecessor listed | No |
| Little Bear | Automatically fires a bouncing bullet. | 6 | Base / no predecessor listed | Yes |
| Little Panda | Automatically fires two bouncing bullets. | 6 | Little Bear | No |
| Peter | Collects hearts and returns Moldy Hearts; drops a random Moldy Heart quantity on death. | 4 | Baby Peter | No |
| Photon | Can drop gifts after combat while unharmed; the wiki lists Blue Doctor, Peter and Grabber as its combination. | 60 | Combines from Blue Doctor, Peter and Grabber | No |
| Rock | Blocks hostile bullets. | 6 | Base / no predecessor listed | No |
| Sea Monster | Damages enemies on contact. | 6 | Base / no predecessor listed | No |
| Shy Mushroom | Raises jump height while following; death gives a stronger temporary jump boost. | 6 | Base / no predecessor listed | No |
| Snow Boy | Throws a freezing snowball. | 6 | Base / no predecessor listed | Yes |
| Snow Brother | Throws two freezing snowballs; death releases a snowball volley. | 5 | Snow Boy | No |
| Tiny Mummy | Blocks hostile bullets and may fire two bullets when attacked. | 6 | Base / no predecessor listed | Yes |
| Tiny Mummy II | Blocks hostile bullets and may fire four when attacked; death drops half a heart. | 5 | Tiny Mummy | Yes |
| Tiny Mummy III | Blocks hostile bullets and may fire eight when attacked; death drops one heart. | 4 | Tiny Mummy II | No |
| Wild Monkey | Shoots bullets at enemies. | 8 | Base / no predecessor listed | Yes |
| Wukong | Attacks with a staff. | 6 | Wild Monkey | No |
| Yano | Throws a spear at enemies. | 6 | Base / no predecessor listed | No |
| Zombie Sister | Fires poisonous bullets and splits into two when hurt. | 4 | Base / no predecessor listed | No |
An Officially Documented Pet Merge
Team17’s 2021 PC update says Peter, Dr. Manhattan and Agent Grey merge into a stronger pet when all three are held together. This gives Peter a documented combination role; the post does not quantify the resulting damage or establish a universal best-pet rank.
Questions this page answers
How do I hatch an egg?
Clear combat rooms with the egg following you. The wiki does not publish a single-room guarantee.
Why did hatching fail?
Hatching is chance-based after combat clears. A failed hatch is a possible run outcome, not evidence by itself of an error code or a broken save.
Keep going
Sources
- Fandom Pets — B: 46 pet effects, health and evolution records checked through MediaWiki API on 2026-10-15; mechanic facts independently restated, not flavor prose.
- Fandom Items — B: Item table, wiki version 1.4.6, CC BY-NC-SA.
- Team17: Update 1.4 — A: Published 2021-05-13; Steam/Epic Office and Room 404 prerequisites; source checked 2026-10-14. Not an in-game test.