Family care

How to feed pups and give them water

Stop a pup’s active command so it can eat food nearby. For thirst, place the pup in water so it can drink. Do not put pups inside a well.

Updated 19 October 2026

In this page

Get food within reach, then stop the work

Care counter with a children label, food symbol and water-drop symbol.
The food and drop symbols identify the two care counters. Read the numbers in your game; the three shown here is an illustration.
  1. Check the hungry-pup count on screen. Use that count to judge how many pups still need food; finishing a construction job is not the same as finishing care.
  2. Get the hungry pups near food. If you need a food source, follow the chicken-hunting and feeding steps. Once food is available, the eating conditions below still apply.
  3. Stop active commands before expecting them to eat. The Episode 2 guidebook explicitly makes this a condition for eating nearby food. A pup still following or working has not yet been given that break.

For a following pup, F is the follow/unfollow control. For other active jobs, use the Commands page in the pause book. Adding another food item does not satisfy the guidebook’s separate instruction to stop commands.

If the pup is specifically locked and will not move or sleep, right-click that pup to unlock it, then return to the food and command checks.

Put thirsty pups in water

The Episode 2 guidebook’s drinking instruction is to place pups in water. The same build’s grabbing tutorial uses the left mouse button to grab and the right mouse button to holster or unholster what you carry. Hold-left is the documented throw action; the care instruction does not require a throw or a separate drinking hotkey.

The well is not a container for pups.

The developer changed its appearance in the September 13 hotfix specifically because players were putting children inside it. The instruction concerns getting pups into water, not dropping them down the well.

If a pup still does not drink, that does not establish a missing recipe or a working fix. Drinking behavior appears in the developer’s fix list, while players still report water problems in the free-release comments. A reproducible failure needs its episode, build and circumstances kept together.

Check care before returning to work

Hungry pups → make time to eat

Food nearby + commands stopped → pups can eat. A food item alone does not replace the break from orders.

Thirsty pups → place them in water

Water is the drinking condition. The well itself is not a place to put a pup.

Sleeping needs → provide cots

Walls and floors are construction progress; cots provide the sleeping place the family needs.

Care checks addressed → hauling or building → check the family again before the next job.

These checks connect care to the next work session. They are not a fixed in-game schedule.

Food and water do not replace sleeping places. Pups need cots; the guidebook warns that their mother will be angry without them. Make the sleeping provision part of the same check before you resume hauling or construction.

When the immediate needs are covered, follow one care-and-building work cycle to finish a manageable job and return to care. For the delivery itself, use the materials and hauling guide.

Controls used by this task

ActionEpisode 2 tutorial input
Grab an object or characterLeft mouse button
Throw while grabbingHold left mouse button
Holster / unholsterRight mouse button
Follow / unfollowF
Contextual pup commandE
Open the pause bookEsc

These steps apply to free Episode 2 (Build37). The earlier chicken-food example comes from the developer’s July 11 development demonstration, published in August.