The hexagonal tiles your creatures walk on mark different biomes according to their color. There are currently six biomes implemented in the game so far, and two more will be coming in the future.
Any island that is not an "easy" island is considered tier 2; tier 2 islands are harder and contain different animals. That includes the Bluebird and Killer Carnivores, though the latter is much rarer.
Grassland tiles are a light green color and covered in tall grass.
- Acorn Tree
- Berry Bush
- Orange Flower
- Dodomingo (only on Tier 2 islands)
- Bluebird (only on Tier 2 islands)
- Brown Fur
- Stripes (only when hiding in tall grass)
If you want to use the acorn tree, the Nimble Fingers is better than the Cracker Jaw because unlike the latter, it also adds collecting. Be sure to have Antlers/Horns because of the aubundance of stagmoles and bunnies and carnivores. For camouflage, having brown fur and stripes makes you nearly invisible to predators and prey alike with +5 camouflage. Or, to deter predators, you could swap out the stripes for the warning dots while staying hidden to prey with +2 camouflage and your other stats. On Killer Island, you will need a different, more specialized strategy. You shouldn't need to worry about stealth or Stinky Tail because carnivores only use their sight. You will find the Poison Fangs very helpful for providing lasting damage to Killer Carnivores that are otherwise difficult to damage. There are a few body/paw setups that you can successfully use: Lean Body with double-claw, Big Body/Spikes with double runner leg, Toxic Body/Normal Body with both. Other than those tips, there is no one magic strategy because lots of strategies can work.
Jungle tiles are a dark green color. They contain special plant tiles that act like a block and otherwise function like regrowing grass. They also contain mud tiles, which can disguise odor (see abilities) and leaf piles, which remove stealth for that turn.
- Black Fur
- Stripes (when hiding in tall grass)
Warning: Do NOT enter the jungle islands until you are SURE that you are ready, because it is very dangerous! The biggest threat that you will encounter are the Three Great Apes, which you must adapt for. It is not recommended that you try to adapt strength, because they are very hard to even hit. Instead, there are two things that you can do. You can either try to camouflage, or you can make yourself as deterrent as possible. To camouflage, you will want four genes in your gene pool: black fur for the jungle, brown fur for the adjacent grass biome, dots, and stripes for hiding in grass, it is advised that for the camouflage bonus of being in the grass, you only remove select grass pathways to move around and to highlight important objects. To hide from the Smelling Ape, use the Lean Body which provides the max amount of odor disguise, roll in mud, and lick your packmates clean when picking fruit. To be deterrent, use the Stinky Tail and Warning Dots, but don't bother with Toxic Body because it does not help with anything else. The Toxic Body is actually somewhat dangerous due to the fact that it disables fur color and pattern. You can deter the hearing apes, but to do so you need six stealth. The Lean Body is very helpful for this as it not only provides stealth, but it also provides speed to run away, and coupled with two Velvet Paws, you should be undetectable and fast. That'll also help with the Hearing Ape. For the Big-Eyed Ape, resort to camo. You will need Antlers/Horns in the gene pool because of normal carnivores and prey spawning. Unless you're making a suicide attempt, never go in here with less than 10 food per creature, a good gene pool, and lots of luck.
Savana biomes are hot and will reduce creatures action points by one without sufficient heat resistance. Savanna biome tiles are a yellow color. They also contain the less fruitful bare bushes which have no leaves and less berries than the bushes in other biomes. They have a higher permanent nest spawn rate and thus spawn more dodomingo. When it gets hot, fires may spawn on random tiles and spread. A creature stepping on a burning tile causes them to catch fire, but another creature can extinguish them. After a fire goes out on the tile, it turns dark brown and a few turns later this tile will turn into a random kind of tile found in this biome.
- Bare Bushes
Don't pick from the cacti unless you have to, because there are bare bushes that do not harm your pack. Be careful of dodomingo because there are more nests, so that's another reason why you should never have creatures that can't attack. Other than those points, you can do whatever you want.
Can increase chance of a common cold. Swamp biome tiles are a dark green color. They used to function like grasslands, and they kind of do, but there have been new updates that make the swamplands more unique. You may find poisonous berries that venomous creatures can safely eat. After rain, wet tiles may spawn randomly and 1-tile sized clouds of mosquitoes spawn from them, afterwards moving towards your creatures. Creatures on or around the tile with mosquitoes may be bitten and have reduced energy (same as from being cold or hot). I will clean up this section later, as there is too little information now.
You will want a combo of black/brown fur to camouflage both here and in neighboring grasslands. Make sure you set aside a quarantine location away from your main pack, and know the locations of healing flowers, because there will be more illness than in other biomes. If you are going onto the swamp island, you need poison fangs or toxic body because venomous/poisonous creatures can safely eat toxic berries.
The mountain biome is cold, and your creatures will need some cold resistance. The mountain biome has a coloration of white and grey tiles. This biome contains no berry bushes, so other food sources must be used. Ice blocks can be found on this island; when you break one, a creature with random ancient genes will spawn. There are also special "hot spring" tiles which give your creatures 3 cold resistance when being stood on.
- Spiky Bush
- Pine Tree
NOTE: You will need some form of cold resistance, or else your playthroughs will be very annoying with the -1 energy penalty. You will need a large amount of strength, because you will be relying on prey as your food source, and your best food source, the Walrus Deer, takes a lot of hits to kill. Be sure to utilize ancient genes at your own discretion- there are none that are truly useless as of now. Make sure you have a lot of creatures to warm your pack-mates up.
Creatures can find fish and leeches in this biome, and drown if they go too deep in the water if the creature does not have water breathing. Water biome tiles are a blue color, and slightly transparent. They also reflect the creature's reflection. There is a known glitch with the fur color reflected in the water. The fur color will be different in the reflection than on the actual creature.
- Water Breather
This is difficult to get right, so don't try unless you know what you are doing. You will need the Water Body, the Webbed Hind Legs, and the Swimming Tail, with this setup, your slowest creatures are +4 in speed, and your fastest are +6. To be able to fish, you will need both the Claw and the Fishing Tail, as by themselves, they will not be able to catch clown koi or your main predator, the dangerous razorhana. For collecting clams, you will need the Cracker Jaw. The Platypus Beak is about as useful as the decent Digging Paw is on land and thus, it should not be passed up if it appears. As for camouflage, yellow fur with no pattern gives camouflage in sand. Be attentive for leeches, as they shouldn't pose a threat unless you ignore them (the notifications can be helpful for this).
- Desert -The mutation menu states that you can unlock the Big Ears trait by exploring 15 desert tiles. This biome will almost certainly be hot.