Companion Behavior System
This is one of the few systems with a genuine developer write-up behind it: a dev post on Eleon behaviors, relayed in creator coverage, describes deliberate 'auto behaviors' for summoned companions rather than the static follower pets common on the platform.
The documented basics: a summoned Eleon follows the player, runs to catch up if left too far behind, and teleports back to the player if it gets stuck on terrain or objects. When the player stands still, the Eleon sometimes turns to face them and plays a 'scream' animation with an emotion bubble, and it will also wander nearby on its own.
The headline feature is Social Play: when two players' summoned Eleons come near each other, they face off and cycle roar, melee and ranged pose animations for up to about 20 seconds, then enter a cooldown - and the interaction stops instantly if either Eleon moves away or is unsummoned.
Documented behaviors (from the dev post)
Following: the companion tracks the player, sprints to close distance when it falls behind, and teleports when pathing fails - a stuck-recovery detail the developers called out explicitly, per the creator coverage of the post.
Idle life: near a stationary player the Eleon periodically faces them and plays a scream animation with an emotion bubble, and otherwise wanders the immediate area. Separately, official footage shows every Eleon carrying its own spawn, idle, walk, run and death animations, with unique visual effects per ability - the animation budget the behavior system is built on (shown in video, framed by creators as a bonding feature).
Social Play: the two-companion face-off described above, with the ~20-second cap, cooldown, and instant cancel on movement or unsummon. All figures come from the dev post as relayed by creators - exact timings may be tuned before launch.
Wild Eleons in the overworld
Creator-covered gameplay footage also shows behavior on the wild side: wild Eleons can walk up to the player in the overworld and initiate an attack themselves, in addition to classic tall-grass encounters. Whether wild creatures use the same behavior framework as companions is not stated - this is an observation from footage, not part of the dev post.
Community survey: proposed behaviors (NOT confirmed)
Alongside the behavior post, the developers ran a survey soliciting community ideas for future behaviors. Ideas under discussion include: expanded social-play options (dancing, play-fighting, copying each other's animations), type-based interaction differences, group interactions between three or more Eleons, and wild-Eleon behavior tracks such as territorial guarding, curious following, pack movement, and environmental actions like eating, sleeping and drinking.
Every item in that list is a proposal or request being gauged for interest - none of it is a confirmed feature. This wiki lists them only to document the direction the developers are exploring; do not expect any specific proposal at launch.
FAQ
Do your Eleons follow you in the overworld?
Yes - per a developer post on the behavior system, a summoned Eleon follows you, runs to catch up if left behind, and teleports back if it gets stuck on terrain.
What is Social Play in Eleons?
A documented interaction between two players' summoned Eleons: near each other they face off and cycle roar, melee and ranged poses for up to about 20 seconds, then cool down. It stops instantly if either moves away or is unsummoned.
Will Eleons dance or play-fight with each other?
Not confirmed. Dancing, play-fighting, animation copying, group interactions and wild-behavior tracks were all raised in a developer survey collecting community ideas - they are proposals, not features.
Other mechanics
Source-checked
Pre-release information compiled from a developer behavior post as covered by early-access creators, plus official footage; details and timings may change before launch. updated · GuideDex staff. Report a correction.