Furniture: Plan for a Specific House Stat
Furniture changes house stats, often with trade-offs. Decide what you want the room to do before choosing pieces: encourage breeding, improve inheritance, support health, or pursue nightly mutations.
What the Five Stats Actually Describe
The game’s extracted tooltip text distinguishes these functions:
| Stat | Tooltip meaning | Planning implication |
|---|---|---|
| Comfort | How often cats breed or fight | Check this when managing breeding frequency and household fights |
| Stimulation | Quality of newborn kittens | Relevant to inheritance, rather than a general “boredom” meter |
| Appeal | Quality of the stray cats that arrive each day | Improve incoming candidates rather than assuming it changes a selected pair’s inheritance |
| Health | Lifespan and the chance to develop or cure disorders each night | Different from a direct combat HP bonus |
| Mutation | Chance for cats to receive random mutations each night | Different from inheriting a parent’s existing mutation |
The data uses the internal key evolution, but its game tooltip calls the displayed stat Mutation. Treat “Evolution” in older tables as that internal name, not a separate sixth stat.
For inheritance probabilities and their version limits, see Breeding.
Positive Stats Can Come with Costs
Poop is not the only furniture with negative stats. The site’s extracted snapshot contains many pieces that increase one stat while reducing another.
| Snapshot example | Recorded contribution |
|---|---|
| Idol of Comfort | +5 Comfort |
| Sewer Shelf | -1 Comfort, -1 Appeal, +4 Stimulation, -1 Health, +1 Mutation |
| Idol of Chaos | -5 Comfort, +1 Fight Bonus Rewards, +2 Fight Risk |
| Food Storage Box | +40 Food Storage |
These are recorded item values, not verified current-build room totals. Fight Risk and Fight Bonus Rewards are special modifiers; the table alone does not establish an exact fight-frequency or loot formula.
Worked placement example: an Idol of Comfort and a Sewer Shelf together contribute +4 Comfort, -1 Appeal, +4 Stimulation, -1 Health and +1 Mutation. The +5 Comfort piece offsets the shelf’s -1 Comfort, but it does not remove the shelf’s other penalties. This arithmetic excludes other furniture, occupants and additional modifiers.
Arrange the Room Around Its Task
- Identify the problem: no breeding, unwanted fights, poor inheritance, or a health/mutation goal.
- Inspect the relevant stat and its trade-offs rather than maximizing every number indiscriminately.
- Compare the proposed arrangement with the current room, including pieces you remove to make space.
- Recheck the room’s displayed stats after placing furniture. The total contribution in a database is not a promise of a particular kitten.
For a breeding goal, Comfort and Stimulation answer different questions: whether cats breed or fight, and what newborn kittens inherit. Mutation furniture instead adds nightly mutation opportunities. It cannot substitute for selecting parents with useful skills.
Themed furniture names help identify matching artwork. The extracted furniture records contain theme groups, but they do not establish an equipment-style activation bonus for completing a furniture theme. Keep equipment set bonuses separate from room-stat planning.
Rare Furniture: Compare the Actual Variant
A rare appearance should not be assumed to have the same stats as the ordinary piece. This site’s records identify rare artwork, but do not contain an independently verified runtime rule for converting every ordinary stat into its rare counterpart.
Compare the specific variant’s in-game tooltip, including negative contributions, size and placement restrictions. The Furniture reference is useful for finding a base piece and its theme; its rare-image indicator alone is not a verified rare-stat calculation.
Version Changes and Sources
The official 1.1 notes changed Stimulation’s effect on inbred kittens and inherited birth defects. They also state that Mutation no longer rerolls existing mutations or birth defects, and only rolls simple +2/-1 stat mutations until Mutation exceeds 10; above that, more Mutation increases the chance of mutations with effects.
Those changes matter when arranging a mutation room: an older “replace existing defects by adding Mutation” plan does not match the stated 1.1 rule.
Reviewed on October 9, 2026. Stat definitions and the table come from extracted game tooltips and furniture records; their original build was not recorded. Version changes come from the developer’s notes. The placement example is arithmetic, not a measured breeding or mutation success rate.