Each meter has three gene marks. Drop one chooses tall, balanced, or wide. Drop two chooses velvet, satin, or glass. Drop three chooses which ear listens hardest. Hit the mark cleanly to keep the trait stable.
Name the first creature you make, then choose where it grows. Warm vents deepen frames, glass gardens cure coats, and echo shelves train listeners. A matching temperament makes that change stronger. Mastered, controlled, reactive, and unsteady describe how cleanly your three drops held.
The first-family album and weekly field page show what to chase next. Spare creatures can be distilled into reusable genes. A prepared serum spends one sample and one expedition find to steer a future drop.
Your founder anchors the bloodline and cannot be distilled. Your keeper is the creature currently sleeping in the chamber; you can change it, and it shapes overnight events.
Send DNA to a friend and they can shape a sibling from the same family. If they send the answer link back, each of you gets your own related sibling egg to raise differently.