Hive: expeditions, a daily guest and shared bosses
You told us straight: after a day or two in the Hive there was nothing left to do. Now every day gives you a reason to come back, and the middle of the game has a clear goal: the Pass and the second world.

Three monsters in the first minutes
20 seconds after you first come in, an egg lights up on the Daisies — run over to it and it's yours. You get one more egg for your first pollen delivery. So within the first 2 minutes your swarm already has three different monsters.
A new day starts at 5:00
Everything in the Hive that refreshes once a day now changes at the same time — 5:00 Moscow time (UTC+3): the daily reward and streak, daily tasks, the guest, the kind of the day, expeditions and minigame limits. Weekly tasks refresh on Monday at 5:00. Your streak doesn't break at the switch.
The Hive Calendar stands in Honey Harbor. It shows the kind of the day, the field of the day, today's guest and the kind that comes tomorrow. The kind of the day drops 5 times more often from its clutch, and the field of the day gives twice the pollen.
Hive guests
Once a day, when you first enter the Hive that day, a guest joins your swarm — a monster that isn't in any egg. There are seven guests, one for each day of the week. In your collection they have their own group, “Hive guests”.
Kind gifts
Every kind now gives your swarm its own gift forever: some give more pollen of their color, others make the swarm hit harder, keep tokens alive longer or bring more honey. The more monsters of one kind you have, the more stars the kind has and the stronger the gift, and a gifted monster's gift is three times bigger. The gift stays even if the monster was merged or fed away. Gifts work in Honey Harbor, the first world of the Hive.
Expeditions
You can now send monsters on expeditions from Ustinya the Guide in Honey Harbor — before, that was only possible in the second world. The first slot opens when your swarm has 5 monsters.
Each task has its own length — from half an hour to a full day — and the longer the trip, the richer the loot: honey, land material, sometimes a clutch. Everything the team will bring back is shown on the card in full, and the time is written in words. You get up to six short trips a day, so if you come in once a day, send the long ones. Once your swarm has 15 monsters, a weekly task shows up.
A newcomer's first task is a 10-minute walk for one monster, and the clutch from it is guaranteed.
Planters you can see
Planters in the field are now real tubs, and a flower in the nectar color of that field grows in them. Above a planter you can see how long it still needs, and a ripe one shows an icon through walls. The “My planters” window opens from anywhere — with the /planters command or the Planters tile: you can harvest from far away, and plant while standing in the field. When you log in, the game tells you how many planters are ripe. Planters can be placed in the second world too.

Materials from playing, not for honey
Horns, parts, gems, fluff and thorns for gear aren't sold for honey. You get them by playing:
- Grumbler. Fights with him now stack up: one every 8 hours, up to three saved. Horns drop from every fight, and honey and an egg once a day. Above his lair you can see how many fights are waiting for you.
- Thornback drops twice as many thorns.
- Nest Defense gives a gear part for every wave, up to 10 a day.
- Planters give dewdrops, and the Mortar turns them into parts.
- Shared bosses — more on them below.
A shared boss four times a day
At 8:00, 12:00, 16:00 and 20:00 Moscow time (UTC+3) a shared boss comes to Honey Harbor — Grumbler the Brute, Thornback the Great, Fluffball the Giant or Mower the Reaper. 10 minutes before, a line shows up in the feed, and a card with a countdown and a Follow button leads you to the spot. The boss stays for 10 minutes, and everyone can fight him together. He drops gear parts, gems, dewdrops and an egg, and Fluffball the Giant drops 10 fluff. To take part you need a swarm of 5 monsters or more. If you're in the second world, press “To the harbor” — the arch will take you there.

The road to the second world
Few players ever reached the second world: it wasn't clear what it took. Now, when Grandpa Timofey runs out of tasks, he shows you what the Pass needs and leads you to the arch. The arch window tells you which materials you're missing, how many you already have and where to get them right now; tap a line and the game leads you to the best place. Your journal and the goal hint also say “Next: the Pass”.