# Day and Night Cycle: Length, Settings, and Night Effects

How the day and night cycle works in Palworld — how long a full cycle runs, the two world settings that stretch or shorten it, the cold damage that starts after dark and every piece of gear that stops it, and the 36 Pals whose spawns swing to night including the 13 you can only catch then.

Source: https://palworld-db.com/guides/day-and-night-cycle
Updated: 2026-08-24

Palworld runs a full day and night cycle on the clock whether you want it to or not, and night is not just a darker version of day — it changes what damages you, what you can see, and which Pals are standing on the ground when you get there. This guide covers how long a cycle lasts, the two world settings that stretch or shorten it, every source of Cold Resistance that stops the night damage, and the **36 Pals** whose spawns swing toward the dark.

## Day and Night Cycle at a Glance

The cycle is one of the few systems in the game that touches survival, exploration and your base at the same time. It ticks in real time, it never pauses while you are logged in, and the only thing that stops it applying to you is a roof over a dungeon. Here is the whole system in one card before the sections break it down.

| Detail | Day and Night Cycle |
| --- | --- |
| Full cycle length | Roughly **32 real-time minutes** at default speed |
| Split | Day takes the larger share — Pocketpair has never published the exact ratio |
| What controls it | **Day Time Speed** and **Night Time Speed**, two separate world settings |
| Default value | **1.00** on both — and all four difficulty presets leave them there |
| Night damage | Cold ticks on your health until you carry **Cold Resistance Lv. 3** |
| Night visibility | Dark enough to need a light source — a torch is a **level 1** unlock |
| Spawn points at night | **69,420** across the map, against **56,291** in daylight |
| Pals that favour night | **36** get more spawns after dark, **13** of them exclusively |
| Pals that favour day | Only **2** — [Jelliette](https://palworld-db.com/pal/jelliette) and [Whalaska](https://palworld-db.com/pal/whalaska) |
| Night-only alphas | **2** — Lv. 65 [Splatterina](https://palworld-db.com/pal/splatterina) and Lv. 58 [Lyleen Noct](https://palworld-db.com/pal/lyleen-noct) |
| Ignores the cycle | Dungeon interiors — no sky, no night, no cold |

## How Long One Day and Night Lasts

A full loop from morning back to morning runs about **32 minutes of real time** at the default speed, which makes the game's clock roughly 45 times faster than yours. Days are noticeably longer than nights, so a night is not a 16-minute blackout — it is the shorter tail of the cycle, and the practical planning number is that you get a night roughly every half hour of play. That matters more than it sounds: a night-only Pal hunt is not something you can squeeze into a five-minute gap, and a base run that starts at dusk will usually still be dark when you finish.

The clock is also per-world, not per-player. On a shared server everyone sees the same night at the same moment, so a co-op group that wants to farm the dark can all go together, and a group that hates it is stuck with it together. The only reliable way to control when night happens is the pair of settings in the next section — and the only way to end one early is a bed.

## How to Change Day and Night Length

The single most common mistake here is looking for one slider. There isn't one — the game exposes **two independent settings**, so you can leave daytime alone and make nights three times longer, or the reverse. Both read as a speed multiplier rather than a duration, which means the number works backwards from what most people expect: **higher is faster, and faster means shorter**. Set Night Time Speed to a high value and nights blink past; drop it below 1.00 and the dark stretches out.

| Setting | Config name | Default | What raising it does |
| --- | --- | --- | --- |
| **Day Time Speed** | DayTimeSpeedRate | 1.00 | Shortens daylight — useful if you are farming Dark Pals and want night to come round faster |
| **Night Time Speed** | NightTimeSpeedRate | 1.00 | Shortens night — the setting to raise if the cold and the darkness are just tax to you |

All four difficulty presets — Casual, Normal, Hard and Hardcore — ship both values at **1.00**, so picking a harder difficulty does not give you longer or crueller nights. It changes capture rate, EXP and damage numbers instead. If you want a different cycle you have to go Custom, and that is worth knowing before you start a world you intend to keep. To change them:
- From the title screen, pick your world and open **Change World Settings** rather than loading in
- Switch the difficulty to **Custom** so the sliders unlock
- Move **Day Time Speed** and **Night Time Speed** separately, then confirm the save prompt and load the world
- On a dedicated server the same two values live in the config file as `DayTimeSpeedRate` and `NightTimeSpeedRate`

The setting is safe to change mid-save and reversible, which puts it in a small club — plenty of world options are not. The full list of what you can and cannot touch after world creation is in the [Palworld World Settings guide](https://palworld-db.com/guides/how-to-change-world-settings), and the ones you can never undo are collected in [Irreversible Choices and Missables](https://palworld-db.com/guides/irreversible-choices-and-missables).

## Cold Damage: Why Night Chips Your Health

Once the sun goes down the ambient temperature drops far enough to start ticking damage on an unprotected character, anywhere on the map — not just in the snow regions. It is slow, it does not care how much armor you have, and it will kill you overnight if you go AFK in the open. Defense does nothing against it. The stat that does is **Cold Resistance**, which comes in three levels, and **Lv. 3 shuts the night damage off entirely**. Body armor and one accessory slot both feed into it, so the cheapest fix is usually a cold-rated chest piece early and a dedicated accessory later.

| Body Armor | Unlocks at | Cold Resistance | Defense |
| --- | --- | --- | --- |
| [Cloth Outfit](https://palworld-db.com/item/ClothArmor) | Tech level 4 | Lv. 1 | 15 |
| [Tundra Outfit](https://palworld-db.com/item/ClothArmorCold) | Tech level 9 | **Lv. 2** | 25 |
| [Cold Resistant Pelt Armor](https://palworld-db.com/item/FurArmorCold) | Tech level 18 | **Lv. 2** | 45 |
| [Cold Resistant Metal Armor](https://palworld-db.com/item/CopperArmorCold) | Tech level 27 | **Lv. 2** | 105 |
| [Cold Resistant Refined Metal Armor](https://palworld-db.com/item/IronArmorCold) | Tech level 41 | **Lv. 2** | 180 |
| [Cold Resistant Pal Metal Armor](https://palworld-db.com/item/StealArmorCold) | Tech level 50 | **Lv. 2** | 250 |
| [Cold Resistant Plasteel Armor](https://palworld-db.com/item/PlasticArmorCold) | Tech level 54 | **Lv. 2** | 400 |
| [Cold Resistant Hexolite Armor](https://palworld-db.com/item/SFArmorCold) | Tech level 64 | **Lv. 3** | 600 |
| [Cold-Resistant Ancient Armor](https://palworld-db.com/item/AncientArmorCold) | Tech level 77 | **Lv. 3** | 840 |

Read that column carefully, because it is the trap in the whole system: **only two body armors in the game reach Cold Resistance Lv. 3**, and they sit at tech levels 64 and 77. Everything below them caps at Lv. 2, which reduces the tick but does not stop it. The Tundra Outfit at level 9 is the standout on cost — it is the earliest Lv. 2 in the game and it costs almost nothing, which is why it stays in a lot of players' bags long after its 25 Defense stops mattering. If you want the damage gone before the endgame, the answer is not a better chest piece, it is the accessory slot.

### Accessories That Reach Cold Resistance Lv. 3

Five accessories carry Cold Resistance Lv. 3 outright, and three of them carry Heat Resistance Lv. 3 alongside it. Those three are the real prize: with one equipped you stop swapping armor sets every time you cross from the volcano to the snowfield, and night stops mattering at all. The **+1 and +2 upgrades of each undershirt carry the identical resistance passive**, so a plain Thermal Undershirt protects you exactly as well as its +2 — the upgrades buy rarity and slot value, not warmth.

| Accessory | Protection | Second effect | Materials |
| --- | --- | --- | --- |
| [Thermal Undershirt](https://palworld-db.com/item/Accessory_CoolResist_1) | Cold **Lv. 3** | — | 20 [Wool](https://palworld-db.com/item/Wool), 15 [Ice Organ](https://palworld-db.com/item/IceOrgan), 25 [Leather](https://palworld-db.com/item/Leather), 10 [Cloth](https://palworld-db.com/item/Cloth) |
| [Multiclimate Undershirt](https://palworld-db.com/item/Accessory_HeatColdResist_1) | Cold **Lv. 3** + Heat **Lv. 3** | — | 40 [High Quality Cloth](https://palworld-db.com/item/Cloth2), 20 [Flame Organ](https://palworld-db.com/item/FireOrgan), 20 [Ice Organ](https://palworld-db.com/item/IceOrgan), 20 [Polymer](https://palworld-db.com/item/Polymer) |
| [Vanguard Charm](https://palworld-db.com/item/Accessory_HCHP_1) | Cold **Lv. 3** + Heat **Lv. 3** | HP up | 30 [Polymer](https://palworld-db.com/item/Polymer), 30 [Bone](https://palworld-db.com/item/Bone), 20 [Flame Organ](https://palworld-db.com/item/FireOrgan), 20 [Ice Organ](https://palworld-db.com/item/IceOrgan), 30 [Ancient Bone](https://palworld-db.com/item/BeastBone_Ancient) |
| [Wandering Merchant Charm](https://palworld-db.com/item/Accessory_HCMW_1) | Cold **Lv. 3** + Heat **Lv. 3** | Carry weight up | 30 [Polymer](https://palworld-db.com/item/Polymer), 30 [Leather](https://palworld-db.com/item/Leather), 20 [Flame Organ](https://palworld-db.com/item/FireOrgan), 20 [Ice Organ](https://palworld-db.com/item/IceOrgan), 30 [Ancient Bone](https://palworld-db.com/item/BeastBone_Ancient) |
| [Wumpo Charm](https://palworld-db.com/item/Accessory_ColdIce_1) | Cold **Lv. 3** | Ice damage resistance | 20 [Refined Ingot](https://palworld-db.com/item/IronIngot), 20 [Ice Organ](https://palworld-db.com/item/IceOrgan), 30 [Paldium Fragment](https://palworld-db.com/item/Pal_crystal_S), 30 [High Quality Cloth](https://palworld-db.com/item/Cloth2), 30 [Ancient Lava](https://palworld-db.com/item/Lava_Ancient) |

The Thermal Undershirt is the one to build first by a wide margin — Wool, Leather and Cloth are things you already stockpile, and 15 Ice Organs is an afternoon of hunting. The Multiclimate Undershirt is the upgrade that ends the temperature system for good, and the two Charms are for players who have already cleared enough ancient content to have **Ancient Bone** spare, since they buy you a genuine second stat on top of the same protection.

### Arsox Is the Only Pal That Carries Cold Resistance

Out of all 288 Pals, exactly one hands you temperature protection through its partner skill: **[Arsox](https://palworld-db.com/pal/arsox)**, whose **Warm Body** grants **Cold Resistance Lv. 2** while it is in your party. The number does not scale with condensing — it reads Lv. 2 at every one of the five ranks — so an uncondensed Arsox is worth exactly as much as a ☆4 one for this purpose. Its only counterpart is **[Reindrix](https://palworld-db.com/pal/reindrix)**, whose Cool Body does the same job for heat, and nothing else in the game comes close.

That makes Arsox one of the best early catches on the whole island. It is a mount, its saddle unlocks at **tech level 15**, and it is a Fire type, so one party slot buys you warmth, travel speed and a Kindling worker for the base. Pair it with the Tundra Outfit and you have covered the cold for the entire early game with two things you can own before level 20. Its spawns are pinned on the [Arsox location map](https://palworld-db.com/map?pal=FlameBuffalo), and the rest of the Fire roster is listed in [List of All 43 Fire Type Pals](https://palworld-db.com/guides/all-fire-type-pals).

### Heat Sources You Can Build

Standing next to a live flame also holds the cold off, which is why the very first structure most players place on their first night is a Campfire. It costs 10 Wood and unlocks at technology level 2 — before you have armor, before you have a bed, and it doubles as your cooking station. The Heater is the permanent version for a base you actually live in, and the Electric Heater covers a larger area once you have power running.

| Structure | Unlocks at | Materials | Why build it |
| --- | --- | --- | --- |
|  | Tech level 2 | 10 [Wood](https://palworld-db.com/item/Wood) | Your first-night answer to cold, and it cooks |
|  | Tech level 17 | 20 [Ingot](https://palworld-db.com/item/CopperIngot), 10 [Charcoal](https://palworld-db.com/item/Charcoal), 5 [Flame Organ](https://palworld-db.com/item/FireOrgan) | Warms the area around it permanently, no fuel run needed |
|  | Tech level 41 | 30 [Refined Ingot](https://palworld-db.com/item/IronIngot), 10 [Circuit Board](https://palworld-db.com/item/MachineParts2), 5 [Cryogenic Coolant](https://palworld-db.com/item/Bio_Coolant), 10 [Flame Organ](https://palworld-db.com/item/FireOrgan) | Bigger radius and stronger output — needs a generator |

Heaters matter for more than your own health bar. A cold base makes Pals unhappy, and unhappy Pals work slowly and eventually break down, so a Heater near the work stations is a productivity building as much as a survival one. Costs for everything else you can place are in the [List of All 485 Base Structures](https://palworld-db.com/guides/list-of-all-base-structures).

## Darkness: What Actually Lights the Way

Night on Palpagos is genuinely dark — dark enough that you will walk off a cliff edge you crossed safely an hour earlier. The fix costs almost nothing: the **Hand-Held Torch** is a technology level 1 unlock and takes 2 Wood and 2 Stone, and it goes in a weapon slot so you can pull it out and put it away without touching your build menu. Everything else on this list is base lighting, which solves the other half of the problem — coming home to a camp you cannot navigate.

| Light source | Unlocks at | Materials | Notes |
| --- | --- | --- | --- |
| [Hand-Held Torch](https://palworld-db.com/item/Torch) | Tech level 1 | 2 [Wood](https://palworld-db.com/item/Wood), 2 [Stone](https://palworld-db.com/item/Stone) | Carried, not placed — the one you actually explore with |
|  | Tech level 6 | 5 [Wood](https://palworld-db.com/item/Wood), 2 [Stone](https://palworld-db.com/item/Stone) | Free-standing base light, no power required |
|  | Tech level 14 | 5 [Wood](https://palworld-db.com/item/Wood), 2 [Stone](https://palworld-db.com/item/Stone) | Same light, mounts on a wall so it does not eat floor space |
|  | Tech level 26 | 10 [Ingot](https://palworld-db.com/item/CopperIngot), 3 [Electric Organ](https://palworld-db.com/item/ElectricOrgan), 3 [Nail](https://palworld-db.com/item/MachineParts), 20 [Wood](https://palworld-db.com/item/Wood) | Brighter and cleaner, but it needs electricity |
|  | Tech level 27 | 20 [Ingot](https://palworld-db.com/item/CopperIngot), 3 [Electric Organ](https://palworld-db.com/item/ElectricOrgan), 3 [Nail](https://palworld-db.com/item/MachineParts) | Lights a room from above — the one for indoor bases |
|  | Tech level 46 | 30 [Refined Ingot](https://palworld-db.com/item/IronIngot), 5 [Circuit Board](https://palworld-db.com/item/MachineParts2), 5 [Nail](https://palworld-db.com/item/MachineParts), 1 [Bio Battery](https://palworld-db.com/item/Bio_Battery) | Covers a whole camp in one placement |

The split to plan around is torches versus lamps. Torches burn on nothing and unlock in the first hour, so they carry you until you have a power grid; every lamp from level 26 upward wants electricity, which means a generator and a Pal on Generating Electricity duty. If your base is not wired yet, three Mounted Torches around the crafting area is a better spend than one Lamp you cannot switch on.

## Night Spawns: The Map Gets Busier, Not Emptier

This is the part most players get backwards. Night is not a quiet shift — it is the **busier** one. Across the whole island there are **69,420 spawn points active at night against 56,291 in daylight**, about 23% more, and the extra bodies are not spread evenly. Of the 258 Pals with field spawns, **36 get more spawn points after dark, 220 are identical in both, and only 2 are worse at night**. Twenty-nine of those 36 are **Dark** types, out of 58 Dark Pals on the map in total — so half the Dark roster is effectively a night-shift job.

| Pal | Day pins | Night pins | Swing |
| --- | --- | --- | --- |
| [Cawgnito](https://palworld-db.com/pal/cawgnito) | 264 | **1,463** | 5.5× |
| [Jellroy](https://palworld-db.com/pal/jellroy) | 9 | **1,197** | 133× |
| [Helzephyr](https://palworld-db.com/pal/helzephyr) | 511 | **1,109** | 2.2× |
| [Leezpunk](https://palworld-db.com/pal/leezpunk) | 158 | **836** | 5.3× |
| [Gloopie](https://palworld-db.com/pal/gloopie) | 275 | **743** | 2.7× |
| [Sootseer](https://palworld-db.com/pal/sootseer) | 10 | **649** | 65× |
| [Grintale](https://palworld-db.com/pal/grintale) | 59 | **629** | 10.7× |
| [Katress](https://palworld-db.com/pal/katress) | 45 | **615** | 13.7× |
| [Blazehowl Noct](https://palworld-db.com/pal/blazehowl-noct) | 116 | **517** | 4.5× |
| [Loupmoon Cryst](https://palworld-db.com/pal/loupmoon-cryst) | 122 | **461** | 3.8× |
| [Pyrin Noct](https://palworld-db.com/pal/pyrin-noct) | 10 | **411** | 41× |
| [Ghangler](https://palworld-db.com/pal/ghangler) | 82 | **316** | 3.9× |
| [Starryon](https://palworld-db.com/pal/starryon) | 1 | **178** | 178× |

The extreme rows are the ones worth planning a night around. [Starryon](https://palworld-db.com/pal/starryon) has a **single** daytime spawn point on the entire map and 178 after dark, which makes hunting it in daylight a waste of an evening; the same goes for [Pyrin Noct](https://palworld-db.com/pal/pyrin-noct) at 10 versus 411 and [Sootseer](https://palworld-db.com/pal/sootseer) at 10 versus 649. [Jellroy](https://palworld-db.com/pal/jellroy) is the most dramatic swing of anything that is not exclusive — nine daylight pins against 1,197 — so if you need its drops, do not even leave the base until dusk. Flip the day/night toggle on the [Palworld interactive map](https://palworld-db.com/map) to see any of these filtered to the night set only.

### The 13 Pals That Only Spawn at Night

Thirteen Pals have **zero** daytime spawn points in the open world. Walking their habitat at noon returns nothing at all, no matter how many laps you do, and [Loupmoon](https://palworld-db.com/pal/loupmoon) alone accounts for 1,119 of the night pins between them. The most valuable one on the list is [Splatterina](https://palworld-db.com/pal/splatterina) — Handiwork 6 puts it in the top bracket of base crafters — and [Wixen Noct](https://palworld-db.com/pal/wixen-noct) at Kindling 4 plus Handiwork 4 is the best dual-purpose worker of the group.

| Pal | Elements | Night pins | Best job |
| --- | --- | --- | --- |
| [Loupmoon](https://palworld-db.com/pal/loupmoon) | Dark | **1,119** | Handiwork 2 |
| [Splatterina](https://palworld-db.com/pal/splatterina) | Dark | 769 | **Handiwork 6** |
| [Lovander](https://palworld-db.com/pal/lovander) | Dark | 768 | Handiwork 3 |
| [Pengullet Lux](https://palworld-db.com/pal/pengullet-lux) | Water / Electric | 657 | Generating Electricity 2 |
| [Depresso](https://palworld-db.com/pal/depresso) | Dark | 406 | Farming 1 |
| [Maraith](https://palworld-db.com/pal/maraith) | Dark | 356 | Gathering 4 |
| [Hangyu Cryst](https://palworld-db.com/pal/hangyu-cryst) | Ice | 335 | Handiwork 3 |
| [Needoll Noct](https://palworld-db.com/pal/needoll-noct) | Dark / Grass | 325 | Planting 3 |
| [Hoocrates](https://palworld-db.com/pal/hoocrates) | Dark | 263 | Gathering 1 |
| [Wixen Noct](https://palworld-db.com/pal/wixen-noct) | Fire / Dark | 184 | **Kindling 4** |
| [Daedream](https://palworld-db.com/pal/daedream) | Dark | 164 | Handiwork 1 |
| [Tombat](https://palworld-db.com/pal/tombat) | Dark | 160 | Mining 3 |
| [Nox](https://palworld-db.com/pal/nox) | Dark | 153 | Gathering 1 |

There is one loophole worth knowing before you commit an evening to this: **dungeon interiors have no sky**, so the day/night rule stops applying the moment you step inside, and most of these 13 also live in caves. That makes a dungeon run the fastest way to catch a nocturnal Pal at two in the afternoon. Which ones appear where, plus their wild level bands and full drop tables, are broken down in [Night Exclusive Pals: All 13 and Where to Catch Them](https://palworld-db.com/guides/night-exclusive-pals).

### The Two Pals You Lose After Dark

Night costs you almost nothing, which is the strongest argument for doing your exploring then. Only **two** Pals in the entire game are meaningfully harder to find after sunset, and neither is a Pal most players are hunting on purpose. If you specifically need [Whalaska](https://palworld-db.com/pal/whalaska) — worth it for its fishing partner skill — that is a daylight job and there is no way around it.

| Pal | Day pins | Night pins | What it means |
| --- | --- | --- | --- |
| [Jelliette](https://palworld-db.com/pal/jelliette) | **873** | 117 | Still findable at night, but you are working seven times harder |
| [Whalaska](https://palworld-db.com/pal/whalaska) | **187** | 7 | Effectively a daytime-only catch — do not bother after dark |

### The Two Night-Only Alphas

Of the 90 fixed alpha spawns on the map, two only appear after dark, and both punch above the level you would expect from where they stand. **Alpha [Splatterina](https://palworld-db.com/pal/splatterina) at Lv. 65** is the one players stumble into by accident and lose to, since nothing about the approach warns you. **Alpha [Lyleen Noct](https://palworld-db.com/pal/lyleen-noct) at Lv. 58** is the more useful kill of the two — Lyleen Noct is a genuinely strong Dark attacker and a top-tier Planting worker if you catch it instead.

| Alpha | Level | Elements | Note |
| --- | --- | --- | --- |
| [Splatterina](https://palworld-db.com/pal/splatterina) | **Lv. 65** | Dark | Highest-level night alpha — bring a Dragon-element loadout |
| [Lyleen Noct](https://palworld-db.com/pal/lyleen-noct) | **Lv. 58** | Dark | Catch rather than kill — Planting worker and a strong Dark hitter |

## Your Base at Night: Pals Sleep, Work Stops

The cycle quietly costs you production. Pals assigned to your base go to bed when night falls, and a sleeping Pal is not smelting, planting or hauling — so a base you leave running overnight goes idle for the whole dark stretch of every cycle. Beds are not optional either: a Pal with nowhere to sleep loses sanity, and a Pal low on sanity works badly and eventually stops working at all. Build one Pal bed per worker before you build anything clever.

The way around the downtime is passives. Three of them speak directly to the night shift, and two of them are among the most valuable rolls in the game precisely because they delete a mechanic rather than adding a percentage.

| Passive | Rank | Effect | Worth chasing? |
| --- | --- | --- | --- |
| **Insomnia** | ★1 | The Pal does not sleep and keeps working through the night | Yes — it recovers the entire night shift on any base worker, and it stacks with work speed passives |
| **Vampiric** | ★4 | Life steal on damage dealt, and it does not sleep at night either | Best of both — a combat passive that doubles as an Insomnia effect for base duty |
| **Night Owl** | Negative | The Pal naps through the *day* instead, because it is nocturnal | No — it inverts the problem rather than solving it. Breed it out |

Insomnia is the one to target when you are rolling passives on a dedicated base Pal — it is a ★1 passive, so it is cheap to slot next to the big work-speed rolls rather than competing with them. Vampiric is rarer and better, but you will usually meet it on a fighter first. Night Owl is the one to check for before you condense anything: it looks harmless in the list and it means your worker is offline during the hours you are actually playing. The full ranking of what to put on a base Pal is in [Best Passives for Base Pals](https://palworld-db.com/guides/best-passives-for-base-pals).

## How to Skip the Night

If you just want the night gone, sleep through it. A human bed lets you rest from nightfall to morning, ending the cycle's dark stretch immediately — and it heals you on the way. Two conditions catch people out: **you need a roof over the bed**, or the game refuses to let you sleep soundly, and the option only appears at night. There is no way to sleep *into* darkness, so a player waiting for a night Pal has to actually wait, or lower the Day Time Speed setting and let the clock do it.

| Bed | Unlocks at | Materials | For |
| --- | --- | --- | --- |
|  | Tech level 3 | 20 [Wood](https://palworld-db.com/item/Wood), 5 [Fiber](https://palworld-db.com/item/Fiber), 1 [Wool](https://palworld-db.com/item/Wool) | You — the first-night purchase, 1 Technology Point |
|  | Tech level 28 | 10 [Cloth](https://palworld-db.com/item/Cloth), 50 [Wood](https://palworld-db.com/item/Wood), 10 [Nail](https://palworld-db.com/item/MachineParts), 20 [Fiber](https://palworld-db.com/item/Fiber) | You — better rest quality, same skip-the-night function |
|  | Tech level 3 | 10 [Wood](https://palworld-db.com/item/Wood), 5 [Fiber](https://palworld-db.com/item/Fiber) | Your Pals — stops sanity draining overnight |
|  | Tech level 24 | 5 [Cloth](https://palworld-db.com/item/Cloth), 3 [Wooden Board](https://palworld-db.com/item/Processed_Wood), 5 [Nail](https://palworld-db.com/item/MachineParts), 10 [Fiber](https://palworld-db.com/item/Fiber) | Your Pals — faster sanity and HP recovery |

The Shoddy Bed at technology level 3 for a single point is one of the best-value unlocks in the opening hour, sitting one level after the Campfire. Between the two of them your first night is solved: light a fire so the cold cannot touch you, put a roof over a bed, and sleep until the sun comes up. Everything else on this page is for when you decide you would rather be out in it.

> **Tip.** **Do your exploring at night, not your building.** The map carries 23% more spawn points after dark, 36 Pals get commoner and only 2 get rarer, so a night walk is strictly better value for catching than a day walk once your cold protection is sorted. Meanwhile your base is asleep and producing nothing regardless of whether you are standing in it — so spend the dark hours outside and do your base work in daylight when your Pals are actually awake. [Arsox](https://palworld-db.com/pal/arsox) plus the [Tundra Outfit](https://palworld-db.com/item/ClothArmorCold) covers the cold before level 20 and turns the whole plan on.

## Related Guides

**Night hunting and Dark Pals:** [Night Exclusive Pals: All 13 and Where to Catch Them](https://palworld-db.com/guides/night-exclusive-pals) · [List of All 70 Dark Type Pals](https://palworld-db.com/guides/all-dark-type-pals) · [How to Catch Pals and All Sphere Tiers](https://palworld-db.com/guides/how-to-catch-pals) · [Palworld Interactive Map](https://palworld-db.com/map)

**Surviving the cold:** [Best Armor at Every Tech Level](https://palworld-db.com/guides/best-armor-by-tech-level) · [List of All Clothes and Armor](https://palworld-db.com/guides/list-of-clothes-and-armor) · [List of All 43 Fire Type Pals](https://palworld-db.com/guides/all-fire-type-pals)

**Base and settings:** [How to Change World Settings](https://palworld-db.com/guides/how-to-change-world-settings) · [Best Passives for Base Pals](https://palworld-db.com/guides/best-passives-for-base-pals) · [List of All 485 Base Structures](https://palworld-db.com/guides/list-of-all-base-structures) · [Best Base Locations in Palworld 1.0](https://palworld-db.com/guides/best-base-locations)

**Starting out:** [Palworld Day One Checklist](https://palworld-db.com/guides/day-one-checklist) · [Game Mechanics Explained](https://palworld-db.com/guides/game-mechanics-explained) · [All Palworld Guides](https://palworld-db.com/guides)


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Palworld Database — every number on this page comes from the game's own data files.