Gaming News

Throw Food for Animals Next Update (Nov 14)

The next update is listed for Saturday, November 14. Use the days before it to build Throw Power, upgrade your bar and fill your plot.

The next update is listed for Saturday, November 14. Use the days before it to build Throw Power, upgrade your bar and fill your plot.

Image: Goofy Chupacabra

Throw Food for Animals has its next update on the calendar. The game’s Roblox page shows a “NEXT UPDATE!” event for Saturday, November 14, at 2:00 PM, with a Notify Me button so you get an alert when it goes live. The event card doesn’t say what the update adds. Until it does, the most useful prep is to push your Throw Power, bar tier and plot income as high as they will go. Whatever new content arrives will sit on the same throw, catch and train loop.

Quick answer: The next update is set for Saturday, November 14, at 2:00 PM. Click Notify Me on the game’s Roblox event card to get an alert. Train Throw Power, upgrade your bar and equip your best animals before then.


Throw Food for Animals next update date and Notify Me sign-up

Goofy Chupacabra publishes the update as a Roblox event, so the sign-up happens on Roblox. Signing up doesn’t affect your progress. It only makes sure Roblox notifies you when the update starts, which helps if you want to be in a server early.

Open the Throw Food for Animals next update event on Roblox. You can also reach it from the game’s page, where it appears in the Events area below the Favorite button and the About, Store and Servers tabs.
Check the date on the event card. It reads “NEXT UPDATE! Sat, Nov 14, 2:00 PM” along with the line “SIGN UP TO NOT MISS OUT.”
Click Notify Me while you’re signed in to your Roblox account. Roblox then sends you a reminder for the event, so you don’t need to keep checking the page.

No patch notes have been posted for the November 14 update yet, and no new foods, areas or animals for it are confirmed. Everything below applies to the game as it is now.


What to have ready before the update

Throw Food for Animals runs on a connected upgrade loop. Your Throw Power sets your food’s range, while the distance it covers determines its biome and the luck bonus for that throw. Selling caught animals funds your next bar and food. Maxing all of these before an update lets you jump into its new content without first grinding upgrades.

  • Your highest affordable pull-up bar, bought and trained on.
  • Enough Throw Power to land food consistently in your farthest biome.
  • Your best food equipped in the Food Shop.
  • Every plot slot filled using EQUIP BEST.
  • An empty backpack, with duplicates sold for cash.

Your plot is home base for all of it. The pull-up bars, the Food Shop stall, the SELL stall and your animal pens sit around it, and the throw runway starts from its edge. The Index, Shop and Animals buttons stay on screen while you move between them.

Avatar standing on the plot next to fenced animal enclosures, with the Animals button on the right of the HUD
Your plot holds your animal pens, and the Animals button stays on the right of the screen.

Pull-up bar upgrades and Throw Power

Throw Power comes from your player level, and your level comes from XP earned doing pull-ups. Each level up shows a “LEVEL UP!” banner and adds +5 Throw Power. Bars come in tiers, and each upgrade raises the XP you get per rep, so a better bar means faster levels and longer throws.

BarUpgrade costXP per rep
Coral BarEarlier tier+131K XP
Amethyst Bar$50Qa+262K XP
Inferno Bar$300Qa+524K XP

You can’t skip tiers. The game posts a “NEW EQUIPMENT!” notice when the next bar becomes available, reading “YOU CAN NOW BUY AMETHYST BAR.” Buying the Amethyst Bar triggers the same notice for the Inferno Bar. Each step doubles your XP per rep, so the upgrade usually pays for itself quickly in levels.

Avatar running under a red beam gate on the grassy plot, with Index, Shop and Animals buttons on screen
Crossing the plot toward the pull-up bars, with the Index, Shop and Animals buttons on screen.

How to train on a bar

Walk into the white dashed circle around the pull-up bars to start doing pull-ups. Each rep shows an XP popup above your character, and a red STOP button appears on screen.
Avatar doing pull-ups at the blue Coral Bar station as XP popups rise, with the red STOP button below
Training on the Coral Bar. XP rises with each rep, and STOP ends the session.
Click the purple x2 icon whenever it floats onto the screen. While it’s active, every rep counts double, so a Coral Bar rep worth +131K XP becomes +262K XP.
Purple x2 bonus prompt showing during pull-ups between purple posts, with the STOP button available
The purple x2 prompt doubles XP per rep while it’s active.
Keep repping until you level up, then repeat. Each “LEVEL UP!” banner comes with “Throw Power +5.” Press STOP when you want to leave the bar and throw.

How to buy the next bar

Walk to the yellow circular pad next to your current bar. Its label shows the next bar’s name, price and XP per rep, for example “Amethyst Bar Upgrade” with “$50Qa +262K XP / rep.”
Player walking up to the Amethyst Bar upgrade pad as the Upgrade prompt appears on screen
Approaching the Amethyst Bar upgrade pad brings up the Upgrade prompt.
Step onto the pad and confirm the Upgrade prompt once you have the cash. The game shows “Upgraded to Amethyst Bar!” and the new bar replaces the old one.
Yellow purchase pad by the blue gate showing a price and +262K XP per rep for the Amethyst Bar
The yellow pad lists the bar’s price and its +262K XP per rep.
Start training on the new bar right away. On the Amethyst Bar, each rep shows +262K XP before the x2 bonus. The pad then switches to the next tier, the Inferno Bar at $300Qa.

Throwing food through the biomes

Throws happen on a long runway that runs from your plot through a chain of biomes. The farther your food travels, the deeper into the chain it lands, and the higher the Luck multiplier at the top of the screen climbs. That multiplier affects your odds of rolling rare and boosted versions of an animal, like the “LUCKY!” catches in the table further down.

OrderBiome
1Forest
2Savanna
3Jungle
4Desert
5Mountains
6Taiga
7Ocean
8Winter
9Prehistoric Forest
10Deep Waters

The Luck banner rises steadily as food passes through these zones. It reads around 19x in Taiga, about 22x in Winter, close to 27x in Prehistoric Forest and up to 30.04X in Deep Waters. Reaching the end of the track is a Throw Power problem, not a food problem. If your throws keep landing short, go back to the bar.

How to make a throw

Equip the food you want to throw at the Food Shop, then run to the runway at the edge of your plot. Your character holds the equipped food once you step onto it.
Avatar crossing the glowing start line toward the blocky throw course, HUD buttons visible
Crossing the glowing start line onto the throw runway.
Watch the power meter that appears with “TAP TO THROW!” A slider moves along the bar, and its top green segment is the sweet spot. Tap while the slider is in that segment.
Read the result. A top-segment tap shows “PERFECT!” and adds +18 to +20 Power to the throw, while a slightly off tap shows “GREAT!” for less. The meter also shows a 100x LUCK tag and a DETAILS button.
Avatar stepping off the orange platform onto the green runway path with Index, Shop and Animals buttons
Launching from the orange platform onto the green runway.
Follow the food down the track. The current biome name and its Luck multiplier update at the top of the screen as it passes each zone.
Let the food land. When it settles, an animal from that biome is drawn to it and the catch screen shows its name, any size or mutation tag, and its earnings per second. A “NEW!” tag marks a first catch, and “NEW BEST!” marks your best copy so far.

Food Shop and which food to throw

Higher-quality food draws animals with greater rarity. Every food has a rarity and tier, but purchasing one won’t equip it; you must select it from the shop. Enter the glowing blue ring beside the Food Shop stall, then press EQUIP on your chosen food.

FoodRarityTierPrice
Royal SteakMythicTier 9Owned
Golden AppleSecretTier 9Owned
Crystal MelonSecretTier 10$4Qi

The Golden Apple is the throwing food behind every Deep Waters catch below. The Crystal Melon is the next food after it, and at $4Qi it’s a reasonable savings target before the update lands.


Deep Waters animals and earnings per second

Deep Waters is the last biome on the track, and it’s where Golden Apple throws with enough Throw Power reliably end up. Its catches are giant marine and prehistoric animals that earn in the trillions and quadrillions per second.

AnimalTagEarnings
SharkStandard$750T/s
WhaleStandard$1.2Qa/s
SharkBig$1.56Qa/s
Gold MegalodonGold$3Qa/s
MosasaurusStandard$3Qa/s
MegalodonBig$4.15Qa/s
WhaleLarge, 1 in 36$5.17Qa/s
Diamond Megalodon1 in 31$6Qa/s

Size tags like Big and Large, along with Gold and Diamond variants, raise an animal’s earnings above its standard version. The “LUCKY!” banner and a “1 in” figure appear when you roll an uncommon result, such as the 1 in 36 Large Whale or the 1 in 31 Diamond Megalodon. A Large Whale earns more than four times what a standard Whale does, so repeat throws into the same biome are worth it even after you’ve collected every species there.


Selling backpack animals at the SELL stall

Your plot only holds a set number of animals. Anything that doesn’t make the cut waits in your backpack, where it earns nothing. Selling those spares is the fastest way to turn a run of duplicate throws into bar and food money.

Find the wooden SELL stall along your plot’s outer edge. Its floating red SELL sign above the booth makes it easy to pick out from across your base.
Stand on the circular red platform beside the counter to bring up the Sell Animals menu. At the top, you’ll see your BACKPACK VALUE; below it, each stored animal appears with its rate and sale price.
Avatar running up to the SELL booth and its red pad in the game world
The red pad in front of the counter opens the Sell Animals menu.
Click SELL ALL. The button shows how many animals will go, such as “SELL ALL (7).”
Avatar running toward the SELL booth with backpack animals ready to sell
A full backpack is worth emptying at the SELL stall between throws.
Confirm by clicking SELL on the prompt. It reads, for example, “Sell 7 animals for $35.7Qa? Animals on your plot are kept.” When the sale goes through, the menu switches to “NO ANIMALS IN BACKPACK” and the cash is added to your balance.
Avatar arriving at the red-canopied SELL station to confirm a sale
The red-canopied SELL station, where SELL ALL clears your backpack.

SELL ALL only touches your backpack. Animals placed on your plot are never included, so run EQUIP BEST first to make sure your strongest catches are on the plot and not in the sale.


EQUIP BEST and offline earnings

Only animals on your plot earn money. The game can pick them for you. Click the Animals paw icon on the right side of the HUD to open My Animals, then click the yellow EQUIP BEST button at the bottom of the window. It fills every slot with your highest earners and confirms with “Your best 14 animals are on your plot!” The counter at the top shows how full the plot is, such as ON YOUR PLOT 14/14.

Avatar walking toward fenced animal pens with the Animals paw button on the right of the screen
The Animals button on the right opens My Animals, where EQUIP BEST lives.

Run EQUIP BEST after every good catch, especially a “NEW BEST!” or a LUCKY roll. A new animal that outearns something on your plot doesn’t swap in by itself, and every minute it sits in the backpack is lost income.

Avatar among large blue and yellow creatures with three animals shown in the bottom hotbar
Equipped animals on the plot, with creature slots shown in the bottom hotbar.

Your plot keeps earning while you’re out of the game. When you come back, a banner reports the total, such as “Your animals earn $32.3Qi offline!” That makes a fully equipped plot the last thing to sort out before logging off ahead of November 14. The stronger your lineup, the bigger the balance waiting for you when the update goes live.

Avatar on the green path as an offline earnings banner reports what the animals made
The offline earnings banner shows what your plot made while you were away.

With your bar upgraded, your food equipped, your backpack sold off and your plot full, you’re set up for the update as soon as it goes live. The Notify Me reminder will tell you when it starts.