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Publishedpre-alpha

The core loop

How preparation, auto-hunt, analysis, and progression reinforce each other.

The build is the gameplay. Combat is the automated execution layer that tests the choices you made before the hunt.

  1. 01PreparationAttributes, equipment, and build automation.
  2. 02MapMap selection and hunting configuration.
  3. 03HuntAutomated combat, online or offline.
  4. 04AnalysisFarmRate, drops, and result bottlenecks.
analysis feeds the next preparation — adjust the build and repeat
The four phases of the core loop. The diagram is intentionally static: nothing depends on animation.

Town is the decision hub. Attributes, equipment, refinement, cards, elements, skill priority, potions, and carrying capacity all change what your character can hunt efficiently and for how long.

A map is an investment profile, not only a location. Its monsters, density, respawn delay, average travel, damage pressure, and rewards determine whether your build can turn time into useful progress.

Each encounter repeats a simple cycle:

find a target → travel → fight → collect → repeat

Running out of SP can force basic attacks. Insufficient healing can create downtime or stop the hunt. A full inventory limits offline progress. These are outcomes of preparation, not manual reflex challenges.

After a hunt, identify the limiting term before changing the build:

  • Fight time: improve effective damage and accuracy.
  • Travel time: consider range, movement speed, and a denser map.
  • Map capacity: a stronger build cannot exceed the map’s supply of targets.
  • Sustain: improve defense, avoidance, recovery, or supplies.
  • Offline duration: bring enough consumables and carrying capacity.

The goal is not to maximize one stat. It is to remove the bottleneck that matters for the map and objective you selected.

  1. Allocate your initial attributes around your main weapon’s damage.
  2. Enable the default healing and skill automations.
  3. Pick a map near your level and start the hunt.
  4. Let it run for 30 minutes and compare FarmRate with map capacity.
  5. Adjust one bottleneck at a time — damage, sustain, or travel — and repeat.