Idle Production Loop
Campaign Stage → AFK output rate → offline accumulation → reward claim → growth investment → next Campaign Stage.
Campaign Stage → AFK output rate → offline accumulation → reward claim → growth investment → next Campaign Stage.
Hero acquisition → ascension/common level sharing → broader formation capacity → multi-team content → specialized resources.
Growth investment → Tower/Boss/Rift challenge → records/floors/bands → scarce resources → growth reinvestment.
Account capital → PvP/PvE record competition → rank/reward/status → expanded growth capital.
Owned heroes/combat power → lending/shared/guild contribution → group rewards/status → social retention.
New hero/growth layer/season → trials/events/rule changes → roster reevaluation → target resources and spending.
AFK Rewards, Campaign, Hero Roster and Resonating Crystal form the basic progression coordinate.
Tower, Labyrinth, Bounty, Realm, Ghoulish Gallery and Dragonforge supply base/specialized resources.
Arena, Challenger, Treasure Scramble, Cursed Realm and Nightmare Corridor evaluate growth outcomes.
Guild Hunt, Mercenary, Library, Solemn Vow and Abyssal Expedition turn account assets into social utility.
Temporal Rift, Illusory Journey, Voyage and Misty Valley partially transform or separate core rules.
New heroes, trials, sign-ins, parchment and passes insert update assets into multiple content nodes.
Late play shifts from Campaign-centered identity to checklist-centered weekly periphery management.
New growth axes and modes accumulate without sufficient merge/archive/retire decisions.
Specific growth resources are tied to specific content paths, limiting practical choice.
Campaign is both common coordinate and feedback-lock risk when growth shortage blocks AFK efficiency.
Progression evolves from 5-person main team to 3/5/6/Boss/Faction/Draconis teams plus deeper per-hero investment.
Daily, 48-hour, weekly, 12-day and long-season rhythms accumulate management overhead.
Permanent Roster, Rotating Rules, Limited Chore: preserve depth while compressing consumption cost.