Core Relationship Growth Loop
Story/battle/farming feed Memory growth; Memory and Affinity unlock dates, voice, Myths, home/photo interaction; events and Wish Pools restart the loop.
Story/battle/farming feed Memory growth; Memory and Affinity unlock dates, voice, Myths, home/photo interaction; events and Wish Pools restart the loop.
Version/event trigger creates desire for limited Memory/outfit/home/photo value; Wish and shop conversion then feed relationship assets.
Home, study/workout/work, mini-games and photo features maintain non-combat retention between major banners.
Player-partner pair combat and daily shared activities substitute for guild-style social cooperation.
Diamonds, Crystals, Wishes, Memory duplicates, exchange shops, passes and event bundles connect 경제 시스템-상점 시스템 to 이벤트 시스템 event peaks.