Core Hub Loop
Level clear is the single hub; growth, competition, cooperation, economy, pass, collection, and event layers all convert level results into value.
Level clear is the single hub; growth, competition, cooperation, economy, pass, collection, and event layers all convert level results into value.
Level win → Star → Area Task → Area completion → Area Chest → next area/level.
Level wins and power-up/object actions are re-scored as cups, shields, crowns, targets, bolts, sparks, gold balls, lances, etc.
Lives help, card exchange, team contribution, and partner events reduce fail/collection friction without altering the core board.
Near failure, streak loss, event deadline, and extra moves/boosters/coins converge into monetization pressure.
Royal Pass, Royal Cup Pass, Cinema Collection, Collection seasons, and current event layers add time-limited goals above the level loop.
Card packs, chests, duplicate stars, duplicate chests, and seasonal reset make a light RNG reward layer around progression.
Individual level clears convert into shields, ship wheels, tokens/lances, Helps, and team scores.
After all current levels and area tasks, Royal League creates 20-player crown competition until new levels publish.
100 new levels and new areas/events every two weeks sustain the hub without adding a separate core genre.
Because nearly all spokes depend on the level hub, difficulty/reward/fail friction can propagate across 성장 콘텐츠, 경쟁 콘텐츠, 협동 콘텐츠, 경제 시스템, 상점 시스템, 이벤트 시스템.
High-density event portfolio converts the same core level input into habit, competition, team, collection, pass, and reward-economy goals; risk is input sameness and portfolio crowding.