Core Match Loop
Queue → shop/economy → unit/trait/item/augment decisions → positioning → auto combat → HP/placement → next match.
Queue → shop/economy → unit/trait/item/augment decisions → positioning → auto combat → HP/placement → next match.
Placement updates LP/MMR/Tier; rank and mastery objectives drive repeat play across the set.
Set rotation replaces roster/traits/mechanic/theme while preserving account identity and cosmetic inventory.
Players move from core to Double Up, Tocker, Choncc or limited modes and back through shared grammar and progress.
Play, trait use and placement feed Pass/Star Atlas, which unlock cosmetic and currency rewards.
Playtime exposes cosmetics; Pass, bundles, Treasure and Rotating Shop convert identity demand into non-power purchases.
Patch and mid-patch observe meta, tune traits/champions/augments/modes, fix bugs and restart exploration.
Core grammar becomes formal skill status through LP/Tier and ranked reward eligibility.
Core grammar is extended with cooperation: shared HP, Teamwork Cannon, Gift Armory and Reinforcement.
Core unit/trait/item grammar is transformed into PvE challenge/score run.
Core set roster/trait/augment assets are remixed into high-resource/high-variance limited PvP.
Match participation and set-content use are translated into cosmetic progress and account identity rewards.
PC/Mac/Mobile share account progression, inventory, rank and rule structure; launch patches can have mobile delay.
Commerce buys cosmetics and progress track acceleration; it does not alter match gold, XP, odds, item, augment or LP.
Hyper Roll 종료로 짧은 세션에서 성장과 경쟁을 수행하던 활동 경로가 줄었다.