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GAME FILE · 月光王国

Moonlit Kingdom.
Click once. Then automate everything.

An idle RPG about relighting a dark world, one village at a time. Start by tapping an expedition button; end by managing forty routes, sixteen relics, and a production line of slimes — on a phone, in landscape, built by agent teams in Godot.

What is it? A click-to-automate idle RPG. Every expedition returns courage instantly; slimes and inns convert that loop into per-second production. Eight chapters, prestige resets that permanently raise your rate, and an expedition system that pauses your economy while your units are away.

iOS delivery stage
8chapters
40expedition routes
16relics
780–932pxlandscape phone layouts, safe-area tested
0.3.xplayable versions, running today
Moonlit Kingdom production screen in a phone landscape viewport

Godot 4.6 · iPhone landscape · anti-pillars are explicit: no high-precision combat, no forced ads, no paid acceleration.

Real-time capture: the dispatch decision loop on a 844×390 phone layout — units leave, production pauses, rewards wait at the guild.
Real-time capture: forest camp work states — dispatched units stop working, returns restore them, verified across restarts.

The core loop, with actual formulas

Idle games live or die on their math being legible. Moonlit Kingdom publishes its own: courage income per second is (0.60 × slimes + 2.5 × inns) × chapter bonus × (1 + 0.15 × starfire). The prestige currency (starfire) scales as max(1, floor(sqrt(run earnings ÷ chapter goal))) — the square root keeps early resets meaningful without letting late ones trivialize the curve.

The rhythm: tap expeditions for instant courage → buy slimes (cheap, slow) → save for inns (expensive, 4× rate) → hit the chapter goal → choose a permanent blessing. Oath of Dawn boosts manual play by 25%; Oath of the Hearth boosts automation by 25%. That single choice decides what kind of next chapter you'll play.

Chapter progression

#AreaGoal courageEfficiency
1Sparkfire Village2501.00×
2Windbell Forest6501.15×
3Star River Canyon1,6001.35×
4Old Tower Outer Wall3,8001.60×

Chapter five's tower core is an optional side line — the campaign keeps going through eight chapters to the star-core finale, where a final boss and an ending choice close the run.

Expeditions: the anti-idle system

Every six expeditions triggers a journey encounter — escort a caravan for instant courage, or follow a star beast for a temporary production boost. Later, the expedition board opens up: forty routes and sixteen relics. Dispatch uses one active slot, pauses the production of the units you send, and rewards must be claimed at the guild — a deliberate friction that makes "leave it running" a real decision instead of a default. The second relic slot unlocks in chapter four, and old saves migrate cleanly into it.

Bosses mutate. The bestiary and boss-mutation systems give repeated fights variation, so the idle grind never becomes a single solved equation.

What the agents actually did

Honest status board

AreaState
Core idle loop & 8 chaptersPlayable, running builds
Expeditions, relics, blessingsImplemented & runtime-verified
iOS Xcode projectSource-bound delivery complete (unsigned)
Signing, TestFlight, storeNot started
Human play-feel acceptanceOngoing — the honest bottleneck of idle design
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QUICK ANSWERS
When does it come out?

The playable build runs today; iOS signing and TestFlight are the next milestones. No release date is announced — this lab posts progress, not promises.

Why landscape on a phone?

Idle games are dashboards: production rates, dispatch timers, and cost curves want width. Every layout was designed and tested for one-hand landscape play at real device sizes.

Can I see the math?

Yes — the formulas in this article are the shipping ones. Idle players reverse-engineer spreadsheets anyway, so the design publishes its curve honestly.