Gameplay

How real steps become combat, and the rules that keep the game honest.

The core loop

  1. You start at 1 damage per step. Each newly approved step is one attack and visibly changes the current target.
  2. Each attack damages the current enemy. Defeating it awards gold once; the next enemy steps in.
  3. Spend play-earned gold on hero upgrades and levels that raise the damage of future steps.
  4. Each area holds 5 normal enemies and 1 boss. Beating the boss unlocks the next area — no timers, no deadlines.
  5. Every 10 areas form a biome; the biome’s last area is guarded by an “Elder” boss worth 10× gold.
  6. Deep in the game you may ascend: reset the run for permanent renown damage.

The screen is one fixed, non-scrolling battle view — hero versus enemy, exact counters for steps, gold and enemy HP — with menus that open as overlays over the fight. Nothing requires interaction while you are actually walking.

Step accounting

Steps reach the game through Health Connect, Android’s on-device health store:

Delayed ≠ zero

If Health Connect has not delivered a walk yet, the game shows “not imported yet” and the time of the last check — never a fake zero.

The auto-attack switch

Auto-attack is on by default: every newly approved step resolves as one attack the moment its data arrives.

Turn it off (Steps & status › “Auto-attack with steps”) and new steps are still credited and shown, but they wait as saved attacks — the battle plate says so. While paused:

A tap can only ever release a step you already walked — it can never create an attack, mint steps, or add idle damage. The pause state survives restarts.

Fairness invariants

These rules are the game’s constitution; every feature is checked against them:

InvariantMeaning
One step, one attackApproved steps = attacks resolved (+ saved ones if paused). Taps, time, app launches, animations, retries and sync can never create actions, gold or progress.
Visible from step oneEvery credited step visibly moves a counter or an enemy. No threshold (including 6,000 steps) can hide early progress.
Exactly-once rewardsA victory pays once — after crashes, restarts, replayed uploads or restores.
Free foreverNo IAP, subscriptions, paid unlocks, premium currency or ads. Gold exists only from walking-driven play.
No idle automationNo idle DPS, no auto-clickers, no timers, no offline production, no waiting mechanics.
Rest is safeNo streaks, decay, timed bosses or rest-day penalties.
Bounded arithmeticDamage saturates at 1015 and gold at 4·1018; balances can never go negative or overflow — a long walk is never refused.
Deterministic combatSame prior state + same operation = same result, on your phone and on the sync server alike.

Rules versions (v1 → v3)

The economy has been rebalanced twice. Old operation logs still replay byte-for-byte, so each profile carries a rules version and moves forward only through explicit one-time conversions.

v1 — prototypev2 — endless economyv3 — current
Enemy healtharea × 10 (linear)10 at area 1, +25%/area to area 100, then +10%, capped at 1015same as v2
Rewardsnormal area × 5, boss area × 20normal ⌈health ÷ 2⌉, boss 4×, biome boss 10×same as v2
Hero levels—endless per-hero levels (10 base cost, +10%/level, ×2 every 25 levels, max 400/run)same as v2
Ascension opensArea 11Area 11Area 50
Renown per ascension1 point (+10% each)area − 10 points (+25% each)⌊(a − 10)² ÷ 10⌋ total, banked from the deepest run (+25% each)

Why v3: under v2, ascending daily beat walking deeper (every ascension paid even for a shallow run). v3 makes ascension a late-game move — renown is banked from your deepest run, so a shallower repeat earns nothing until you beat your record.

Simulation snapshot (8,000 steps/day, greedy Wanderer)

Under v3: first ascension around day 7 (area ~82, 250 renown); area ~91 after 14 days, ~101 after 90 days with ascension. Without ascension: area ~47 on day 1, ~72 after a month. All figures provisional, from the balance simulator.