Gameplay
How real steps become combat, and the rules that keep the game honest.
The core loop
- You start at 1 damage per step. Each newly approved step is one attack and visibly changes the current target.
- Each attack damages the current enemy. Defeating it awards gold once; the next enemy steps in.
- Spend play-earned gold on hero upgrades and levels that raise the damage of future steps.
- Each area holds 5 normal enemies and 1 boss. Beating the boss unlocks the next area — no timers, no deadlines.
- Every 10 areas form a biome; the biome’s last area is guarded by an “Elder” boss worth 10× gold.
- 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:
- The app reads aggregate
StepsRecord.COUNT_TOTALper daily bucket. Health Connect’s own priority system deduplicates phone and watch — the game never sums raw records from both. - Each bucket keeps a high-water mark. Only growth above the stored mark is credited, exactly once. A later correction downward credits nothing and never claws back what you earned.
- Steps can be imported in the background while the app is closed; only newly approved steps cause combat progress.
- Late-arriving watch data, manual entries and corrections are an active design area (policy not final).
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:
- Strike releases one saved step as one attack.
- All releases every saved step, one attack each.
- Turning auto-attack back on resolves all saved steps at once.
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:
| Invariant | Meaning |
|---|---|
| One step, one attack | Approved 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 one | Every credited step visibly moves a counter or an enemy. No threshold (including 6,000 steps) can hide early progress. |
| Exactly-once rewards | A victory pays once — after crashes, restarts, replayed uploads or restores. |
| Free forever | No IAP, subscriptions, paid unlocks, premium currency or ads. Gold exists only from walking-driven play. |
| No idle automation | No idle DPS, no auto-clickers, no timers, no offline production, no waiting mechanics. |
| Rest is safe | No streaks, decay, timed bosses or rest-day penalties. |
| Bounded arithmetic | Damage saturates at 1015 and gold at 4·1018; balances can never go negative or overflow — a long walk is never refused. |
| Deterministic combat | Same 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 — prototype | v2 — endless economy | v3 — current | |
|---|---|---|---|
| Enemy health | area × 10 (linear) | 10 at area 1, +25%/area to area 100, then +10%, capped at 1015 | same as v2 |
| Rewards | normal area × 5, boss area × 20 | normal ⌈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 opens | Area 11 | Area 11 | Area 50 |
| Renown per ascension | 1 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.

