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Game System Overview

System map

ICONSYSTEMAUTHORITATIVE STATEHIGH-RATE INPUTPRIMARY OUTPUTHARDWARE BOUNDARY
Tap & holdcorePointer down/up and timingSparks, heat, comboRecreate thresholds in C++; do not port DOM events
Passive productionnodes50 ms / 1 s tickCPS and unlocksLogic uses real time; rendering may run slower
TEAM orbitorbit.phaseSHOP ring dragLink multiplier and tasksSeparate preview from commit
Tool buildequippedModules[3]Card tapLocal rule modifiersHard three-slot limit; never silently eject
GiftsprotocolFlagsBadge purchasePermanent multipliersPreserve after launch and across save versions
Heatcore.heatTap and cooling tickTap multiplier and overheatUI presents; core owns the value
STAR RUSHruntime sessionIMU / virtual tiltTemporary StarlightDevice reads QMI8658; web may simulate
TaskstaskFlagsLogic eventsOne-time Spark rewardsSeparate task completion from callout
AchievementsachievementsState thresholdsArchive recordsNever re-evaluate in rendering
Launch resetprogressionDouble confirmBadges and archived starsInput lock and synchronous save after commit
SettingssettingsSingle-focus adjustmentMotion, volume, tilt, etc.Map web and device to legal discrete values
SavesSaveStateCritical actions / throttlePrimary + backuplocalStorage ↔ NVS + RTC

Unlocks

Unlocks use lifetime Sparks rather than current balance, so spending cannot make content disappear. Tool thresholds range from 1,200 to 420,000; Makers appear as the economy can support them; STAR eligibility also uses lifetime Sparks.

An unlock changes what is possible, not the player's selection. A maximum of three Tools may be equipped. A fourth cannot silently displace the first; the player must explicitly remove one.

Tasks

TaskGoalReward
WAKE THE SEEDTap 8 times8 Sparks
TAP 32 TIMES32 total taps48 Sparks
ADD A MAKERAdd 1 Maker96 Sparks
LAND 3 LUCKY TAPS3 lucky taps192 Sparks
MAKE A TEAMStabilize 1 TEAM link512 Sparks
CATCH 100 STARLIGHTCollect 100 Starlight2,048 Sparks

Tasks are teaching beats rather than a separate menu. Each maps to a key loop action and supplies enough resources to approach the next one.

Achievements and archive

Eight achievements cover the first Spark, a 10 combo, eight lucky taps, two TEAM links, first overheat, one million lifetime Sparks, first launch and discovering eight items. They are durable archive records and useful version-validation signals.

Launched stars also belong to the archive layer. Each occupies a visible edge slot in the next run, so a reset converts old progress into cosmic history rather than erasing the world.

Runtime and SaveState

  • Persistent: economy, tap power, Maker levels, orbit phases, equipment, Gifts, tasks, achievements, settings and save time.
  • Runtime only: current page, sync angle, tilt, STAR RUSH time, overheat deadline, particles, effects and confirmation windows.
  • Gesture only: start point, capture owner, accumulated rotation, preview phase, cancellation latch and detent list.

These lifetimes stabilize the save schema and prevent an interrupted animation or half-finished drag from restoring into an undefined state.

Presentation policy

text
GameEvent ──> state committed
          └─> presentation policy
                ├─ FULL: FX + particles + callout + audio
                ├─ REDUCED: first frame + sparse particles
                └─ AMBIENT / DEVICE SEQUENCE: silent

Passive economy therefore continues in ambient mode without unexpected sound, callouts or full-page flashes.