02 / Design response
Helpers woven into the Moominvalley story
Pets were written into the IP and its feel-good mood: the player cares for them, and the pets help the player back. Each pet runs one of four AFK jobs tied to a core gameplay loop, then banks rewards the player claims on return.
Step 01Assign pets to a job
Step 02Run 10-minute actions
Step 03Bank rewards offline
Step 04Claim them on return
10mOne AFK action cycle
144Maximum stored action cycles
24hMaximum offline accumulation
4Active pet slots at once
Design intent
The bag caps and split collection rates were deliberate friction, sized so pets supported the core game without replacing it, while pulling on three player habits.
Claim often
Output stopped accruing once a bag filled, so rewards waited until the player returned, turning claiming into a frequent habit.
Level up pets
Bag caps and base stats both rose with level, so spending Pet Food unlocked bigger stores and higher output at once.
Run every element
Rates were split across the four roles, so a full team of specialised pets out-earned a single maxed favourite.
Under the hood
Beneath the simple “send a pet to work” action, a hidden formula turned species, level, and evolution into the actual output. This was the balancing layer behind every reward, restriction, and monetization surface that follows.