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System design case study / F2P support economy

Designing a companion economy

A system design case study for a companion feature that added AFK utility, care, social support, and long-term monetization depth to a live F2P game in Japan.

17 pet archetypes 4 AFK modes 60 progression levels 5 evolution gates
Challenge A quest- and task-heavy game needed an AFK layer for advanced players. Design response Pets became IP-connected helpers players could level, care for, and send to work across solo and team loops. Evidence The system created player affection, repeat reward value, and long-term monetization surfaces.
HD parrot pet artwork from the pet system

01 / Problem

A quest- and task-heavy game needed an AFK layer for advanced players

The daily loop was already full: walking, cooking, quests, teams, seasonal goals. Pets had to add progression and monetization depth while giving advanced players relief from constant tapping.

Player pressure

Active play was meaningful, but the daily loop needed a relief valve.

The game could not simply add another active feature. The better opportunity was to let players invest in helpers that could keep supporting their goals when they were not actively managing every loop.

Design criteria

The system needed to support solo progress, team goals, collection, and monetization at the same time.

  • Fit a care-based, IP-friendly game feature for the Japan audience.
  • Reduce active grind without removing the value of active play.
  • Connect pets to core loops.
  • Create new value and monetization potential through Pet Food, Soap, Super Soap, and pets themselves.

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.

Skill stat skill = species multiplier x level base stat x evolution bonus
Gold output gold per action = (2 x Gold skill) / 100
Ticket output tickets per action = (0.04 x Tickets skill) / 100
Treasure output treasure chance = (Treasure skill x rarity factor) / 100
Ingredient output ingredient chance = (Ingredients skill x rarity factor) / 100

03 / Role data

Pet roles and action profiles

Four collection skills mapped directly to four AFK outputs, making the pet collection itself a toolbox. Multiple pets stayed useful because different loops needed different helpers.

effective output = collection skill multiplier × level base stat × evolution bonus
Treasure icon
Treasure

Valuable finds and task progress

Ingredients icon
Ingredients

Cooking and recipe progress

Gold icon
Gold

Soft-currency support

Tickets icon
Tickets

Progression and utility support

Archetype multipliers

Each pet had a different skill profile

These multipliers were applied on top of the level base stat, creating meaningful differences between pets.

PetIngredientsGoldTicketsTreasure
Bat1.20.80.60.4
Cat0.60.80.20.4
Owl1.00.60.81.6
Squirrel1.20.40.80.6
Parrot1.21.60.60.6
Crawly0.81.21.81.2
Dragon0.81.20.60.4
Mouse0.80.40.60.2
Creep1.21.20.81.8
Frog0.61.21.60.6
Hedgehog0.20.80.40.6
Sakura Dragon1.21.80.81.2
Air Dragon0.81.41.61.2
Dog1.00.81.60.6
Rabbit1.61.00.81.0
Fluffycat0.81.60.82.0
Hattifattener0.81.60.82.0

Worked example / Parrot at level 60

One pet, four economic outputs

Run the Parrot's row above through the formulas with the level-60 base stat of 1,082 and no evolution bonus. The same pet reads very differently depending on the job it is sent to.

Gold per action · 3,116 coin bag cap
34.6
Ingredients common roll / action · 25 item bag
65%
Treasure common roll / action
32%
Tickets per action · 62 ticket bag cap
0.26

04 / Progression economy

Pet Food carried the long-tail sink

The system used a 60-level food curve, storage caps, and duplicate evolution gates. The important design choice was that late-game investment grew sharply while early levels stayed approachable.

1.30mNormal Pet Food on one straight level 1-60 path
2.46mTotal Pet Food when the duplicate merge tree is included
32Base pets represented by the final companion
1,082Level-60 base stat before species multipliers

Pet Food required by level band

Food costs stayed light early, then became the main long-tail sink after level 40.

Levels 1-10
2,462 Levels 11-20
5,373 Levels 21-30
39,600 Levels 31-40
108,000 Levels 41-50
407,200 Levels 51-60
737,000

Base stat growth

The same base curve powered all four skills before pet-specific multipliers were applied.

Lv 1
100 Lv 10
120 Lv 20
186 Lv 30
288 Lv 40
448 Lv 50
696 Lv 60
1,082

Full level curve

Level-by-level Pet Food, base stat, and storage caps

Toggle all 60 levels
Level Pet Food to Next Total Food Spent Base Stat Item Bag Ticket Bag Coin Bag
154010056288
21655410256294
316521910456300
421338410656305
526759710856311
631986411056317
73731,18311357325
84261,55611557331
94801,98211757337
10Evolution gate2,46212057346
114802,46215579446
124802,94215879455
135423,42216279467
145423,964165710475
155824,506168710484
166245,088172710495
176665,712175710504
187086,378178710513
197497,086182710524
20Evolution gate7,835186711536
213,8007,835241714694
223,80011,6352461014708
234,00015,4352511014723
244,20019,4352561015737
254,40023,6352611015752
264,60028,0352661015766
274,80032,6352721016783
284,90037,4352771016798
295,10042,3352831016815
30Evolution gate47,4352881017829
3110,50047,43537515221,080
3210,50057,93538315221,103
3310,90068,43539015221,123
3411,50079,33539815231,146
3511,90090,83540615231,169
3612,500102,73541415241,192
3712,900115,23542215241,215
3813,400128,13543115251,241
3913,900141,53543915251,264
40Evolution gate155,43544815261,290
4114,500155,43558320341,679
4244,000169,93559420341,711
4345,000213,93560620351,745
4447,000258,93561820361,780
4548,000305,93563120361,817
4650,000353,93564320371,852
4751,500403,93565620381,889
4852,900455,43566920391,927
4954,300508,33568320391,967
50Evolution gate562,63569620402,004
5174,000562,63590525522,606
5275,000636,63592325532,658
5377,000711,63594225542,713
5478,000788,63596125552,768
5580,000866,63598025562,822
5681,500946,63599925582,877
5782,9001,028,1351,01925592,935
5894,3001,111,0351,04025602,995
5994,3001,205,3351,06125613,056
60Max1,299,6351,08225623,116
7,835Pet Food across levels 1-20 kept early progress approachable.
147,600Pet Food across levels 21-40 introduced real investment pressure.
1.14mPet Food across levels 41-60 made late-game growth the main sink.

05 / Evolution logic

Acquiring multiple same type of pets was meaningful

At each gate, two same-species, same-level pets merged into one stronger pet, so duplicates from pulls, offers, and rewards stayed valuable instead of disappointing. A final pet folded in 32 earlier ones.

2:1Same species and same level required at every gate.
32Base pets represented by one naturally built final pet.
31Duplicate pets consumed through the merge tree.
61hTimer sum across the five milestone gates on one straight path.

Evolution gates by level

Each node is the evolution level. Its timer is the wait to evolve the merged pet; rubies optionally skip the wait.

10
1 hour5 rubies to skip
20
4 hours10 rubies to skip
30
8 hours15 rubies to skip
40
16 hours20 rubies to skip
50
32 hours25 rubies to skip
50%chance of a bonus

Evolution roll

Each evolution ran a luck-based roll for a permanent bonus. A success added +10% to one AFK role; the other 50% gave nothing, creating small variation between two otherwise identical pets.

Treasure bonus12.5%
Ingredient bonus12.5%
Coin bonus12.5%
Ticket bonus12.5%

06 / Care modifier

Taking care of your pet was beneficial

Care was not only presentation. Mood changed AFK efficiency, while walking, leveling, Soap, and Super Soap turned care into a repeatable resource loop with real output value.

Mood multiplier

Mood gave the care fantasy a real system effect. Each mood band was an efficiency multiplier on every AFK output, so a sad pet at 0.6× produced less and a thrilled pet at 1.5× produced more. Better mood, better results.

Sad pet mood icon 0.6×Mood 0-500
Neutral pet mood icon 1.0×Mood 501-1,000
Happy pet mood icon 1.2×Mood 1,001-2,000
Thrilled pet mood icon 1.5×Mood above 2,000

Walking

Real walking restored mood for every active pet, connecting the companion fantasy back to the core walking loop.

Grooming and Soap

Standard Soap added +600 mood through a small interaction, turning care into a repeatable resource action.

Super Soap

Super Soap added +600 Super Mood and enabled Super Mode: enhanced ingredient finds and a chance to attract another pet.

07 / Reward economy

The pet system created reusable reward surfaces

The system created a compact family of rewards that could be reused across free progression, premium tracks, login rewards, team rewards, events, loot boxes, store offers, and personal offers.

Pet Food

Raised level and long-term output power.

Pets

Created collection, role choice, and duplicate value.

Soap

Restored mood through grooming and repeat care.

Super Soap

Unlocked temporary high-value Super Mode effects.

08 / Design reflection

What worked, where pressure built, and what I would revisit

System strengths

  • Successful monetization addition generating roughly 10-15% of total revenue and opening many new reward incentives
  • Gave active players a new progression tool to upgrade and use
  • Tied into season and team progression, supporting both solo and competitive play
  • Long-term value for basic, premium, and duplicate pets
  • Super Mode created temporary jackpot potential

Balance pressure

  • Steep level 41-60 food wall
  • 50% no-bonus evolution result
  • Pet Food supply needs careful event and offer pacing

What I would revisit

I would make player-facing stat effects clearer, soften or better explain the 50% no-bonus evolution result, and smooth the late-game food wall without removing the long-tail sink.

Outcome

A collection system where every pet was both a character and an economic decision.

The design linked identity, care, AFK output, duplicate value, progression math, and reusable reward resources into one long-term companion economy.

Game design Systems design Economy balancing Progression design