---
id: wiki-2026-0508-pocket-land
title: Pocket Land
category: 10_Wiki/Topics
status: verified
canonical_id: self
aliases: [Pocket Land game, mobile builder game]
duplicate_of: none
source_trust_level: B
confidence_score: 0.7
verification_status: applied
tags: [game, mobile, casual-builder, idle]
raw_sources: []
last_reinforced: 2026-05-10
github_commit: pending
tech_stack:
  language: csharp
  framework: unity
---

# Pocket Land

## 매 한 줄
> **"매 손바닥 안 작은 land 를 키우는 casual builder loop"**. 매 mobile builder + idle + light combat 의 hybrid genre — 매 Travel Town / Township / Royal Match 계열의 변형. 매 craft → upgrade → expand → repeat 의 짧은 session.

## 매 핵심

### 매 core loop
1. **Tap to gather**: 매 tree/rock/animal tap → 매 resource.
2. **Craft / merge**: 매 resource 의 building / item 으로 변환.
3. **Expand land**: 매 fog / locked region 의 unlock.
4. **Quest progression**: 매 NPC quest 의 next chapter 잠금 해제.
5. **Idle return**: 매 offline gen + 매 daily reward.

### 매 core mechanic 변형
- **Merge-2/3**: 매 동일 item 합쳐서 upgrade.
- **Energy economy**: 매 tap = energy 소비, 매 regen 또는 IAP.
- **Decoration / collection**: 매 cosmetic completionist drive.
- **Light combat**: 매 monster hut clear → 매 reward.

### 매 monetization (genre standard)
- 매 IAP: energy refill, gem packs, premium decoration, season pass.
- 매 ads: rewarded video (energy/double reward), interstitial.
- 매 LiveOps: time-limited event, offer wall.

### 매 retention 핵심
- **D1/D7/D30**: 매 30/15/5% 의 industry healthy.
- **Daily quests + streak**: 매 D1 의 핵심 driver.
- **Social** (clan/visit): 매 D30 stretch.

## 💻 패턴

### Resource gather (Unity ECS-ish)
```csharp
public struct Tappable : IComponentData {
    public int Hits;
    public ResourceType Drops;
    public int DropAmount;
}

public partial struct TapSystem : ISystem {
    public void OnUpdate(ref SystemState s) {
        var tap = SystemAPI.GetSingleton<TapInput>();
        if (!tap.Triggered) return;

        foreach (var (t, e) in SystemAPI.Query<RefRW<Tappable>>().WithEntityAccess()) {
            if (HitTest(tap.Position, e)) {
                t.ValueRW.Hits--;
                if (t.ValueRW.Hits <= 0) {
                    Inventory.Add(t.ValueRO.Drops, t.ValueRO.DropAmount);
                    s.EntityManager.DestroyEntity(e);
                }
            }
        }
    }
}
```

### Energy economy
```ts
class Energy {
  max = 100; current = 100; lastTick = Date.now();
  regenSecPerPoint = 60;

  refresh(now = Date.now()) {
    const delta = (now - this.lastTick) / 1000;
    const gained = Math.floor(delta / this.regenSecPerPoint);
    this.current = Math.min(this.max, this.current + gained);
    this.lastTick += gained * this.regenSecPerPoint * 1000;
  }
  spend(n: number): boolean {
    this.refresh();
    if (this.current < n) return false;
    this.current -= n; return true;
  }
}
```

### Idle offline reward
```ts
function calcOfflineReward(producers: Producer[], lastSeen: number) {
  const now = Date.now();
  const elapsedSec = Math.min((now - lastSeen) / 1000, 8 * 3600); // 매 cap 8h
  return producers.map(p => ({
    type: p.output,
    amount: Math.floor(p.ratePerSec * elapsedSec * 0.5), // 매 50% offline rate
  }));
}
```

### Land expansion (fog-of-war unlock)
```csharp
public class LandRegion : MonoBehaviour {
    public int unlockCost;
    public ResourceType currency;
    public LandRegion[] reveals;

    public void Unlock() {
        if (!Inventory.Spend(currency, unlockCost)) return;
        Fog.Clear(this);
        foreach (var r in reveals) r.SetVisible(true);
        Quest.Notify(QuestEvent.RegionUnlocked, this);
    }
}
```

### Quest chain
```ts
type Quest = {
  id: string;
  prerequisites: string[];
  goal: { type: "gather"|"build"|"defeat"; target: string; amount: number };
  reward: Reward;
};

class QuestEngine {
  active = new Set<string>();
  completed = new Set<string>();

  onEvent(ev: GameEvent) {
    for (const id of this.active) {
      const q = quests[id];
      if (matches(q.goal, ev)) advance(id);
      if (isDone(id)) {
        this.completed.add(id); this.active.delete(id);
        grant(q.reward);
        for (const next of quests) {
          if (next.prerequisites.every(p => this.completed.has(p)))
            this.active.add(next.id);
        }
      }
    }
  }
}
```

### Server-side anti-cheat (resource gain)
```ts
// 매 client 가 보고한 gather event 를 server 가 rate-limit
async function reportGather(uid: string, evt: GatherEvent) {
  const last = await redis.get(`gather:${uid}:last`);
  if (last && Date.now() - +last < 200) return reject("rate"); // 매 5/sec cap
  await redis.set(`gather:${uid}:last`, Date.now(), "EX", 60);
  await db.inventory.add(uid, evt.resource, evt.amount);
}
```

## 매 결정 기준
| 상황 | Approach |
|---|---|
| Casual mobile target | Energy + idle + merge |
| Mid-core target | Land expansion + light combat + clan |
| Core loop length | 매 1-3분 session / 10+ daily |
| Monetization | Soft (cosmetic) + hard (energy) hybrid |
| 진입 장벽 | First 10 min 의 매 즉각적 progress visualization |

**기본값**: 매 tap-gather + craft-merge + land-expand + 짧은 quest chain + IAP energy.

## 🔗 Graph
- 부모: [[Casual Game]] · [[Mobile Game Design]]
- 변형: [[Township]] · [[Travel Town]] · [[Merge Mansion]]
- 응용: [[Idle Game]] · [[Builder Game]]
- Adjacent: [[Energy Economy]] · [[LiveOps]] · [[F2P Monetization]]

## 🤖 LLM 활용
**언제**: 매 mobile casual game 디자인 / live-ops content 생성. 매 quest chain authoring.
**언제 X**: 매 hardcore PvP, 매 narrative-heavy AAA — 매 장르 mismatch.

## ❌ 안티패턴
- **Long first session 강제**: 매 tutorial 30분 → 매 D1 churn.
- **Pay wall too early**: 매 D2 안에 wall → 매 review bomb.
- **Unbalanced energy**: 매 너무 짧으면 frustration, 매 너무 길면 매 monetization fail.
- **No social**: 매 D30 retention 의 vector 부재.
- **Client-trusted resource**: 매 modding/cheating 폭증.

## 🧪 검증 / 중복
- Verified (genre best practices: Deconstructor of Fun, GameRefinery 2025 mobile reports). Title-specific 매 verify limited (B-tier).
- 신뢰도 B (genre 일반은 A, 매 specific game 은 B).

## 🕓 Changelog
| 날짜 | 변경 |
|---|---|
| 2026-05-08 | Phase 1 |
| 2026-05-10 | Manual cleanup — casual builder loop + monetization patterns |
