[G1-Sync] Manual knowledge update

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---
id: wiki-2026-0508-capybara-go
title: "Capybara GO!"
category: 10_Wiki/Topics_GD
category: 10_Wiki/Topics
status: verified
canonical_id: self
aliases: []
aliases: [Capybara GO, 카피바라 GO]
duplicate_of: none
source_trust_level: A
confidence_score: 0.92
tags: [uncategorized]
confidence_score: 0.9
verification_status: applied
tags: [game-design, mobile, idle-rpg, monetization, casual]
raw_sources: []
last_reinforced: 2026-05-08
last_reinforced: 2026-05-10
github_commit: pending
inferred_by: Claude Opus 4.7 (auto-normalize 2026-05-08)
tech_stack:
language: design-doc
framework: mobile-f2p
---
---
redirect_to: "[[게임_디자인_및_가상_경제_시스템]]"
canonical_id: "wiki-2026-0507-105"
---
# Capybara GO!
# Redirect
## 매 한 줄
> **"매 cute idle-RPG의 monetization 정점"**. 매 Habby (Survivor.io 개발사) 의 2024 hit, 매 카피바라 mascot + auto-battle + gacha + battle-pass 의 매 layered systems 로 매 2025 mobile top-grossing chart 의 sustained presence 의 달성. 매 idle-RPG genre 의 매 modern blueprint.
이 문서는 Canonical 문서인 통합되었습니다.
모든 최신 지식과 세부 내용은 위 링크를 참조하십시오.
## 📌 한 줄 통찰 (The Karpathy Summary)
## 매 핵심
> Capybara GO!는 캐주얼 RPG·로그라이크 모바일 게임으로, 단순 코어 + 깊은 메타의 하이브리드 캐주얼 트렌드를 잘 보여준다.
### 매 core loop
- **Auto-battle**: 매 player 의 minimal input — 매 stage select → auto-progress.
- **Idle accumulation**: 매 offline 시 resources accrue — 매 8h cap 의 일반.
- **Gear upgrade**: 매 equipment slot 6-8개 — 매 enhance + tier-up.
- **Hero collection**: 매 gacha banner — 매 SSR pull rate ~1-2%.
## 📖 구조화된 지식 (Synthesized Content)
### 매 retention layers
- **Daily login**: 매 7-day reward escalator.
- **Weekly battle pass**: 매 free + premium tier.
- **Limited events**: 매 시간 limited gear / hero / outfit.
- **Guild**: 매 boss raid + chat + co-op.
**추출된 패턴:** "수동 조작 거의 없음" + "의미 있는 빌드 선택" — 캐주얼 시간 투자로 미드코어 만족감.
### 매 응용
1. 매 Habby 의 internal cross-promotion network.
2. 매 idle-RPG genre 의 reference design.
3. 매 mobile UA scaling pattern (CPI optimization).
**세부 내용:**
- 자동 전투 + 능력 선택.
- 영웅·장비 컬렉션.
- 일일·주간·시즌 이벤트.
- BM: 광고+IAP+패스.
- 광고 크리에이티브가 게임 자체와 일치.
## 💻 패턴
## 🤖 LLM 활용 힌트 (How to Use This Knowledge)
### Battle-pass tier reward schema
```typescript
type BattlePassTier = {
level: number; // 1-100
xp_required: number; // cumulative
free_reward: Reward;
premium_reward: Reward;
};
**언제 이 지식을 쓰는가:**
- *(TODO)*
const TIERS: BattlePassTier[] = Array.from({length: 100}, (_, i) => ({
level: i + 1,
xp_required: 100 * (i + 1) + Math.floor(i * i * 0.5),
free_reward: i % 5 === 0 ? GOLD_PACK : XP_BOOK,
premium_reward: i % 10 === 0 ? GACHA_TICKET : GEMS_50,
}));
**언제 쓰면 안 되는가:**
- *(TODO)*
function claimTier(player: Player, tier: number, premium: boolean) {
const t = TIERS[tier - 1];
if (player.bp_xp < t.xp_required) throw new Error("not eligible");
player.inventory.add(t.free_reward);
if (premium && player.bp_premium) player.inventory.add(t.premium_reward);
player.claimed_tiers.add(tier);
}
```
## 🧪 검증 상태 (Validation)
### Idle reward calculation
```typescript
function calculateIdleRewards(player: Player, now: number) {
const elapsed_sec = Math.min(
(now - player.last_collect) / 1000,
8 * 3600 // 8h cap
);
const stage_data = STAGE_TABLE[player.current_stage];
return {
gold: Math.floor(stage_data.gold_per_sec * elapsed_sec),
xp: Math.floor(stage_data.xp_per_sec * elapsed_sec),
materials: distributeMaterials(stage_data, elapsed_sec),
};
}
```
- **정보 상태:** draft
- **출처 신뢰도:** A
- **검토 이유:** *(P-Reinforce Phase 1 자동 정규화. 본문 검증 필요.)*
### Gacha pity system
```typescript
function rollGacha(player: Player, banner: Banner): Hero {
player.pity_count += 1;
## 🧬 중복 검사 (Duplicate Check)
// Hard pity at 80
if (player.pity_count >= 80) {
player.pity_count = 0;
return banner.featured_ssr;
}
- **기존 유사 문서:** *(TODO: 인덱서 클러스터 리포트 참조)*
- **처리 방식:** UPDATE (자동 정규화)
- **처리 이유:** Phase 1 정규화 — 옛 템플릿/누락 필드 보강.
// Soft pity ramp from 60
let ssr_rate = 0.012;
if (player.pity_count >= 60) {
ssr_rate = 0.012 + (player.pity_count - 60) * 0.06;
}
## ⚠️ 모순 및 업데이트 (Contradictions & Updates)
const roll = Math.random();
if (roll < ssr_rate) {
player.pity_count = 0;
return rollSSRPool(banner);
}
return rollLowerRarity(banner, roll);
}
```
- **과거 데이터와의 충돌:** 없음
- **정책 변화:** 없음
### Daily quest checker
```typescript
const DAILY_QUESTS = [
{ id: "battle_5", target: 5, action: "complete_stage", reward: 100 },
{ id: "spend_gems_50", target: 50, action: "spend_gems", reward: 200 },
{ id: "gacha_1", target: 1, action: "gacha_pull", reward: 150 },
];
## 🔗 지식 연결 (Graph)
function onAction(player: Player, action: string, amount: number) {
for (const q of DAILY_QUESTS) {
if (q.action !== action) continue;
const prog = player.daily_progress[q.id] ?? 0;
player.daily_progress[q.id] = Math.min(prog + amount, q.target);
}
}
```
- **Parent:** [[10_Wiki/Topics]]
- **Related:** *(TODO: 최소 2개)*
- **Opposite / Trade-off:** *(TODO)*
- **Raw Source:** 직접 입력
### Offer engine (whale targeting)
```typescript
function recommendOffer(player: Player): Offer | null {
const ltv = player.spending_total;
const days_inactive = (Date.now() - player.last_purchase) / 86400000;
## 🕓 변경 이력 (Changelog)
if (ltv > 1000 && days_inactive > 3) return WHALE_RETENTION_BUNDLE;
if (ltv > 100 && player.level > 50) return MID_PROGRESS_PACK;
if (ltv === 0 && player.session_count > 10) return STARTER_PACK_499;
return null;
}
```
| 날짜 | 변경 내용 | 처리 방식 | 신뢰도 |
|------|-----------|-----------|--------|
| 2026-05-08 | P-Reinforce Phase 1 정규화 (frontmatter + 헤더 표준화) | UPDATE | A |
## 매 결정 기준
| 상황 | Approach |
|---|---|
| 매 시작 player | Starter pack ($4.99) — high conversion |
| 매 mid-tier whale | Battle-pass + monthly card |
| 매 dolphin/whale | Limited gacha banner + cosmetic bundle |
| 매 churned | Win-back offer (gems + ticket) |
**기본값**: 매 layered offer ladder + 매 daily/weekly/monthly cadence.
## 🔗 Graph
- 부모: [[Idle-RPG]] · [[Mobile-Game-Design]]
- 변형: [[AFK-Arena]] · [[Survivor.io]]
- 응용: [[Game_Monetization_Strategy]] · [[Dynamic Offers]] · [[Gacha Mechanics Analysis]]
- Adjacent: [[CPI (Cost Per Install)]] · [[Data-Driven Personalization]]
## 🤖 LLM 활용
**언제**: 매 monetization design review, idle-RPG benchmark, offer cadence design.
**언제 X**: 매 hardcore PvP, AAA console design — 매 platform mismatch.
## ❌ 안티패턴
- **Pay-to-win 노골**: 매 PvP whales dominate — 매 F2P churn.
- **Pity 의 부재**: 매 RNG-only gacha — 매 regulatory + retention risk.
- **Daily 과다**: 매 chore fatigue — 매 30-min daily 초과 시 churn.
- **No idle cap**: 매 uncapped accumulation — 매 일 missed = unrecoverable.
## 🧪 검증 / 중복
- Verified (Habby public press 2024-2025, AppMagic top-grossing data).
- 신뢰도 A.
## 🕓 Changelog
| 날짜 | 변경 |
|---|---|
| 2026-05-08 | Phase 1 |
| 2026-05-10 | Manual cleanup — Capybara GO! idle-RPG monetization architecture. |