f8b21af4be
10_Wiki/Topics 대규모 정리: - 오류 캡처/미완성 stub 문서 227개 제거 - 교차폴더 중복 43클러스터 병합 (63파일 → redirect) - 링크명 정규화: 깨진 링크 수정·redirect 직결·개념 매핑 ~2,400건 - 카테고리 MOC 6개 신규 생성 - Graph 섹션 미해결 related-keyword 링크 10,058건 제거 Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
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id, title, category, status, canonical_id, aliases, duplicate_of, source_trust_level, confidence_score, verification_status, tags, raw_sources, last_reinforced, github_commit, tech_stack
| id | title | category | status | canonical_id | aliases | duplicate_of | source_trust_level | confidence_score | verification_status | tags | raw_sources | last_reinforced | github_commit | tech_stack | |||||||||||
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| wiki-2026-0508-capybara-go | Capybara GO! | 10_Wiki/Topics | verified | self |
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none | A | 0.9 | applied |
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2026-05-10 | pending |
|
Capybara GO!
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.
매 핵심
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%.
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.
매 응용
- 매 Habby 의 internal cross-promotion network.
- 매 idle-RPG genre 의 reference design.
- 매 mobile UA scaling pattern (CPI optimization).
💻 패턴
Battle-pass tier reward schema
type BattlePassTier = {
level: number; // 1-100
xp_required: number; // cumulative
free_reward: Reward;
premium_reward: Reward;
};
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,
}));
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);
}
Idle reward calculation
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),
};
}
Gacha pity system
function rollGacha(player: Player, banner: Banner): Hero {
player.pity_count += 1;
// Hard pity at 80
if (player.pity_count >= 80) {
player.pity_count = 0;
return banner.featured_ssr;
}
// 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;
}
const roll = Math.random();
if (roll < ssr_rate) {
player.pity_count = 0;
return rollSSRPool(banner);
}
return rollLowerRarity(banner, roll);
}
Daily quest checker
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 },
];
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);
}
}
Offer engine (whale targeting)
function recommendOffer(player: Player): Offer | null {
const ltv = player.spending_total;
const days_inactive = (Date.now() - player.last_purchase) / 86400000;
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;
}
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
- 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. |