/rules
how the game works
🥚 stages
| transition | prompts | notes |
|---|---|---|
| Egg → Baby (first) | 6 | bonus |
| Egg → Baby (subsequent) | 5 | veteran rebate |
| Baby → Adult | 20 | class is locked in |
| Adult → Elder | 30 | subform unlocks |
| Elder peaks → new egg | 40 | elder locks (★), fresh egg spawns |
🍖 feeding
- · prompt → +10 hunger (advances stage on the active creature only)
- · Bash → +4 hunger, STR fed
- · Read / Grep / Glob → +4 hunger, INT fed
- · Edit / Write → +4 hunger, DEX fed
- · WebFetch / WebSearch → +4 hunger, INT fed
- · decay: −3 hunger / hour
- · death: 7 days at 0 hunger straight
Tools feed every living creature, including locked Elders. Prompts only progress the stage of the youngest non-locked one.
📈 stat curve
Stats grow with diminishing returns: each tool call adds 0.5 / √currentStat to a fractional buffer. When the buffer crosses 1, the stat goes up by 1. Early levels feel rewarding; late game becomes a real grind.
| current stat | tool calls for +1 | |
|---|---|---|
| 1 | 2 | quick start |
| 25 | 10 | cruise |
| 100 | 20 | committed |
| 400 | 40 | grind |
| 1600 | 80 | legend |
Level = STR + INT + DEX. After roughly N targeted tool calls the matching stat approaches √N — so 400 Bash calls land you near STR 20, not STR 400.
🧬 classes (4)
Determined automatically when entering Adult stage from your stat distribution. Tie rule: max(stats) ≤ 1.25 × min(stats) → Balanced.
⚔️ battles
Defender strikes first. Skill-based, turn-based, no element counters — depth comes from cooldown timing and disruption.
- · max HP = 100 + STR×5 + LV×10
- · crit chance = min(50, 5 + DEX/4)% · crit ×2
- · damage = skill.base × stat_factor × (1 − target.DEX/100)
- · attack cooldown: after each challenge you must wait before attacking again
🗺️ world map
You hold one or more bases on a shared grid. You can attack/capture any tile within 2 king-steps of any tile you own — same as moving a chess king twice. Multiplayer launches in a later sprint.