Info about Creator Chronicles:

Official game description:
Welcome! You’ve just met the developer who was pulled into their own game.  
Become a guild master, grow your village, hire guild members, and clear dungeons.  
With glass-hearted guild members who quit the game after dying in a dungeon, what kind of chronicle will you write?
**Write your own chronicle.**
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Everything in the game depends on your choices as the guild master. You can focus on crafting, engage in battles, or nurture your village. Or you could simply spend the day watching your lively guild members chatter away. Your choices will become the history of this world.
**Build your own village.**
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Demolish burned buildings, construct new ones, tend your farm, craft goods, and decorate your village. Guild members stay busy growing herbs, brewing potions, and fishing in the village. The items you create can be sold at the auction house for profit. And what will you do with the gold you earn? The growth of the village is in your hands.
**Invite guild members to your guild.**
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Guild members with various personalities collect ores, brew potions, and cook according to their abilities. They also join the battles! If you’ve ever played an online game, you’ve probably met these unique and colorful guild members. Invite them to your guild.
**Dungeons & Raids with Guild Members**
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To return the developer to the real world, you must grow the village. Try battles with various party compositions. During simultaneous battles, party members will level up and earn equipment and gold.
Be careful! What’s scarier than bugs is the fragile mentality of a guild member who quits the game after a defeat! If you make your guild members and equipment strong enough in lower dungeons, it will greatly help protect their mentality from increasingly stronger monsters. If you lose a battle, analyze the battle log to find improvements and try again!
**Trade at the Auction House**
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The Auction House is where you buy and sell the items you need. If you need something immediately, you can pay a high price to get it, or if you have time, you might grab an item someone urgently listed for less than half the price. Your choice will greatly affect how quickly you accumulate wealth. Wise trading is the shortcut to rapid growth. Sell items to visitors, from hundreds to thousands, and earn profits.
**Complete the Codex**
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The Codex is divided into Alchemy, Cooking, Blacksmithing, and Enchanting, depending on the guild members’ professions. Farming, Mining, and Fishing are also included. The higher the level, the more valuable the crafted items become, and the faster you can acquire resources.
Will you be able to return the developer to the real world? We look forward to your story.

Release date: Sep 14, 2026

Categories: Management Simulation, Guild Management, Idle Game, Auto-battler, Dungeon Crawler, Village Building, Economic Simulation, Roleplaying


- Hardware Profile: No data
Feature extractions:
- Community Price: No data
- Playtime Metrics:
  - Game completion: N/A
  - Story completion: N/A
  - Session length: 1.0h
  - Endgame: N/A
  - Reasoning: The reports show short early play windows: one player quit at about an hour, another was bored after three hours, one only played five minutes, and another mentions a four-hour progression milestone. This supports a practical short session length of roughly one hour, with the longer and shorter figures treated as outliers. No review states a time to finish the game, complete the story, or reach a defined endgame state, so gameCompletion, storyCompletion, and endgame remain null.
- Time-to-fun:
  - Summary: Players report an enjoyable opening that quickly sours: early hours are fun, but unclear and grindy progression plus repetitive tedium push them away soon after. A minority finds the RPG/Warcraft-style loop and improved pacing genuinely addictive.
  - Stance: Fun then drops
  - Anchor: N/A
  - Time to anchor: N/A
  - Friction: Micromanaging every item feels tedious; Juggling multiple parties and remembering which can complete which quests is tedious; Combat becomes repetitive and mechanics feel unbalanced; Progression is unclear and too grindy; AI-generated portraits are distracting and settings/scaling options are limited; Gameplay feels like a chore with little real RPG feel
  - Unlock drivers: Developer addressed many previously criticized issues; Early pacing improved over the demo version; Quests can be progressed without heavy grinding; Added content (~20 dungeons) gives more to explore
  - Conditions: Tolerance for grind affects how long the early fun lasts; Preference for automation over manual item micromanagement; Patience with unclear progression pacing; Attraction to RPG character building combined with Warcraft-style elements
- Player Archetypes:
  - Idle/Clicker Progression Seeker (deep sale)
    - Motivation: Wants low-effort, idle-friendly progression and a satisfying clicker loop.
    - Playstyle: Expects to click and let the game run in the background; dislikes being forced into active grind.
    - Experience: familiar
    - Purchase stance: deep sale
    - Labels: N/A
    - Reference games: N/A
  - Management/Colony Sim Optimizer (no buy)
    - Motivation: Seeks strategic management depth, production-chain optimization, and meaningful dungeon combat decisions.
    - Playstyle: Tweaks crafting quantities, balances gathering, alchemy, and cooking, and expects tactical team building for dungeons.
    - Experience: familiar
    - Purchase stance: no buy
    - Labels: N/A
    - Reference games: Kairo games
  - Guild-Themed MMORPG Dabbler (sale)
    - Motivation: Enjoys guild/MMORPG theme and casual progression fantasy.
    - Playstyle: Plays for guild-themed management and casual colony-sim/MMORPG flavor rather than deep strategy.
    - Experience: mixed
    - Purchase stance: sale
    - Labels: N/A
    - Reference games: World of Warcraft


Below are summaries of things people say about the game per category.
Each point is assigned a weight that represents how often it is mentioned across all reviews.
What players like:
- Guild management and simulation depth (weight 0.86): The game offers a rich guild management experience with recruiting, training, and assigning tasks. The balance between idle and management elements is well-received.
- Fun and addictive gameplay (weight 0.67): Many reviewers find the game fun, engaging, and time-consuming. Specific elements like guild member traits, dungeon clearing, and village growth contribute to the overall enjoyment.
- Relaxing and accessible experience (weight 0.46): The game is described as relaxing, easy to play, and not requiring high control or brain power. It can be enjoyed at your own pace without pressure.
- Friendly and helpful tutorial (weight 0.39): The game provides strong in-game guidance, step-by-step tutorials, and video explanations. This makes it easy to learn even for newcomers.
- Satisfying progression and unlocking (weight 0.36): Unlocking characters, dungeons, buildings, and items provides a sense of achievement. Watching the village grow and facilities expand is enjoyable.
- Good value and friendly pricing (weight 0.33): Reviewers appreciate the reasonable launch price and the amount of content available for the cost. It is considered a good purchase despite not being a full $60 experience.
- Cute visuals and pleasant atmosphere (weight 0.33): The pixel art, calm BGM, and cute graphics create a comfortable atmosphere. The art style is consistent and appealing.
- Idle and auto-battler mechanics (weight 0.29): The idle operation allows periodic check-ins without constant attention. Auto-battler and fast time-speed options are well-received.
- Character attachment and personality (weight 0.29): Guild members feel like actual members building the village together. Their distinct traits and bios make them more than just combat resources.
- Balanced difficulty and pacing (weight 0.29): The game has a comfortable pacing, with early game hands-on management and later stages running smoothly. Easy difficulty and hardcore options are available.
- City development and building (weight 0.29): Developing the city, unlocking new buildings, and expanding facilities is enjoyable. Watching the village grow from small to large is satisfying.
- Strategic depth in team building (weight 0.25): Forming parties with various class skills, tanks, healers, and DPS is strategic. High combat power alone does not guarantee success; potions and buffs matter.
- Adequate content and dungeons (weight 0.22): The game offers sufficient content, with over 20 dungeons to explore. The number of dungeons is now considered enough for grinding.
- Positive comparisons to similar games (weight 0.2): Reviewers find it more interesting than some similar games and note its unique atmosphere compared to Kairosoft titles. It stands out among dungeon village-type games.
- World of Warcraft familiar feel (weight 0.15): The game evokes a WoW-sim feel with familiar class names, abilities, and life skills like herbalism and mining. This creates a welcoming and cozy experience.
- Mood and mental state management (weight 0.15): Characters lose mood points from envy, insults, or lack of good equipment. Managing their mental state is part of the challenge.
- Equipment and tech tree systems (weight 0.15): Automatically equipping optimal gear and tech tree bonuses for potions and food clearly boost combat power. These systems add depth.

Common complaints:
- Tedious Overall Gameplay (weight 0.67): The game is described as tedious, a chore, and quickly becomes boring, with too much busywork and not enough enjoyment. Many players quit early due to this.
- Manual Grind and Repetition (weight 0.62): Many tasks require excessive manual clicking, such as harvesting, planting, crafting, and dungeon runs, leading to wrist fatigue and a monotonous gameplay loop. Automation is insufficient, and the game does not allow true idling despite idle mechanics.
- Unintuitive Clunky UI (weight 0.51): The user interface is repeatedly described as frustrating, confusing, and unintuitive, hindering exploration and requiring study to understand. It is also cluttered, covers too much of the village, and lacks scaling support for ultrawide screens.
- Restrictive Progression and Unlocks (weight 0.5): Progression is gated by sequential unlocks, guild levels, and material requirements, often feeling grindy and opaque. Many buildings and features unlock in a fixed order, limiting player freedom.
- Auction House Frustrations (weight 0.36): The auction house is hard to open, confusingly labeled, and sometimes the only option is 'move'. Important items may not appear there, forcing purchases.
- Dungeon Composition Restrictions (weight 0.36): Dungeons require a tank/healer/DPS composition with only three slots, often forcing a healer and causing wipes. Tanks lack taunt and are ineffective without a healer, and party wipes are frequent unless overleveled.
- Poor AI-Generated Art (weight 0.35): AI-generated portraits and art are distracting, inconsistent with character models, and contribute to a soulless feel. Some suspect music is also copied from major titles.
- Repetitive Unsatisfying Combat (weight 0.33): Combat becomes repetitive and unsatisfying quickly, with little strategy beyond clicking and auto-battling. Many find it empty and lacking depth.
- Harsh Leveling Penalties (weight 0.33): High-level characters cannot carry low-level characters without experience penalties or zero experience, making it hard to level new recruits. This creates a permanent level gap and discourages partying.
- Lack of Guidance (weight 0.33): The game lacks explanations and guidance, making it hard for newcomers to understand mechanics. Tutorials and hints are weak, misleading, or missing, causing confusion.
- Crafting and Production Tedium (weight 0.29): Crafting requires manual clicking even when a quantity is set, and unlocking advanced items requires crafting many basic ones. Default quantity is zero, requiring constant adjustment, and systems feel overly complicated.
- Guild Member Management Issues (weight 0.28): Cannot control guild members, and they constantly consume materials. Their life skills are slow, mood system is annoying, and high-level members cannot carry low-level ones.
- Mid-Game Dungeon Difficulty (weight 0.25): Mid-game dungeon difficulty gradient is poorly designed, consuming too many resources and causing frequent wipes. Recommended power is misleading, and failing causes mercenary level drops.
- Slow Guild Member Speed (weight 0.25): Guild members move and work extremely slowly compared to manual cursor actions, making them inefficient for farming, fishing, and other tasks.
- Confusing Character Unlocks (weight 0.21): Unlock conditions for characters are known but the unlocked character is unknown, and recruitment is tied to dungeon progress. Healers may never appear, and guild level gates unlocking healers.
- Text Size and Readability (weight 0.21): Text is extremely small, blurry even when enlarged, and UI text remains minimal even at extra large settings. There is also too much text to read through, and some text overflows screen edges.
- Inability to Customize Characters (weight 0.2): Players cannot customize characters, such as changing names. Character models are incongruous compared to illustrations, and initial character creation seems pointless.
- No Auto-Planting (weight 0.14): Farms can only auto-harvest, not auto-plant; NPCs only harvest crops but do not plant them, requiring manual planting. Planting efficiency is low and requires repeated clicking.
- Manual Herbalism and Potion Crafting (weight 0.1): The herbalist does not gather or grow herbs; the player must plant and collect manually. Potion crafting requires manual clicking even when a quantity is set.
- Distracting Swaying Notice Board (weight 0.09): The swaying notice board's black outline keeps changing as it moves, which is distracting and hurts to look at.

Gameplay feedback:
- Dungeon running and gear farming (weight 0.33): Gameplay focuses on running dungeons to farm gear, with an equipment drop system. Dungeons are a core activity for progression.
- Idle incremental gameplay (weight 0.25): The game is essentially an idle incremental game with clicker/idler style mechanics. It features an incremental loop of collecting and unlocking materials.
- In-game guide and tutorial (weight 0.22): A guide system teaches players how to play, with in-game guidance, a guide site, and video tutorials. Step-by-step video segments help with controls.
- Three-person dungeon parties (weight 0.19): Dungeon parties consist of three slots requiring tank, healer, and DPS roles. This fixed composition shapes group play.
- Difficulty settings available (weight 0.18): The game offers multiple difficulty settings including Normal, Hard, an easy option, and Conqueror. Players can choose the challenge level.
- Guild member training and recruitment (weight 0.18): Players can recruit and train guild members, including through dungeon training. Training improves member capabilities.
- Guild management with heroes (weight 0.15): Players manage a guild of heroes, combining guild management with adventure. Multiple characters need to be managed.
- Guild member traits and tasks (weight 0.15): Guild members have distinct traits and can be assigned to combat or life skill tasks. Their characteristics influence gameplay.
- Management simulation with RPG (weight 0.11): The game is a production and management simulation with RPG elements. It blends management mechanics with role-playing progression.
- Material-based unlocking system (weight 0.11): Unlocking buildings and dungeons requires producing certain quantities of materials. Collecting prerequisite materials unlocks new content.
- Group composition management (weight 0.1): Players need to manage group composition when forming parties. This involves arranging roles effectively.
- Farming for progression (weight 0.1): Farming gameplay helps unlock new plans and progress. It is a means to advance in the game.
- Guild member leveling (weight 0.1): There is a guild member leveling system that allows players to improve their characters. Leveling members enhances their performance.
- Idle with hands-on management (weight 0.1): Despite being an idle game, it includes some hands-on management elements. Players are not entirely passive.
- Alchemy and cooking professions (weight 0.1): Professions include alchemy, food, mining, blacksmithing, and fishing. These professions provide additional activities.
- Diverse classes available (weight 0.1): Classes include tank warrior, warrior, hunter, rogue, paladin, priest, warlock, and mage. Roles cover tank, healer, and DPS.
- House building (weight 0.1): Players can build houses as part of the game's construction mechanics. House building is a feature.
- Character mood mechanics (weight 0.1): Characters have mood values that are affected by in-game events. Managing moods may impact gameplay.

Performance notes:
- Game fails to launch (weight 0.05): Players report that the game no longer launches after previously working. This issue prevents any gameplay access.
- Launch causes system crash (weight 0.05): Upon launching, the game window appears and the cursor changes to the in-game cursor, then the entire computer crashes. This results in a complete system failure.
- Post-crash unresponsiveness (weight 0.05): After the crash, the player cannot click anywhere, not even in the task manager, forcing a restart of the computer. This exacerbates the user experience.

Recommendations:
- Mixed recommendation on trying (weight 0.21): Several reviewers recommend trying the game despite its shortcomings, while others suggest waiting for improvements. Overall, it is worth a look but with caveats.
- Good value for the price (weight 0.19): Many find the game sufficient for the price, with a large amount of content. It is not a loss to buy at this price, offering enjoyable hours.
- Lack of automation currently problematic (weight 0.15): Not recommended currently due to lack of automation, but may change to positive after automation improvements. This is a key area for future updates.
- Recommended for management simulation fans (weight 0.11): The game appeals to fans of management simulations, especially those who enjoy Kairosoft-style games. It offers a familiar experience for that audience.
- Enjoyable with caveats, try demo (weight 0.11): The game is enjoyable for the price but has caveats. It is recommended to try the demo first if you are on the fence.
- Not like RPG or Stardew (weight 0.11): Do not buy if you expect it to be like an RPG or Stardew Valley. The game does not meet those high standards and is a different experience.
- Not for non-MMORPG or colony sim fans (weight 0.11): Would not recommend if you are not already a fan of MMORPGs and casual colony sims. However, if you fall in the middle of that Venn diagram, check this game out.
- Conqueror mode avoids idle play (weight 0.1): If you dislike idle games, Conqueror mode prevents pure idle play. It is advised to first play on normal difficulty to learn the game before attempting it.
- Relaxed guild-building for casual players (weight 0.1): Recommended for players who dislike intense games and want a relaxed guild-building experience without high control demands. Ideal for those who enjoy guild themes.
- Good for killing time passively (weight 0.1): Not bad for killing time when there's nothing else to do, such as while watching YouTube. It serves as a background activity.
- Approach with no expectations (weight 0.1): Reviewers suggest giving the game a shot if you can approach it without expectations and let the game inform you. It is worth experiencing for what it is.
- Take breaks to maintain interest (weight 0.1): A break between sessions will make you want to return. You may also want to finish just for the challenge or to see the ending.
- UI and art improvements needed (weight 0.06): Some players are interested in returning if the UI is fixed and the art is replaced. These issues are significant enough to affect retention.
- Grind is neither idle nor active (weight 0.06): Players should be prepared for a grind that requires attention but is not fully idle. This hybrid gameplay style may not suit everyone.
- Repetitive clicking with slow progression (weight 0.06): If you can accept repetitive clicking and slow progression, the current discount might be worth trying. Otherwise, wait for major updates to improve efficiency.
- Appeals to collectors and number stackers (weight 0.06): The game is recommended for people who enjoy collecting and stacking numbers. It satisfies the desire for incremental progress.
- Only for clicker/idler fans (weight 0.06): Could only potentially recommend to folks who like clickers or idlers. It may not appeal to a broader audience.
- Adjust potion target to 20 (weight 0.05): Setting the potion target to around 20 instead of a high number like 100 is recommended. This helps manage resources more efficiently.
- Use 2x speed, not 3x (weight 0.05): Using 2x speed is recommended because 3x speed causes missed actions. This tip improves gameplay smoothness.
- Do quests early for 10-30 min (weight 0.05): In the early game, try doing quests for about 10 to 30 minutes. This helps with progression and understanding the game.

Other player notes:
- Frequent World of Warcraft Comparisons (weight 0.43): Many reviewers compare the game to World of Warcraft, noting familiar class names, abilities, and guild management elements. Some feel it falls short of a true Warcraft experience, while others appreciate the attempt to compress grand gameplay into a smaller title.
- AI-Generated Art Concerns (weight 0.33): Multiple reviews mention that much of the game's art, including portraits, is AI-generated. Some criticize it as 'slop' and note the lack of story or flavor text for guild members, though the developer discloses AI use.
- Positive Early Access Progress (weight 0.26): Reviewers note that the developer has addressed many criticized issues, improved the early game experience, and plans ongoing updates. The game is still early in its release but has a solid foundation.
- Demo and Progression Features (weight 0.24): A demo is available and was played by reviewers, with an easy difficulty added compared to the old demo. The game provides step-by-step tasks and video guides, and takes about 7-8 hours to reach max level and enter raids.
- Large Amount of Content (weight 0.23): Reviewers consistently highlight the game's substantial content volume, including over 20 dungeons and expanded dungeon offerings. This is seen as a major positive aspect.
- Kairosoft Comparisons (weight 0.22): The game is frequently compared to Kairosoft titles like Adventure Dungeon Village, with some saying it attempts a similar style but doesn't succeed. One reviewer notes the content is mostly the same despite different graphics.
- Insufficient Polish and Depth (weight 0.22): Some reviewers criticize the game for lacking polish, feeling like an alpha, or being boring despite an appealing theme. It is also described as feeling like a mobile game and not living up to guild leader expectations.
- Comparisons to Other Games (weight 0.21): The game is compared to Melvor Idle, Amazing Cultivation Simulator, RimWorld, Vampire Blacksmith, Task Bar Hero, Hero Siege, and Grim Dawn. Some find it less polished than Melvor Idle, while others find it more interesting than similar titles.
- Guild Management Mechanics (weight 0.17): The game involves guild management where players start as workers and become the boss. There is an auction house for materials, and a leaderboard shows first place gold amount, but land plot unlock costs jump from 10K to 500K.
- AI Disclosure and Developer Transparency (weight 0.17): AI-generated resources are disclosed on the store page, and the developer is open about using AI for languages. A developer also wrote a sincere reply to a negative review.
- Appealing Theme and Vibe (weight 0.15): The game's theme, art style, music, and general vibe are noted as appealing, with clean graphics and an otaku-style opening animation that influenced some players to keep playing.
- City Builder and Management Aspects (weight 0.13): The game is described as having a city builder skin and is compared to a townbuilder. It also involves developing a village, as the developer is reincarnated into a virtual world.
- Hardcore and Difficulty Options (weight 0.13): The game offers a hardcore difficulty option, and an easy difficulty was added compared to the old demo. Some hope for free skill configuration to reduce difficulty.
- Translation and Localization Quality (weight 0.1): The translation is in good shape and of good quality, which is a positive aspect noted by reviewers.
- Potential for Future DLC (weight 0.05): Some reviewers believe that DLC could potentially satisfy both sides in the future, indicating room for improvement and expansion.
- Idler Mode Suggestion (weight 0.05): One reviewer suggests the game would be more fun as an idler, implying that the current pacing or mechanics may not appeal to all players.
- Steam Workshop Request (weight 0.05): One reviewer hopes for Steam Workshop to be opened after overall optimization, indicating desire for mod support.
- Mineral Locking Advice (weight 0.05): A reviewer advises locking minerals from sale from the first time they are mined, which is a specific gameplay tip.
- Platform Availability (weight 0.05): The game is available on PC, as noted by a reviewer.

Emotions:
- Frustration (weight 0.21): Players are frustrated by excessive manual clicking and a lack of automation, especially for crafting, farming, and dungeon running. The UI is clunky, text is small or blurry, and systems are poorly explained, leading to confusion and wrist fatigue. Progression feels grindy and blocked by forced pacing, guild requirements, and unclear mechanics, causing some to quit.
- Disappointment (weight 0.1): Players expected a deeper RPG or simulation but found the game focused on production with unbalanced mechanics, repetitive combat, and AI art. The game lacks polish, content, and fun, with poor guidance and unmet expectations for guild management and dungeon crawling. Many feel it falls short of its potential and similar games.
- Enjoyment (weight 0.1): Players enjoy the core loop of city development, trading, dungeon running, and guild member management. The game is immersive, with time flying by as they unlock content, collect members, and optimize production. The relaxed pace and variety of activities provide a satisfying experience.
- Confusion (weight 0.06): Players are initially unsure what to do due to unclear UI, awkward icons, and unfamiliar systems. The equipment system and auction house are particularly confusing, with overwhelming interfaces and hidden mechanics. Unlock systems and character selection logic add to the confusion.
- Boredom (weight 0.05): The repetitive manual production loop and fixed progression pace make the game feel tedious quickly. Gameplay boils down to making money, recruiting, and running dungeons without skill, leading to a soulless, mobile-game feel. Progression feels meaningless after a few hours.
- Satisfaction (weight 0.04): Players find the game offers sufficient content for its price, with a good balance of automatic and manual gameplay. The auto-battler form, guild management, and team formation provide a familiar and enjoyable experience. The early game is improved with guides, and many feel it meets their expectations.
- Annoyance (weight 0.04): Players are annoyed by tankers lacking tank skills, frequent party wipes, and large level disparities among recruits. Building costs rise inexplicably, and production characters are forced into dungeons. Low planting efficiency, lack of mood management, and tedious QoL issues add to the annoyance.
- Dissatisfaction (weight 0.03): Players are dissatisfied with the poor difficulty gradient in mid-game dungeons, constant clicking, and a messy interface. Insufficient automation makes the idle game impossible to idle, and management feels useless. Missing backpack and warehouse functions, unsatisfying combat, and a mundane busywork feel contribute to dissatisfaction.
- Appreciation (weight 0.03): Players appreciate the developer's attitude in resolving issues and improving the game, as well as being open about AI usage. The addition of easy difficulty, consistent art style, and detailed guild member biographies are also valued. Distinct traits and fast time options enhance the experience.
- Disgust (weight 0.02): Players are disgusted by the experience penalty for high-level characters carrying low-level ones, which discourages cooperative play. Copied music and a horrible UI, along with manual dungeon repetition without auto-repeat, further repel them.
- Amusement (weight 0.02): Players find amusement in the funny things characters say while wandering around. The engaging gameplay makes time slip by, and the character mood system mirrors the reviewer's own reactions, adding a layer of humor.
- Comfort (weight 0.02): Players find comfort in the calm BGM, cute graphics, and idle gameplay that doesn't require constant attention. The game runs on its own once set up, and the comfortable pacing allows for a relaxing experience.
- Nostalgia (weight 0.02): Players feel nostalgic for old-school raiding and guild cultivation, as the game evokes memories of raiding with others and cultivating members, facilities, and production. The old-school RPG feel and World of Warcraft vibe bring back fond memories.
- Excitement (weight 0.01): Players are excited about unlocking characters, dungeons, and items. The game matches what they always envisioned, providing a sense of discovery and progression.
- Anger (weight 0.01): Players are angered by NPCs permanently going AFK under the highest difficulty, rendering them useless. Characters over level 30 refusing to unequip level 1 gear and the inability to adjust equipment when better options are unavailable further infuriate them.
- Relaxation (weight 0.01): Players find relaxation in the leisurely pace and lack of intensity. The game has no strong pressure or hard metrics, allowing them to play at their own pace.
- Inconvenience (weight 0.01): Players experienced inconvenience in the old demo where dying set the player to level 1. Unclear dungeon end times and excessive damage notifications also disrupt the experience.
- Fun (weight 0.01): Players have fun unlocking things and expanding facilities while matching operational efficiency. Territory management plus idle gameplay, watching menus and items unlock, and an enjoyable building game with a fun setting and good tutorial contribute to the fun.
- Relief (weight 0.01): Players feel relief that the mechanics are not too complex to understand. Knowing what to do next, unlike in the previous version, and acceptable dungeon experience provide a sense of relief.
- Immersion (weight 0.01): Players get absorbed in the game, with guild members feeling like members building the village together. This immersion deepens their engagement and connection to the game world.}