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Description
THREADWILD is a slow, ambient strategy game played on a bioluminescent forest floor after rain. The thread you weave is not the objective — it is the trigger. HOW IT WORKS: • Drag your finger across the open forest canvas to weave a luminescent beam through dormant mushroom anchors. • The beam follows your finger live as you drag — a dashed preview line tracks your path. • When the beam touches the mother-cap, the cap releases a handful of autonomous spirit agents that drift freely across the field. • Drag each spirit to its correct collector — light spirits to the Holy Grail, combat spirits to the Sacred Sword. • Spiders autonomously patrol the board and consume any spirit they catch. • The Sacred Sword uses stored combat spirits to launch auto-attacks against spiders. ONE BEAM, TWO COLLECTORS: • Drag-to-weave is the primary mechanic — every level begins with a beam. • Drag-to-route-spirit is the secondary mechanic — you cannot win without routing both spirit types. • The two mechanics share a single spiritPool economy: trace-trigger → mother-cap emits → spiders consume → player routes survivors. • A successful spider defeat grants the next beam a +1 anchor bonus (more anchors light up, faster emissions). • A failed beam round reduces the spirit spawn rate, making collection slower. DUAL MECHANIC IN ACTION: • Beam without routing → the level fails when the spiritPool drops below the floor. • Route without beaming → no spirits spawn, nothing to route. • The trace and the spider AI are not parallel tracks — they share the same spiritPool economy. 60 HAND-TUNNED LEVELS ACROSS 5 WORLDS: • First Mycelium — Gentle introductions, no spiders (levels 1–12) • Beneath the Bramble — Thorn obstacles appear (levels 13–24) • The Glowroot Hollow — Hunting spiders join the field (levels 25–36) • Lanternshade Glade — Spider count increases (levels 37–48) • Mother-Cap Sanctum — Final challenge, four spiders per board (levels 49–60) PER-LEVEL LAYOUTS VARY: • Anchor, mother-cap, and spirit-spawn positions are picked from four corner regions via a per-level hash, so adjacent levels feel visually distinct rather than being a single template with cosmetic reskins. THREE STRATEGIC ITEMS, EACH ADDRESSING A SPECIFIC PAIN POINT: • Mycelial Shield — Absorbs one spider touch on the active beam (one re-weave after a failed trace) • Spider Repel — Freezes all spiders for 8 seconds, refunded if no spider is on the field • Wind Skip — Skip the current level for 1 star when you need to move on FEATURES: • Core gameplay runs locally on device — internet only for optional ads • Hand-tuned mycelial forest + bioluminescent teal visual style — 11+ bespoke sprites (anchor variants, mother-cap, forest floor worlds 1–5, spider variants, spirit sprites, collector sprites) • 60 hand-tuned levels across 5 mycelial worlds • 20 achievements across 5 categories (skill, progress, collection, mastery, challenge) • Spore economy — earn up to 3 stars per level, spend at the Spore Shop • Rewarded video ads (optional, user-initiated) and Interstitial ads every 8th level complete • Original bioluminescent ambient soundtrack (AI-composed, 90-second seamless loops) Built with Flutter. No accounts. No cloud saves. Contains optional ads — third-party ad SDKs may collect device identifiers for ad serving (see Privacy Policy).
Technical Analysis
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com.kacmwy.game.starknight Current Version 1.0
Minimum iOS 15.6
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