A five-window evidence frame for reading friction, passage quality, and six player-value contracts across the 0–100h journey.
PUBLIC METHODOLOGY RECORD · NATIVE TECHNICAL REPORTS
EXPERT TECHNICAL EDITIONStoneAge Idle
PEI · E² · MPM · EMSQT · FULL FRAMEWORK DISCLOSURE
NATIVE ANALYTICAL RECORD · BASELINE 2026-04-13
StoneAge Idle — Native Decision Architecture
Five English-language technical reports preserve the progression from stage-gate experience evidence to a rule-only recovery-route direction. Each stage retains its own method, evidence boundary and decision right.
An NTRIZ 40 rule-only design portfolio for one core guide and five adjacent guides, with no new content and no numerical, probability, or balance changes.
ANALYTICAL FRAMEWORK ARCHITECTURE
PEI → E² → MPM → EMSQT
PEI supplies company-level expert system interpretation; E² structures a 0–100h analysis frame through five windows and six value perspectives; MPM carries the source report's MDML 4.0 structured player-perspective assessment; EMSQT converts the record into an eight-step structural map, one qualified bottleneck and a reversible rule-only direction.
Interpret play before formalizing evidence
Establishes the system context, player task logic, and expert reading required to distinguish designed friction from a decision-relevant failure.
Register experience across time
Structures direct observation into time-windowed evidence, tracking friction, passage quality, and changes in the governing value contract.
Measure perception without flattening variance
Separates modeled value, dispersion, and validation pressure. Every reading remains governed by evidence grade, variance, and its declared confirmation boundary.
Convert evidence into decision architecture
Progresses from evidence and evaluation through structure, diagnosis, and strategy while preserving the authority and boundary of every stage.
Native Framework Code Register
Every stage exposes the canonical analytical system used to produce its judgment. Framework names and report-level codes are public; internal file paths and production administration remain outside the analytical record.
E² PROTOCOL
5 WINDOWS · 6 VALUE CONTRACTS · 3 PASSAGE TESTS
MDML 4.0 · MPM
2 AREAS · 6 DOMAINS · 18 FIELDS · 54 ELEMENTS · 5 VDC
SFA · S1–S10
5 DOMAINS · 8-STEP MODEL · 8 NON-RANKED CANDIDATES
M-ABC · TVW
CORE 1 · SECONDARY 5 · ASSETS 4 · REVENUE GUARDS 6
NTRIZ 40 · RULE-ONLY
CORE 1 + ADJACENT 5 · THREE-LEVEL LADDERS · VALIDATION / ROLLBACK
00 · AUTHORITATIVE REPORT ATLAS
Select the stage report required for the decision at hand.
EXPERIENCE EVIDENCE REPORT
A five-window evidence frame for reading friction, passage quality, and six player-value contracts across the 0–100h journey.
- VERDICT
- The first structural decision point is the Stage Boss Gate in the 6–20h window: the designed friction can remain intact, but the route from failure diagnosis to the shortest credible recovery action must stay readable.
- BASELINE
- 2026-04-13
MDML 4.0 PERCEPTION AND INVESTMENT REPORT
MPM measurement across two areas, six domains, eighteen fields, fifty-four elements, and five value-divergence coordinates.
- VERDICT
- Possession, mechanics, and event structure carry the strongest measured potential, while probability, store, and several trust-facing fields require evidence-sensitive interpretation; the Stage Boss Gate route is the principal cross-domain coordinate rather than a single low-score field.
- BASELINE
- 2026-04-13
SFA 10-SYSTEM STRUCTURAL ANALYSIS REPORT
Ten systems, five domains, an eight-step operating model, and eight candidate transfer tensions across the self-running game skeleton.
- VERDICT
- The game has a structurally closed core that repeatedly converts idle stage progress into growth and return. The principal review surface is the transfer layer: twenty-four-unit demand, expanding routines, competition loss, commerce rules, and LiveOps reinjection can accumulate interpretation cost around the core loop.
- BASELINE
- 2026-04-13
M-ABC × TVW BOTTLENECK QUALIFICATION REPORT
One core bottleneck, five secondary bottlenecks, four protected assets, and six execution guards across Design, Persona, Behavior, Community, and Commerce.
- VERDICT
- Stage Boss Gate Recovery Route Clarity qualifies as the core bottleneck because it begins in Design, holds Behavior at the retry decision, and transfers into Commerce meaning. It is centered on Volition and Value, with Trust acting as a partial gate.
- BASELINE
- 2026-04-13
RECOVERY ROUTE CLARITY GUIDE
An NTRIZ 40 rule-only design portfolio for one core guide and five adjacent guides, with no new content and no numerical, probability, or balance changes.
- VERDICT
- The default direction is a thin recovery overlay that separates failure cause, next action, an existing route, and retry state. It improves rule visibility while preserving boss difficulty, formation depth, economy integrity, acquisition odds, and product choice.
- BASELINE
- 2026-04-13
00 is a routing atlas, not a composite score. E, M, S, Q, and T are independent reports with separate analytical questions, evidence boundaries, and decision authority.
EXPERIENCE EVIDENCE REPORT
A five-window evidence frame for reading friction, passage quality, and six player-value contracts across the 0–100h journey.
The first structural decision point is the Stage Boss Gate in the 6–20h window: the designed friction can remain intact, but the route from failure diagnosis to the shortest credible recovery action must stay readable.
This report preserves the game's intended challenge and asks a narrower experience question: when progression slows, can a player see what to do, trust that it will work, and select an available route without confusing recovery with mandatory spending?
Analytical coordinates for interpreting the stage verdict
5
0–1h, 1–6h, 6–20h, 20–60h, and 60–100h
6
Free path through upper-ladder status
3
Legible · credible · selectable
4
Free passage · paid repair · time wall · rule opacity
What the E report qualifies
E records where designed friction appears, how a player can pass through it, and which value promise is placed at risk. It does not remove difficulty or select a product solution.
Experience passage, not friction removal
A hard boss, a scarce input, or a competitive loss may be intentional. The assessment begins after that fact and tests whether the next meaningful action remains understandable and available.
Window × friction × passage × contract
Each observation binds a journey window to one friction event, its visible passage, and the player-value contract affected by that passage.
Structured 0–100h journey analysis
The five windows organize product rules, content unlocks, resource decisions, and return loops into a comparable progression frame. They are analytical windows, not population estimates.
Location before diagnosis
E sends the strongest passage tension to M for measurement, S for structural localization, Q for bottleneck qualification, and T for rule-constrained design.
Five experience windows
The journey shifts from rule learning to competence, structural gating, resource orchestration, and late-game trust. The evidence point is not simply where difficulty rises, but where the recovery route becomes harder to read than the friction itself.
- Window 01 · 0–1hRule understanding and first value
Stage Progression establishes the return loop while Pet Draw, Draw Level, Capture, Blue Gems, Pet Draw Tickets, Capture Tickets, Shells, and Stones introduce the core resource grammar. No clear structural friction is fixed in this opening window.
Orientation- Primary test: can the player connect battle progress, acquisition, and the first growth conversion?
- Trust condition: each resource needs a recognizable role before competing uses accumulate.
- Contract emphasis: free path and early collection value.
- Window 02 · 1–6hFirst competence and first recovery choice
Equipment Slot Unlock, capture-based equipment growth, and pet rarity deepen the build. The player begins deciding whether to spend, save, or acquire Blue Gems and Star Gems while learning which action actually restores progression.
Choice formation- Primary test: does the first slowdown point to formation, capture, equipment, or resource timing?
- Passage risk: several valid actions can look equally urgent without a clear recovery hierarchy.
- Contract emphasis: efficiency optimization and collection completion.
- Window 03 · 6–20hFirst structural Stage Boss Gate
Daily Dungeons, Capture Ticket supply cadence, and Draw Level safeguard understanding converge at the first durable boss gate. This is the central evidence point because failure can originate in formation, element, resources, enhancement, capture, pet combination, Totem, or Codex progress.
Core evidence point- Primary test: can the player identify the dominant failure cause before spending another scarce input?
- Shortest-route test: does the interface connect that cause to the most relevant existing activity?
- Retry test: can the player return from preparation to the same challenge with learning preserved?
- Window 04 · 20–60hGrowth-resource scarcity and route orchestration
Daily Dungeons, Capture, Totem, Codex, Infinite Cave, and Descent Raid expand the supply network. Package Shop, Premium offers, Farm Membership, and Stage Pass add paid options whose meaning depends on whether the free recovery route remains visible.
Route density- Primary test: does the expanded routine read as a recovery plan or as an undifferentiated task list?
- Commercial test: does payment feel like optional relief or required repair?
- Contract emphasis: free path, efficiency, and light convenience must remain distinguishable.
- Window 05 · 60–100hLate trust, competition, and settlement
Farm Plunder, Arena, World League, Sky Tower, Clan Village Growth, and Mecha Pet Hunt shift attention toward loss interpretation, comparative fairness, contribution visibility, and long-cycle collection value.
Trust settlement- Primary test: can a player separate strategic loss, resource gap, protection rule, and settlement timing?
- Competition test: ranking pressure must not rewrite the meaning of the free-path contract.
- Contract emphasis: fair competition and upper-ladder status.
The Stage Boss Gate recovery passage
The core passage starts at failure and ends at an informed retry. Its quality depends on three independent tests and on a clean distinction among four passage forms.
Failure cause → shortest route → informed retry
After a Stage Boss Gate failure, the player should be able to distinguish formation, element, resource, enhancement, capture, pet combination, Totem, and Codex causes, then choose the shortest relevant route already present in the game.
- Start state: a failed boss attempt with its tactical context intact.
- Middle state: one dominant cause and one prioritized next action are visible.
- End state: the player returns to the boss with a changed preparation state and a readable retry purpose.
Legible
See the routeThe player can see what to do next and why that action relates to the failed attempt. Visibility requires a hierarchy, not merely more links.
Credible
Trust the routeThe player can trust that the proposed action addresses the stated cause. The route must preserve the distinction between a likely improvement and a certain result.
Selectable
Choose the routeAt least one relevant means is available under the player's current time, resource, and access conditions. A visible route that cannot be chosen is not a complete passage.
Four forms must remain distinct
Free passage uses existing play and earned inputs; paid repair purchases a missing recovery input; a time wall delays access; rule opacity hides the relation between cause and action. Confusing these forms weakens value interpretation.
Six promises exposed by the passage
A single gate can affect different players through different contracts. The contract frame prevents one recovery design from being treated as universally valuable.
Free path
A player can recover through existing play, earned resources, and understandable preparation without a paid action becoming the only readable route.
Fair competition
Losses in Arena, World League, Farm Plunder, and related rankings can be interpreted through rules, preparation, and settlement rather than unexplained disadvantage.
Efficiency optimization
A player who enjoys planning can compare routes, sequence inputs, and reduce waste without the interface deciding the strategy on their behalf.
Collection and build completion
Pet acquisition, Draw Level, Capture, Codex, and formation growth form a coherent completion journey whose safeguards and dependencies remain understandable.
Light convenience
Optional products can save routine effort or improve comfort while preserving the meaning and visibility of the free route.
Upper-ladder status
High-investment players can pursue distinction through deeper optimization and competitive visibility without redefining baseline participation as failure.
Read offer meaning before offer strength
Commercial quality is assessed by the role an offer plays in the recovery passage. Price and volume are downstream questions; first identify whether the product reduces effort, repairs a blocked route, completes a known target, expresses identity, or remains unclear.
Relief · Optional comfort
The offer saves time or routine effort while the player already understands a viable free route. Relief supports the light-convenience contract when its optional role is explicit.
Repair · Trust-sensitive
The offer supplies an input perceived as necessary to resume progression. Repair carries higher trust risk when the underlying failure cause and free passage are not yet readable.
Closure · Completion value
The offer helps complete a clearly understood collection or build target. Its value depends on safeguard clarity and on a stable connection between acquisition and use.
Cosmetic expression · Expression value
The offer supports identity or status without becoming a hidden requirement for recovery. Its meaning should remain separate from progression repair.
Unclear meaning · Needs clarification
The player cannot tell whether the offer saves effort, repairs a gate, or advances a collection target. This branch requires clarification before value judgment.
Failure-adjacent offer exposure
An offer shown immediately after failure can inherit the meaning of mandatory repair even when its design intent is convenience. The free route and the reason for failure need to remain visible around the exposure.
LiveOps should reinject purpose, not obscure recovery
Attendance, event missions, coupons, clan contribution, and time-limited routines can refresh the journey. Their value depends on counting clarity, reward timing, and a visible relationship to the player's current recovery purpose.
Progression support
An event is progression support when its reward clearly advances a known growth route and the player can connect participation to the next retry.
Collection acceleration
An event is collection acceleration when it shortens a known acquisition or safeguard path without changing the rule grammar midstream.
Social participation
An event is social participation when contribution, counting, settlement, and reward ownership are visible enough to sustain clan trust.
Repeated action without route confidence
Repeated boss failure, broad routine expansion, resource switching, and failure-adjacent offer attention form a review signal when the player still cannot name the next best action.
What must be confirmed next
The report fixes a passage hypothesis and a confirmation plan. It does not convert the journey frame into population magnitude or execution priority.
Can a failed player identify the dominant blocker?
Review failure messaging, formation state, element relation, resource readiness, enhancement state, and the visibility of Totem and Codex dependencies.
Does the next action lead to a relevant existing activity?
Trace the path from the failed boss to Daily Dungeons, Capture, formation editing, growth conversion, or another existing route and back to retry.
Does each segment retain a coherent value promise?
Compare the free path, efficiency, completion, convenience, competition, and status interpretations before assigning commercial or product priority.
E conclusion
Stone Age: Idle RPG has a legible early value engine and a structurally meaningful boss challenge. The decision risk emerges when the number of valid preparation routes exceeds the clarity of the recovery hierarchy. Preserve the challenge; confirm whether failure cause, shortest route, and retry purpose stay connected.
This report is a structured experience assessment based on accepted product materials. It does not establish population incidence, market performance, revenue effect, or execution priority.
MDML 4.0 PERCEPTION AND INVESTMENT REPORT
MPM measurement across two areas, six domains, eighteen fields, fifty-four elements, and five value-divergence coordinates.
Possession, mechanics, and event structure carry the strongest measured potential, while probability, store, and several trust-facing fields require evidence-sensitive interpretation; the Stage Boss Gate route is the principal cross-domain coordinate rather than a single low-score field.
MDML 4.0 measures the provider design and the customer investment experience on the same board. Time, money, and passion are the three investment capitals; trust is the gate that determines whether those capitals can be committed with confidence.
Analytical coordinates for interpreting the stage verdict
2
Provider · Customer
6
Three provider domains · three customer domains
18 / 54
Twenty-seven provider elements · twenty-seven customer elements
5
Cross-mechanism value divergence
One board for provision and investment
The model reads what the product provides and what the customer must invest. Field scores organize attention; they do not by themselves establish why a behavior occurs.
Provider
27 elementsCore, System, and Operation cover the designed game proposition, its conversion rules, and the cadence through which value is delivered and refreshed.
Customer
27 elementsExperience, Needs, and Engagement cover perceived use value, the motives that sustain investment, and the conditions that keep participation coherent.
Time · money · passion
3 capitalsTime pays for repetition and learning, money changes convenience or acquisition, and passion sustains collection, mastery, competition, and belonging.
Trust controls commitment
Trust is not a fourth capital. It determines whether the player can interpret rules, anticipate value, and commit the three capitals without avoidable ambiguity.
Three domains of designed provision
The provider side combines a strong mechanical proposition with middling growth and structural conversion, while probability and store interpretation place pressure on the trust gate.
Character · graphic · mechanics
47.44Mechanics leads the provider proposition through formation, placement, element, capture, and pet combination. Character and graphic fields support identity but do not carry the same measured strength.
- Character 45.24 · rank 12
- Graphic 42.20 · rank 16
- Mechanics 54.89 · rank 2
Growth provision · economy · structure
48.90Growth inputs, resource conversion, and the content network are viable as a system, but their value depends on whether a player can map a failed challenge to the right preparation route.
- Growth Provision 49.74 · rank 6
- Economy 47.09 · rank 8
- Structure 49.87 · rank 5
Probability · store · event
45.06Event structure is comparatively strong, while probability and store fields need clearer rule and value interpretation. Their shared issue is not offer volume alone but confidence in how acquisition and purchase connect to use.
- Probability 41.40 · rank 17
- Store 39.95 · rank 18
- Event 53.84 · rank 3
Three domains of perceived investment
Possession is the strongest field, but fairness, stability, consistency, and growth need show that enthusiasm requires a stable interpretation layer across progression, competition, and collection.
Enjoyment · satisfaction · practical benefit
49.07Enjoyment benefits from the strategic system, while satisfaction and practical benefit depend on whether repeated time investment produces a readable improvement and a meaningful retry.
- Enjoyment 51.85 · rank 4
- Satisfaction 46.69 · rank 9
- Practical Benefit 48.68 · rank 7
Possession · competition need · growth need
49.16Possession leads all fields, confirming the importance of pets, collection, and build completion. Competition and growth needs are more sensitive to loss meaning, route clarity, and resource demand.
- Possession 56.08 · rank 1
- Competition Need 46.30 · rank 10
- Growth Need 45.11 · rank 13
Fairness · stability · consistency
44.75Passion is hardest to sustain when rules, settlement, or route meaning change across systems. The domain is a trust-sensitive engagement layer, not a simple content-volume score.
- Fairness 44.44 · rank 14
- Stability 44.18 · rank 15
- Consistency 45.63 · rank 11
Exact eighteen-field score board
Scores retain the accepted precision and rank. Read them as a comparative diagnostic surface within this report, not as market norms.
Possession
56.08Customer · Needs / Money
Mechanics
54.89Provider · Core
Event
53.84Provider · Operation
Enjoyment
51.85Customer · Experience / Time
Structure
49.87Provider · System
Growth Provision
49.74Provider · System
Practical Benefit
48.68Customer · Experience / Time
Economy
47.09Provider · System
Satisfaction
46.69Customer · Experience / Time
Competition Need
46.30Customer · Needs / Money
Consistency
45.63Customer · Engagement / Passion
Character
45.24Provider · Core
Growth Need
45.11Customer · Needs / Money
Fairness
44.44Customer · Engagement / Passion
Stability
44.18Customer · Engagement / Passion
Graphic
42.20Provider · Core
Probability
41.40Provider · Operation
Store
39.95Provider · Operation
Where provision and investment can diverge
A Value Divergence Coordinate is a cross-mechanism location where the provider's intended value and the customer's perceived investment meaning may separate. Each coordinate requires direct confirmation before strength or priority is assigned.
Package Shop · Membership · Stage Pass · currency · Purchase utility ↔ post-purchase perception
Provider utility can emphasize convenience and cadence while the customer interpretation depends on whether value remains visible after purchase and whether the free route is still coherent.
Pet Draw · Draw Level · Codex · Completion ↔ safeguard understanding
Collection completion can be attractive while safeguard understanding remains incomplete. Acquisition value needs a stable explanation of progress, protection, and use.
Stage Progression · Stage Boss Gate · recovery route · Growth recovery ↔ route clarity
The product supplies many valid growth routes, but a failed player may not know which route addresses the present cause. This coordinate connects mechanics, growth, time value, and trust.
Arena · World League · Farm Plunder · Competition value ↔ fairness and loss
Competition can create mastery and status value while loss, protection, settlement, and comparative advantage require a readable fairness grammar.
Event Mission · Attendance · Coupon · Clan Contribution · Participation ↔ counting and reward trust
Participation value depends on whether counting, contribution ownership, reward timing, and settlement can be followed without ambiguity.
Domain means and decision meaning
The domain means narrow the review surface. Their differences are small enough that mechanism-level interpretation matters more than a simple high-versus-low split.
Core
47.44Strong mechanics moderated by character and graphic support.
System
48.90Growth and structure are credible but route-dependent.
Operation
45.06Event strength contrasts with probability and store clarity.
Experience / Time
49.07Enjoyment needs a readable return on repeated effort.
Needs / Money
49.16Possession leads; growth and competition remain conditional.
Engagement / Passion
44.75Fairness, stability, and consistency form the trust-sensitive floor.
The issue is transfer, not one isolated field
The strongest decision coordinates cross area and domain boundaries. The Stage Boss Gate is important because it transfers mechanical strength into time value, growth need, commercial interpretation, and engagement trust.
Many routes supplied, one route needed
The product can contain sufficient growth activities while the customer still lacks a clear answer to which activity matters now. Provision volume and investment clarity are separate variables.
Time becomes the first held investment
When cause and next action are unclear, repeated attempts and broad routines hold time before they create enough confidence for money or passion to follow.
Rule clarity precedes stronger commitment
Probability, purchase, competition, and recovery all rely on a player being able to predict what an action means, not what result it will certainly produce.
The same route has different value meanings
A free-path player reads access, an optimizer reads efficiency, a collector reads completion, a convenience buyer reads effort saved, and a ladder player reads comparative advantage.
Confirm the VDC before changing a score
Behavioral traces, interface review, and segment comparisons should test whether the divergence exists and how strongly it appears before any execution sequence is fixed.
What the measurement can and cannot carry
The current score board is a structured comparative model. Its decision value comes from disciplined cross-checking, not from treating every number as a standalone fact.
Zero confirmed direct measures · 0
No accepted direct product metric is attached to the current field scores. Direct confirmation remains an explicit next step.
Primary support layer
E journey observations, system rules, structural transfer, and repeated VDC convergence support the measurement interpretation across mechanisms.
Supporting or conflicting, never sufficient alone
Each future evidence card should state its coordinate, direction, confidence, and conflict status. A single card cannot close a cross-domain decision.
Attach magnitude after location
Confirm stage-failure patterns, route selection, return-to-retry, formation changes, resource routing, purchase interpretation, and competitive settlement by segment.
M conclusion
The MDML 4.0 board locates a product with strong possession and mechanical potential but a trust-sensitive conversion layer. The next decision is not to optimize the lowest score in isolation; it is to confirm the five divergence coordinates, beginning with the route from Stage Boss Gate failure to an informed retry.
This measurement board is a structured diagnostic assessment. It is not telemetry, a market benchmark, a population estimate, a revenue forecast, or proof that one mechanism produces a specific behavior.
SFA 10-SYSTEM STRUCTURAL ANALYSIS REPORT
Ten systems, five domains, an eight-step operating model, and eight candidate transfer tensions across the self-running game skeleton.
The game has a structurally closed core that repeatedly converts idle stage progress into growth and return. The principal review surface is the transfer layer: twenty-four-unit demand, expanding routines, competition loss, commerce rules, and LiveOps reinjection can accumulate interpretation cost around the core loop.
SFA localizes systems, dependencies, circulation, and possible severance points. It does not select the core bottleneck or prescribe a design. Its job is to show where value and friction can transfer before Q qualifies priority.
Analytical coordinates for interpreting the stage verdict
10
S1 Basic Configuration through S10 Event Systems
5
Configuration · loops · growth/economy · monetization · LiveOps
8 steps
Basic combat unit through core return
8
Transfer tensions, not ranked defects
Structure before qualification
The structural report maps the game as a set of connected systems. It treats a candidate as a place to inspect, not as a proven defect or an approved priority.
Name the system that owns the rule
Every observation is assigned to a system, a domain, and a transfer path so that the source of a tension is not confused with the place where it becomes visible.
Trace value through the full loop
Supply, conversion, validation, reward, commerce, event reinjection, and return are followed as one circulation rather than as isolated features.
Look for broken meaning, not only broken flow
A loop may continue technically while its purpose becomes hard to read. SFA therefore records interpretation gaps alongside access, input, and reward gaps.
Q owns bottleneck selection
S supplies structural candidates and transfer logic. Q decides whether one candidate qualifies as the core bottleneck and which others remain secondary.
Ten-system map
The ten systems divide rules by structural ownership while preserving their dependencies. Together they form a self-running skeleton with operational events layered over it.
Battle unit and board grammar
The core configuration is a twenty-four-unit deck of six Trainers and eighteen Pets on a six-by-six board with six two-by-two platforms and four elements.
- Owns unit identity, placement space, platform relation, and elemental reading.
- Feeds every combat and formation decision.
Resource acquisition activities
Daily Dungeons, Capture, Infinite Cave, Descent Raid, and related routes supply the inputs needed to strengthen the combat unit and collection.
Comparative validation and loss
Arena, World League, Farm Plunder, Sky Tower, and server-facing competition convert preparation into rank, loss interpretation, protection, and settlement.
Clan contribution and shared growth
Clan participation, Clan Village Growth, contribution, and shared rewards connect individual routine to collective progress and belonging.
Core and satellite route topology
Stage Progression anchors the return loop while growth, competition, cooperation, and event activities expand as satellite routes around it.
Input conversion and build depth
Formation, enhancement, capture-based equipment growth, pet combination, Totem, and Codex convert acquired inputs into combat readiness.
Resource grammar and exchange
Shells, Stones, tickets, Blue Gems, Star Gems, and other resources connect activity cadence to growth choice, saving, and spending.
Pet acquisition and safeguard progression
Pet Draw, Draw Level up to level ten, tickets, rarity, and collection progression structure acquisition expectation and completion value.
Products, memberships, and value presentation
Package Shop, Premium offers, Farm Membership, Stage Pass, currencies, and popups present convenience, repair, and completion propositions.
Operational reinjection
Attendance, event missions, coupons, contribution events, and limited routines reinject goals and resources into the persistent skeleton.
Five ownership zones
The domains group systems by the kind of transfer they control. A tension often appears in one domain while originating in another.
Basic Configuration
S1 fixes the playable unit, board, platform, and element grammar that every later system must respect.
Content Loops
S2 through S5 distribute acquisition, validation, competition, cooperation, and the core-satellite route structure.
Growth & Economy
S6 through S8 convert time and resources into readiness, collection, and repeated acquisition expectation.
Monetization Governance
S9 governs how products and currencies are interpreted relative to free progression, convenience, repair, and completion.
LiveOps
S10 changes cadence and emphasis around the persistent systems without replacing their underlying ownership.
Exact eight-step operating model
The game repeatedly moves from a fixed combat unit to progress, supply, conversion, validation, commercial execution, operational reinjection, and return. This circulation is structurally closed and capable of running without an event layer.
- Step 01Basic combat unit fixed
Six Trainers, eighteen Pets, board positions, platforms, and elements define the playable formation before progression begins.
→ - Step 02Idle stage progression
The formation advances through stages, accumulates returns, and encounters gates that validate current readiness.
→ - Step 03Growth-input supply
Dungeons, Capture, raids, caves, events, and routine rewards provide materials, tickets, units, and currencies.
→ - Step 04Growth conversion
Formation changes, enhancement, equipment growth, pet combination, Totem, and Codex convert supply into combat capability.
→ - Step 05Validation and relationship expansion
Bosses, competition, cooperation, collection, and clan systems test the build and broaden the reason to continue investing.
→ - Step 06Economy and product execution
Resource exchange, draw progression, memberships, passes, and packages alter pace, acquisition, or convenience under existing rules.
→ - Step 07LiveOps reinjection
Events, attendance, coupons, missions, and contribution cycles add temporary objectives and return resources to persistent systems.
→ - Step 08Core return
The changed formation returns to Stage Progression or another validation point, closing the loop with a new readiness state.
What keeps the skeleton self-running
The structure is not defined as broken. Its assets explain why transfer tensions matter: they can be addressed without replacing the core game proposition.
Closed stage-return loop
Idle progression, growth supply, conversion, and retry form a persistent circulation that can sustain play beyond temporary operations.
Twenty-four-unit strategic depth
The six-by-six board, six platforms, four elements, six Trainers, and eighteen Pets create meaningful formation and placement space.
Collection-to-use connection
Draw, Capture, equipment growth, combination, Totem, and Codex allow acquisition to feed a playable build rather than remain an isolated inventory.
Operational overlay
Events can redirect attention and supply without becoming the sole owner of progression, competition, cooperation, or commerce rules.
Six transfer paths to inspect
Each loop is viable on its own terms. Review focuses on whether purpose and ownership remain connected at the handoff between loops.
Stage → failure → growth → retry
The central handoff is from a failed validation to the growth action most relevant to that failure and then back to the same challenge.
Supply → conversion → readiness
The structural question is whether many supply routes remain comparable against the demand of a twenty-four-unit formation.
Preparation → match → loss → settlement
Farm Plunder, Arena, World League, and Sky Tower require readable protection, fairness, rank, and reward timing at the point of loss.
Contribution → collective progress → reward
Clan value transfers cleanly when individual contribution, shared growth, settlement, and reward ownership remain visible.
Resource → choice → use value
Multiple currencies, tickets, memberships, and products need consistent ownership so that a player can distinguish saving, spending, relief, repair, and completion.
Temporary objective → persistent return
LiveOps is structurally productive when temporary participation feeds an understandable persistent route instead of adding an unrelated routine.
Eight structural candidates for Q
These candidates are unranked transfer tensions. None is labeled a confirmed defect at the S stage.
Twenty-four-unit formation and placement burden
Strategic depth may also increase the effort needed to locate one formation cause and compare a practical correction after failure.
Growth supply versus twenty-four-unit demand
The number of valid growth routes may make resource allocation and readiness comparison harder as the formation expands.
Combined loss and fairness cost
Farm Plunder, Sky Tower, and server competition can accumulate protection, rank, loss, and settlement interpretation within the same investment cycle.
Clan contribution and reward visibility
The transfer from individual action to collective progress and owned reward requires clear counting and settlement.
Core-satellite routine fragmentation
As more activities open, the relation between a satellite routine and the current stage objective may become harder to prioritize.
Expanded probability information
Level, week, product group, safeguard, and acquisition rules may require a shared hierarchy to retain consistent meaning.
Parallel premium currencies and products
Currencies, memberships, passes, packages, and popups may compete for interpretation before the player can compare their intended value roles.
Mid-term return after launch rewards
The transfer from launch cadence to the persistent event-economy rhythm may affect whether returning effort still has a clear purpose.
How to qualify the structural candidates
The handoff preserves system ownership and asks Q to compare origin, transfer, recurrence, value exposure, and the assets that must remain protected.
Where does the tension begin?
Separate the owning system from the interface or behavior where the tension becomes visible.
Which loop carries it forward?
Trace the candidate through growth, behavior, competition, commerce, cooperation, or LiveOps until its value consequence appears.
Does E and M evidence point to the same coordinate?
Give priority to candidates that recur across journey passage, field measurement, and structural transfer without relying on one score alone.
Which structural asset must remain intact?
Every qualified bottleneck must carry an explicit protection condition for formation depth, free-path access, collection value, or the closed return loop.
S conclusion
Stone Age: Idle RPG is structurally complete enough to support stage return, growth, competition, cooperation, commerce, and LiveOps. The decision challenge lies at the transfers among those systems. Q should begin with the Stage Boss Gate route while preserving the eight other candidates as a comparative portfolio.
This report localizes structural ownership and transfer paths. It does not declare a product defect, select the core bottleneck, prescribe a solution, or forecast business effects.
M-ABC × TVW BOTTLENECK QUALIFICATION REPORT
One core bottleneck, five secondary bottlenecks, four protected assets, and six execution guards across Design, Persona, Behavior, Community, and Commerce.
Stage Boss Gate Recovery Route Clarity qualifies as the core bottleneck because it begins in Design, holds Behavior at the retry decision, and transfers into Commerce meaning. It is centered on Volition and Value, with Trust acting as a partial gate.
Q converts the E/M/S convergence into a bounded decision portfolio. The lock is diagnostic: it names the core, preserves secondary tensions, and fixes protection conditions while leaving magnitude, segment intensity, revenue exposure, and execution priority open for client-data confirmation.
Analytical coordinates for interpreting the stage verdict
1
Stage Boss Gate Recovery Route Clarity
5
Formation · resources · currency · purchase · safeguard
4
Early value · strategic depth · free floor · collection connection
6
Trust and free-path conditions
How the bottleneck is qualified
M-ABC traces the bottleneck across five business and behavior hubs. TVW identifies whether Trust, Volition, or Value is held at each transfer. Qualification requires convergence across E passage, M measurement, and S structure.
Where the route grammar begins
Failure cause, preparation options, growth inputs, route links, and retry state are designed across multiple systems before the player makes a choice.
Who interprets the route
Free-path, optimization, collection, convenience, competition, and status motives change what counts as an acceptable recovery action.
Where the bottleneck holds action
The player must decide whether to retry, edit formation, collect an input, enter another activity, wait, or consider a product.
Where interpretation can spread
Clan advice, competition comparison, and shared route language can either clarify the preparation model or amplify conflicting explanations.
Where route ambiguity changes offer meaning
A product can be read as convenience, repair, or completion depending on whether the free recovery path and the dominant failure cause are already clear.
Stage Boss Gate Recovery Route Clarity
The bottleneck is not the existence of a boss gate. It is the moment after failure when cause, next action, required input, and retry path are not separated enough to support an informed choice.
Design distributes the answer
Formation, element, enhancement, Capture, pet combination, Totem, Codex, resource supply, and activity access can all contribute to readiness, but no single hierarchy necessarily tells the player which factor dominates now.
Behavior loses a prioritized next action
The player can continue acting while still lacking a confident route. Repeated attempts, broad routines, and resource switching may therefore consume time without preserving learning.
Commerce inherits the ambiguity
When a free route is not readable, a convenience or collection product can be interpreted as progression repair. The commercial issue begins upstream in route meaning.
Volition + Value, with partial Trust
V + V · partial TVolition is held because the next choice is unclear. Value is held because the expected use of time or resources is uncertain. Trust participates when rules or product meaning cannot be predicted consistently.
Adjacent bottleneck portfolio
The five secondary bottlenecks can intensify the core or operate independently. They remain separate so that one route intervention does not absorb every structural tension.
Twenty-four-unit formation experimentation cost
Protect strategic depthSix Trainers, eighteen Pets, board positions, platforms, and elements create valuable depth but can increase the effort required to isolate one change and learn from a retry.
Growth-resource scarcity and twenty-four-unit demand
Protect economy integrityA broad formation creates competing input needs. The bottleneck concerns allocation and route comparison, not a predetermined need to increase reward volume.
Premium-currency grammar
Protect currency rulesBlue Gems, Star Gems, products, memberships, and passes need stable ownership and use meaning so that saving, spending, and paid value can be compared.
Relief versus Repair purchase split
Protect optional valueConvenience should read as effort saved, while repair should read as a specific missing input. Failure-adjacent exposure can blur the two meanings.
Collection safeguard and Draw Level understanding
Protect collection trustPet Draw, Draw Level, rarity, tickets, Capture, and Codex need a consistent explanation of progress and protection so collection commitment remains interpretable.
What the diagnosis must protect
Qualification is incomplete without asset protection. The goal is to improve decision quality while preserving the game's existing reasons to play.
Early 0–20h value engine
Stage progression, acquisition, Capture, first formation growth, and the initial boss challenge create a coherent opening arc worth protecting.
Strategic depth
The twenty-four-unit formation, Capture, clan growth, raids, elements, platforms, and build systems should remain sources of mastery rather than being flattened into one automatic answer.
Ad-removal and free-claim floor
The accessible free route and its claim value must remain visible enough to anchor convenience and paid propositions as optional choices.
Formation–collection connection
Pet acquisition and collection retain value because they feed formation decisions, build variety, and long-term completion rather than functioning as detached inventory.
Execution conditions fixed before T
Each guard prevents a route-clarity intervention from shifting cost into another trust surface.
Premium-currency grammar
Keep currency ownership, acquisition, use, and paid/free distinction consistent across stage, draw, shop, membership, and event contexts.
Relief versus Repair purchase
Do not let an optional time-saving offer become the only readable response to a failed gate.
Farm Plunder protection and insurance reading
Loss, protection, insurance, recovery, and settlement need distinct meanings before comparative value is judged.
Competitive fairness and settlement
Arena, World League, Sky Tower, and related competition should preserve readable rules, comparison basis, and reward timing.
Free-path segment protection
At least one viable existing recovery route must remain visible and selectable without making paid action the default explanation.
Sky Tower shop value boundary
Competition progress, shop access, exchange value, and status reward should remain separable so one layer does not silently redefine another.
Three lenses, one evidence discipline
Theory explains what to inspect; it does not replace product evidence. The core lock rests on repeated E, M, and S convergence and remains open to conflicting client data.
Action requires readable state and consequence
A player can make a strategic choice when the current state, available action, and expected directional consequence are clear enough to compare.
Challenge needs a learnable feedback loop
A difficult boss can support engagement when failure produces usable feedback and the next attempt preserves a sense of progress and agency.
Motivation, ability, and prompt must meet
Recovery stalls when motivation exists but the ability path or next-action prompt is too dispersed to support the intended behavior.
Passage, measurement, and structure align
E locates the failed-gate passage, M identifies the cross-domain divergence, and S traces the design-to-behavior-to-commerce transfer.
The core changes meaning by investment motive
TVW prevents a universal solution assumption. The same missing route hierarchy can hold different capitals and different value contracts.
Can I choose the next action?
Free-path and optimization players need comparable existing routes; collectors need a visible completion relation; competitive players need a preparation interpretation.
Will this action use my investment well?
Time, resources, and money need directional value before commitment. The report does not promise the result of a retry or purchase.
Will the rule mean the same thing across contexts?
Trust becomes decisive around currency, safeguard, competition loss, purchase meaning, and the relation between a recommended route and its actual system ownership.
What is fixed and what remains open
The report fixes the decision architecture while keeping magnitude and sequencing conditional. Confirmation should compare behavior before, during, and after a failed gate without exposing private implementation identifiers.
Core location and transfer
The working core is Stage Boss Gate Recovery Route Clarity, with a Design → Behavior → Commerce transfer and Volition + Value center.
Scale and segment intensity
Confirm how often the pattern appears, which journey windows and personas experience it most strongly, and which alternatives they choose.
Commercial exposure
Confirm whether route ambiguity changes product attention, purchase interpretation, or post-purchase value before assigning commercial priority.
Failure-to-route behavior
Compare failure reason visibility, route-hint use, formation editing, growth-activity entry, return to stage, and the next retry state.
Conflicting evidence can reopen the lock
If direct behavior shows a different origin or stronger transfer path, preserve the portfolio and requalify the core instead of forcing the current diagnosis.
Six bounded design briefs
T may begin only from these conditions: clarify existing rules and routes, preserve strategic depth and free choice, and avoid changing numerical balance.
Separate cause, next action, input, and retry
Protect the learnable retry loop while making the recovery hierarchy readable through existing routes.
Reduce formation entry cost, preserve depth
Clarify which formation dimension to inspect without automating the strategic decision or reducing the twenty-four-unit space.
Clarify growth-material baseline
Make supply, demand, and the next useful input comparable without increasing rewards or changing economy numbers.
Stabilize paid/free currency meaning
Align ownership and explanation across existing contexts without merging currencies or altering their values.
Cushion purchase interpretation before commitment
Clarify whether an offer provides convenience, repair, or completion before purchase while retaining the free route.
Expose existing safeguard rules coherently
Connect Draw Level, tickets, rarity, acquisition progress, and collection use without changing probability or protection numbers.
Q conclusion
The diagnostic lock is complete: one core bottleneck, five secondary bottlenecks, four protected assets, and six guards define the design territory. Execution remains conditional on client-data confirmation of magnitude, segment concentration, commercial exposure, and the safest sequence.
This is a diagnostic qualification, not execution approval. It fixes a working decision portfolio while leaving population magnitude, segment intensity, revenue exposure, and implementation priority open to client-data validation.
RECOVERY ROUTE CLARITY GUIDE
An NTRIZ 40 rule-only design portfolio for one core guide and five adjacent guides, with no new content and no numerical, probability, or balance changes.
The default direction is a thin recovery overlay that separates failure cause, next action, an existing route, and retry state. It improves rule visibility while preserving boss difficulty, formation depth, economy integrity, acquisition odds, and product choice.
T converts the qualified portfolio into reversible design rules. Every direction must reuse existing systems, order, labels, and exposure points. The design lock identifies what is safe to test; it does not approve rollout or claim a result.
Analytical coordinates for interpreting the stage verdict
NTRIZ 40
Contradiction-led rule design
Core 1 + Adjacent 5
Six three-level guide ladders
0
Existing rules, order, labels, and routes only
Frozen
No numerical tuning in this design scope
Design the contradiction, preserve the game
The central contradiction is that the game needs deep, multi-route preparation to sustain mastery, while the player needs one readable next action after a failed boss. The solution space changes presentation and sequence, not game strength.
Rule visibility and route order
T may reorganize how existing causes, actions, activities, and retry states are shown. It may not add a new progression system, reward source, or combat shortcut.
Numerical systems remain unchanged
Boss strength, resource quantities, acquisition odds, pricing, exchange value, progression pace, and competitive balance remain outside this design scope.
Guide without deciding for the player
The interface can identify a cause class and reveal relevant existing routes, but it must not automate formation choice or collapse strategic experimentation.
Design lock is not rollout approval
Each direction remains a testable option until owner review, client-data confirmation, guardrail definition, and rollback readiness are complete.
Recovery Route Clarity Guide
The core guide uses Taking Out to isolate the dominant failure class and Color Change / State-Rule Encoding to translate the current battle state into a readable existing route.
Failure Cause Hierarchy
Order existing failure information into a small hierarchy: formation or element, growth input, enhancement or equipment, Capture or pet combination, Totem, and Codex. Show direction, not certainty.
Lowest change surface- NTRIZ principle: Taking Out isolates the highest-value cause class.
- Keep every existing system and its rules intact.
- Do not rank a paid route above a viable free route by default.
Recovery Route Clarity Guide
Add a thin overlay after failure: one-line failure cause, one-line next action, one existing route, and the retry state. Preserve alternative routes behind the same guide.
Recommended test direction- NTRIZ principle: State-Rule Encoding changes the visible meaning of the current state.
- The guide ends at an existing activity or formation screen, never a new content layer.
- Returning to the boss preserves the failed-attempt context and the player's selected change.
Recovery Journey Hub
Compose existing causes and routes into one broader journey surface only if the thin overlay cannot maintain comprehension across later windows. The hub adds no route and changes no reward.
Conditional escalation- Use only after evidence shows that multiple satellite routes cannot be understood through the default overlay.
- Preserve direct return to stage and avoid creating another mandatory routine.
- Rollback if the hub increases navigation time or weakens strategic choice.
Five supporting guide ladders
Each adjacent direction has a safe, default, and aggressive level. The aggressive level is conditional and must not be mistaken for the recommended starting point.
Formation Depth Guide
Safe: Formation Entry Friction Reduction. Default: Formation Depth Guide. Aggressive: Platform Diagnostic Split. Use Nested Doll to group unit, platform, and element layers, then Mechanical Vibration to reveal the layer most relevant to the failed state without auto-selecting a formation.
- Improvement condition: the player can isolate one formation dimension before editing.
- Protection condition: twenty-four-unit depth and experimentation remain intact.
- Value-recovery condition: the next retry records which formation layer changed.
Growth-Material Baseline Guide
Safe: Progress Buffer Guidance. Default: Growth-Material Baseline Guide. Aggressive: Data-Based Growth Observation Band, read-only. Use Equipotentiality to compare existing inputs on a common readiness surface and Cheap Disposable to expose the lowest-cost relevant step first.
- Improvement condition: current supply and twenty-four-unit demand can be compared by purpose.
- Protection condition: reward quantity, economy pace, and scarcity remain unchanged.
- Value-recovery condition: the player can select an existing input route without treating every routine as equally urgent.
Paid/Free Currency Consistency Guide
Safe: Currency Rule Hierarchy. Default: Paid/Free Currency Consistency Guide. Aggressive: Pre-Purchase Regret Buffer. Use Inert Atmosphere to stabilize labels and Counterweight to show a paid choice beside its existing free-path meaning.
- Improvement condition: ownership, acquisition, use, and paid/free status read consistently.
- Protection condition: currency values, exchange rules, and product economics remain unchanged.
- Value-recovery condition: the player can distinguish saving, convenience, repair, and completion before spending.
Pre-Purchase Trust Cushion
Safe and default: Pre-Purchase Trust Cushion. Conservative extension: Healthy Purchase Meaning Cushion. Aggressive: Post-Purchase Value-Recovery Guidance. Use Beforehand Cushioning to clarify offer role before commitment and Counterweight to keep the free route visible.
- Improvement condition: the offer states whether it saves effort, supplies recovery, or advances completion.
- Protection condition: no offer becomes the default response to failure.
- Value-recovery condition: post-purchase use remains connected to the value stated before commitment.
Summon Safeguard Rule Guide
Safe: Regret Buffer Guidance. Default: Summon Safeguard Rule Guide. Aggressive: Integrity-First Safeguard Ledger, read-only. Use Blessing in Disguise to convert a non-target acquisition into visible progress and Homogeneity to keep rule language consistent across draw contexts.
- Improvement condition: Draw Level, tickets, rarity, and safeguard progress are read as one rule family.
- Protection condition: acquisition odds, Draw Level maximum, and safeguard numbers remain unchanged.
- Value-recovery condition: collection progress and formation use remain connected after acquisition.
A four-line recovery overlay
The smallest useful implementation is a state-preserving overlay, not a new dashboard. It appears at the failed gate, routes into an existing system, and supports return to the same challenge.
- Line 01Failure cause
Name one dominant cause class and retain access to secondary explanations. Use directional language that supports learning without promising the next result.
→ - Line 02Next action
State one practical action tied to the cause, such as inspect a platform relation, compare an element, or review a missing growth input.
→ - Line 03Existing route
Link to the current formation, Daily Dungeon, Capture, enhancement, Totem, Codex, or other owned route. No new content is introduced.
→ - Line 04Retry state
Preserve the failed challenge, the identified cause, and the player's selected change so the next attempt can be interpreted as a learning step.
Two broader compositions remain non-default
Signature concepts combine multiple guides only when evidence shows the default ladder cannot carry the decision. They are not part of the starting implementation.
24-Unit Formation Recovery Composer
Evidence-gatedCombines failure hierarchy, formation layers, platform reading, growth-input baseline, and retry memory into one existing-route composition for high-complexity formation states.
Trusted Collection-Economy Lens
Evidence-gatedCombines currency grammar, offer meaning, Draw Level, acquisition safeguards, and formation use into one read-only interpretation surface.
Default guide fails before a signature begins
Use a signature only when limited testing shows persistent cross-guide confusion that cannot be resolved through ordering, labels, and the four-line overlay.
Six directions T must not take
The rule-only brief is defined as much by what remains untouched as by what changes.
No reward inflation
Do not increase supply to compensate for unclear route meaning. Clarify the relation among existing inputs, demand, and activities first.
No purchase pressure
Do not prioritize an offer as the response to failure or hide the free route behind commercial exposure.
No strategy reduction
Do not shrink the twenty-four-unit formation space, remove platform or element depth, or turn preparation into a single universal build.
No automatic formation
Do not select or execute the player's formation decision. Guidance may isolate a dimension and show state, but choice remains with the player.
No currency ambiguity
Do not introduce a new label, exchange role, or context-specific meaning that weakens paid/free consistency.
No failure-triggered offer default
Do not make an offer popup the primary next-action cue after a failed boss. Cause and free recovery remain visible first.
No probability changes
Acquisition odds, safeguard numbers, Draw Level rules, balance values, product prices, and reward quantities remain frozen.
Baseline → limited change → guardrail → scale or rollback
Testing asks whether decision quality improves without damaging protected assets. It does not assume the direction will produce a commercial or engagement result.
- Step 01Fix the baseline
Record current failure-reason visibility, route selection, formation edits, growth-activity entry, return to stage, retry state, and product exposure by relevant segment.
→ - Step 02Apply the smallest guide
Begin with the Failure Cause Hierarchy or four-line overlay at a limited gate surface. Keep all numbers and system rules unchanged.
→ - Step 03Watch guardrails
Check free-route visibility, formation experimentation, navigation time, currency comprehension, safeguard reading, competitive interpretation, and offer pressure.
→ - Step 04Compare intended lenses
High Profit, Long Life, and Low Work are intended design lenses: clearer value interpretation, durable return, and lower avoidable decision effort. They are not achieved outcomes.
→ - Step 05Scale, revise, or roll back
Scale only when decision clarity improves and protected assets remain stable. Revise the hierarchy when learning is mixed; roll back when choice, trust, or strategic depth weakens.
What approval must specify
A complete execution request needs a selected ladder level, a limited surface, owners, evidence reads, guardrails, and rollback conditions. The current report supplies the design lock only.
Select one ladder level
Choose safe, conservative default, or conditional aggressive scope for the core and only the adjacent guides required by evidence.
Name the exact existing exposure point
Define where the guide appears, which route it can reveal, how the player returns, and which contexts remain untouched.
Attach direct confirmation reads
Specify the before-and-after behavior, segment cut, interpretation check, and conflict rule that can reopen the design choice.
Fix guardrail and rollback ownership
Assign who watches each protected asset, what threshold triggers review, and how the limited change is removed without disturbing underlying systems.
T conclusion
The Recovery Route Clarity Guide is a constrained way to improve decision readability without weakening the game. Start with the smallest hierarchy or four-line overlay, keep new content at zero, freeze every numerical system, preserve free choice and strategic depth, and require direct validation before any broader composition.
This report defines testable rule and presentation directions. It does not approve implementation, alter numerical systems, promise player or business effects, or replace direct validation and owner review.