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Watch trailer on Steam ↗Snt Plan
Sn兔子 · Published by Sn兔子
6 user reviews — 33% positive (6 reviews) · 13 achievements
Last updated 28 Sept 2026
Join me in the Snt Plan!
Free To Play, Strategy, Casual · 2026 · More free games
About this game
Hello, everyone! I'm Sn兔子, the developer of this project. If you have any suggestions, feedback, bug reports, or anything else, you're always welcome to contact me.
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[Special Notice]
The game is currently in a persistent-data testing phase (player progress will not be wiped).
The early-game tutorial is still incomplete. (Yes, the developer has already heard this complaint 9,999 times.)
If you have any questions, feel free to join one of the following community groups
Test participation reward items are available.
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[Trading System]
1. The game features a code-based provenance system. Every individual piece of equipment, item, and usable item has its own traceability code, and its drops, trades, uses, and other activity are recorded through this system.
2. The in-game Marketplace is now open, allowing players to trade freely with one another.
3. Player trading is supported, and Steam Community trading is now available. The seven-day listing restriction is not currently enabled.
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[Statement on Cheating, Botting, and Mass Alt-Account Farming]
Offline progression is not currently available. Combining large-scale botting with offline progression would make the entire system a complete joke.
This game supports free trade. Cheating, bots, and farming with alt accounts can never be eliminated completely, but we will minimize their impact as much as possible.
Players are responsible for any cheating or other prohibited activity performed through their accounts.
A new botting and alt-account detection system has been added. If an account or any associated account is identified as a bot or farming account, the player is responsible for the consequences of that activity.
If large-scale bot and alt-account farming cannot be brought under control, the game may later be divided into real-name-verified and non-real-name-verified servers.
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[Combat System]
Combat modes: Solo Mode and Party Mode
There are four combat types: Trials, Bosses, Battlefield, and Dungeons (not yet available).
1. Trials: A fast way to earn combat EXP. Auto Battle is available, and loot in Party Mode is distributed through loot rolls.
2. Bosses: Timed Bosses, Server-wide Bosses, and Scroll-Summoned Bosses.
Timed Bosses: Individually available to each player and refreshed after the player defeats the full set.
Server-wide Bosses: Shared by the entire server and refreshed after all of them have been defeated.
Scroll-Summoned Bosses: Boss encounters triggered by players using summon scrolls.
3. Battlefield: A deliberately bare-bones, text-based SLG combat mode. Players recruit forces, build their own Battlefield Team, and configure its troop types. Once the Town System is developed, obtaining Town Land will require combat through the Battlefield System.
4. Dungeons: Comprehensive combat content with a relatively wide range of rewards.
Special Notes:
1. Available quantities are automatically refreshed after each server maintenance.
2. Combat and action systems such as gathering and crafting can run at the same time.
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[Auto Battle]
1. Some Trials and Bosses support two options: Auto Battle and Manual Battle. New players receive one batch of 100 Auto Battle attempts when they begin the game.
2. The maximum number of Auto Battle attempts in a single batch can be permanently increased through the Tech System.
3. Some Bosses use powerful skills. Players must manually cast control skills, such as stuns, to interrupt them, or use brief invincibility skills to avoid the attack.
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[Profession System]
Three professions are currently available: Warrior, Archer, and Mage. Every profession has Regular Skills, Passive Skills, and Consumable Skills.
1. Profession Skill Types:
Regular Skills do not consume Off-hand Weapon materials when cast.
Passive Skills grant attribute bonuses while equipped.
Consumable Skills are more powerful, but casting them requires profession materials and consumes Off-hand Weapon materials.
2. A player's profession mastery level grants an additional Battlefield bonus based on its level coefficient.
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[Equipment System]
The game currently includes T1 (Beginner Series), T2 (Wood/Leather Series), T3 (Apprentice Series), T4 (Sacred Series) equipment, and Tier 1 accessories.
1. T1 and T2 equipment have fixed attributes, while T3 and T4 equipment have variable attributes. Reforge, Infusion, and gem sockets are available for T3 and T4 equipment.
2. Weapons and armor can be enhanced up to +20.
3. Accessories can only be upgraded to higher tiers and cannot be enhanced.
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[Enhancement System]
1. Enhancement is divided into Probability Enhancement and Guaranteed Two-into-One Enhancement.
Probability Enhancement uses a fixed progression formula. The success rate decreases by 5% per level: +1 has a 100% success rate, +2 has a 95% success rate, and so on. Enhancement Hammers can be used to improve the success rate, and tools can also be enhanced.
Guaranteed Two-into-One Enhancement combines two pieces of equipment with the same name and enhancement level for a guaranteed +1 enhancement level.
2. Enhancement materials can be either Enhancement Gems or a +0 item with the same name. The selected enhancement material is always consumed when used.
3. Enhancement protection can use either a Protection Gem or a +0 item with the same name. Protection is not consumed when enhancement succeeds. When enhancement fails:
With protection, the protection material is consumed and the enhancement level does not decrease.
Without protection, the enhancement level decreases by 1.
4. When equipment is upgraded to the next tier, 90% of its enhancement level is retained. For example: +10 T1 ---> +9 T2.
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[Gathering System]
1. Gathering has two modes: Normal Mode and Stamina Mode.
Normal Mode does not consume Stamina and has a base gathering time of 5 seconds.
Stamina Mode must be unlocked through the Tech System. Each action consumes Stamina and has a base gathering time of 3 seconds.
2. Players can equip gathering tools to improve efficiency, but doing so consumes tool durability.
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[Stamina System]
1. Players can restore Stamina by eating Food. Farm actions, as well as gathering and processing in Stamina Mode, consume Stamina.
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[Farm System]
1. The game cycles through Spring, Summer, Autumn, and Winter on a 12-hour cycle.
2. Crops are season-specific and can only be planted during their corresponding season.
3. One-click batch planting is currently available.
4. Additional land can be unlocked by exchanging Unit Land.
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[Tech System]
1. Tech is divided into Personal Tech and Server-wide Tech. Personal Tech belongs to each individual player, while Server-wide Tech requires players across the entire server to contribute materials to shared research.
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[Alchemy System]
1. The Alchemy - Gem System is now available. All eligible alchemy materials have Five Elements attributes. Players can combine materials through Alchemy for a chance to create Triangle-series Gems.
2. Alchemy has two modes: Recipe and Probability. Recipes are rare, and players must experiment with material ratios to discover the correct combinations.
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System Requirements
Will my PC run this? →Minimum
- Requires a 64-bit processor and operating system
- OS: Windows 10 64-bit
- Processor: Intel Core i3-6100, AMD FX-4300
- Memory: 4 GB RAM
- Graphics: Intel HD Graphics 510, AMD Radeon R5 Graphics
- DirectX: Version 11
- Network: Broadband Internet connection
- Storage: 1 GB available space
- Additional Notes: An internet connection and Steam are required.
Recommended
- Requires a 64-bit processor and operating system
- OS: Windows 10/11 64 位
- Processor: Intel Core i5-6500、AMD Ryzen 3 1200
- Memory: 8 GB RAM
- Graphics: NVIDIA GeForce GTX 1050, AMD Radeon RX 460
- DirectX: Version 11
- Network: Broadband Internet connection
- Storage: 1 GB available space
- Additional Notes: An internet connection and Steam are required.
Supported Languages
Latest news
Patch NotesOfficial
V0.062 Update Announcement
Fixed the Home welcome text and player code occasionally appearing as “--” after signing in or returning Home; Home now reliably reads and refreshes the current player's login cache. Fixed an issue where some warehouse items could appear to disappear after an update; the warehouse now displays the complete item data from the login cache without paged overwrites. Fixed Character configuration slots for equipment, skills, items, pets, and tools not responding to clicks; clicking a slot image now opens its selection and unequip actions correctly. Fixed equipped gear in Warehouse showing Unequip while the action was unavailable; configuration bindings now stay validated with the Warehouse cache so the correct slot can be unequipped. Gold balances, prices, totals, taxes, reserves, and exchange amounts in Market now use thousands separators for easier reading. World Tree SEED exchange now correctly groups negative Gold balances, and the maximum valid Gold price is fully visible in Market details. Fixed some eligible higher-level accessories not appearing in the Infusion target list; equipment eligibility is now determined consistently by the server. Fixed an issue where Auto Battle could skip automatic recovery items when attacks or status events were processed first. Equipped potions are now checked at deterministic battle checkpoints when HP or MP falls below the player's configured ratio. Fixed an issue where players with purchased Auto Battle attempts could be shown as using “Free Auto Battle” after certain inventory updates. Purchased access and its attempt limit now remain stable and refresh immediately. The Crafting requirement for Wrought Iron, Iron Ingot, Bone Coating, Bone Adhesive, Arcane Adhesive, and Refined Essence Adhesive is now LV3, and Yellow Crystal has a new Crystal LV3 recipe. The running fire-source and minimum 100°C requirements for Pig Iron, Wrought Iron, and Iron Ingot are unchanged. Pig Iron*2 == Wrought Iron*1 (Crafting LV4-->LV3; the fire sourc...Read full article on Community Announcements (Sn兔子)Patch NotesOfficial
V0.061 Update Announcement
The Quality Recycling screen now uses a 7×7 standard grid with all 49 logical cells and keeps player zoom and pan controls. Save, refresh, and logistics controls now share the grid context menu, while the device panel lists only the available Quality Warehouse, Conveyor, and Recycling Machine. Entering Town with a large account no longer loads warehouse source details, activities, members, or applications up front; the first screen now uses a size-bounded final state and loads private details on demand. Town population, wealth, specialty, and ranking summaries are now maintained incrementally by server transactions, so login no longer scans all detail rows as player and Town data grows. Exiting as a battle ends now fully releases the room and waits for the current settlement to converge, preventing the battle flow from getting stuck when the room closes first. Battles now read inventory materials required by equipped skills correctly; “Unequip All Skills/Items” no longer drops clicks during configuration sync and performs the actual per-slot unequip operations. Battles now keep the real material quantity and per-cast requirement for equipped skills such as Lucky Execute; relevant inventory changes from battle costs, processing outputs, tech consumption, and other sources synchronize automatically in the same transaction instead of leaving stale availability. “Unequip All Skills/Items” no longer drops clicks during transient loadout synchronization and resumes real per-slot unequip operations after the latest slot state arrives. Technology research progress now continues correctly after closing and reopening the Technology screen instead of restarting from an old percentage. The Technology map, cards, and detail dialog now share one progress display path, while research completion and effect grants remain fully server-authoritative. Newly obtained weapons and armor now start at 100/100 durability. Equipped items at LV4 or above lose 1 durability when their wearer die...Read full article on Community Announcements (Sn兔子)Patch NotesOfficial
V0.060 Update Announcement
This V0.060 announcement combines the player-visible changes originally developed across V59 and V60. Fixed an issue where login could remain indefinitely on player-data synchronization after certain rule updates; synchronization failures now also show a clear failure state and retry action. Town member lists now use the server-owned online status: online members appear green, while offline or unavailable states keep the default color across language changes. Warehouse cards now arrange dynamically for the current window width instead of being capped at six columns, restoring proper wide-screen use and scrolling coverage. Fixed an issue where opening reforge or infusion from warehouse equipment could switch the target to another item; the clicked equipment is now bound exactly, and an explicit selection is required when no target is provided. Warehouse now opens from login-prepared data and renders the complete item list through a bounded virtual grid, reducing blank replacements, duplicate builds, and stalls from creating too many cards at once. The character page now shows the correct currency, membership, profession EXP, and public-code identity, while fixing config-slot text overlap and automatic-recovery saves getting stuck while synchronizing. Quality Compendium cards now adapt their column count to the available window width while preserving spacing and filter results after resizing. Quality logistics devices now use the current warehouse, conveyor, and recycler identities; retired duplicates no longer appear in layouts, the compendium, or runtime rules, and existing retired assets are safely converted during formal maintenance. Warehouse now correctly displays Gold, Rabbit Coin, and Egg Coin, while the main action-energy display keeps the real login-cached and action-updated values instead of incorrectly falling back to “--”. Town pages now reuse the login cache and load only the pages you open, reducing duplicate requests, unrelated resource loading, and re...Read full article on Community Announcements (Sn兔子)Patch NotesOfficial
V0.058 Update Announcement
Town member-management APIs are now lighter: promotion, display-position, administrator-permission and kick results return only the target member/permissions, followed by a scoped member-list refresh instead of a full Town aggregate. Further fixed the Town Specialty authorized-player and individual-quota save flow: only an exact valid preview can enable saving, and historical Specialty development logs now load correctly. Fixed the Town Specialty authorized-player and individual-quota allocation preview flow; Save Allocation now enables and submits after a valid preview. Added Gem Remelting: each gem produced by successful alchemy can receive one remelt attempt with a 40% base success rate. A failed remelt keeps the original gem. A successful remelt creates a different gem of the same element, and you may choose either the original or the new gem. Fixed an issue where Battle Gift Box Keys were owned in the Warehouse but appeared as 0 in the use confirmation, preventing Gift Boxes from being opened. Further fixed Battle Gift Box opening: key availability is now confirmed precisely by the server preview and is no longer affected by Warehouse pagination, stale cache, or concurrent refreshes. Optimized Player and Battle data so preparation and battle start directly consume server-materialized final stats, equipment, skills, pets, and battle-item results. Newly registered players now enter the new Battle result system immediately, reducing repeated calculations and unrelated history reads when entering battle. Removed the separate 3-keys-per-box opening option from LV1 Gathering, Agriculture, Battle, and Battlefield Gift Boxes; default opening and 1-key-per-box opening remain, and bulk opening still consumes one key per box.Read full article on Community Announcements (Sn兔子)Patch NotesOfficial
V0.057 Update Announcement
Town warehouse deposits now use one RuntimeData material capability, so registered equipment materials such as Apprentice Spirit can be submitted and consumed through the same typed stack/lot settlement path. Town specialty gathering now allocates capacity through global FIFO reservation windows, so waiting requests no longer distort execution progress or grant duplicate rewards. Target-level enhancement now blocks continuation when no protection unit is available and never silently falls back to unprotected enhancement. Enhancement results now play back each server-authoritative attempt with level, probability, roll, gold, material, and enhancement-tool durability consumption details. The enhancement result dialog no longer hides process details and shows cumulative consumption plus the target-reached or resource-stop reason at the end. After the server confirms that no battle is active, the Battle Hall now restores its category, location, monster cards, selection preview, and details instead of showing an empty list or question-mark fallback. Inactive auto-challenge and stale recovery state can no longer contaminate Battle Hall selection, while active battle recovery still requires exact server-authoritative identities. Nine monsters used by the Sunken-Wood Swamp and Gloomy Woodland content now use synchronized official transparent artwork instead of fallback images. Red Crystal*250 (500-->250) + Flint*250 == Fire Energy*1 Red Crystal*500 (1000-->500) + Basic Clay*200 == Basic Furnace*1 Player character and stamina pages now consume the shared scoped player-assets cache, so real inventory, skill, speed-up ticket and tool data are no longer confused with a lightweight player shell. Quality Warehouses, Quality Conveyors, and Quality Recyclers are no longer sold in the System Shop; existing devices, layouts, and history are unaffected.Read full article on Community Announcements (Sn兔子)






