Price history
Recorded standalone sale prices and the latest available store price, in USD. Historical dots use the sale start date and its recorded offer price. Prices can change during a sale; this is not a daily price log. Bundle prices and upcoming offers are excluded. History covers up to the 100 most recent recorded offers.
Lowest recorded standalone price in this history: $4.99. The latest store price is $4.99, matching the lowest recorded price shown here.
View 2 recorded prices
| Sale start / price check | Price | Observation |
|---|---|---|
| $4.99 | Latest store price | |
| $4.99 | Unity First Price 2026-10-02 2026-10-02 |
Sale and bundle history
The 1 most recent recorded offers including this asset. Past offers may no longer be available. Bundle prices cover a package, not this asset alone.
About Expedition & Idle Timer System
Expeditions in a naval game, gathering in an idle game, dispatch quests in a mobile RPG. Handing characters over, waiting in real time and collecting a reward that depends on who was sent looks simple from the outside, and turns into a tangle the moment you write it: offline progress, requirement checks, outcome tiers, slots, speed-ups and saving all pull on one another. This package is that whole tangle, driven by data.
WHAT IT DOES
- It keeps running while the game is closed. The end time is a real-world UTC timestamp, so the hours spent away arrive as the result of a subtraction. There is no offline code to write, and no special handling on resume.
- Nothing ticks. No Update, no coroutine, no timer object per run: progress is computed from the current time on demand, so a hundred expeditions cost what one does.
- What is missing comes back as data. "Three needed, two present" arrives as the value demanded and the value achieved - not as a sentence - which leaves both the wording and its localisation to you. Five kinds of condition are supported: party size, size limit, total level, a floor for each member, and a count of members carrying a tag.
- Tags are your words. A ship class, a job, a trait, an element: whatever your characters already carry becomes a requirement without a line of code.
- Outcome tiers multiply the haul. Satisfy more and a better tier applies, scaling rewards and experience and adding bonuses of its own, with as many tiers as you care to define. The tier settles at the moment of departure, so levelling up while they are away cannot rewrite it - which keeps the thinking on the party you choose before sending it.
- Rewards roll three ways: each row on its own chance, exactly one row by weight, or everything guaranteed. The package settles what and how many; putting it into your inventory is one method you implement, so your caps, your stacking and your pop-ups stay yours.
- Each member contributes. "Better cargo gear brings back more" is a single float on the character.
- The idle-game staples are present: more slots, recalling early, speeding up by an item or an advert, sending the same party straight back out on claiming, and settling everything that came home at once.
- The clock is an interface. Device time, server time, or a fixed time in a test - one line each. Which is why "eight hours later" is verified without waiting for it.
- Saving is a single string. One JsonUtility line intoprefs, a JSON file, or one more field in the save you already have.
IS IT CUSTOMIZABLE?
Yes, in the three places that decide whether a package can enter a project that already exists.
It does not know your characters. Implement one small interface - id, name, level, tags, availability, bonus - and your existing class can be sent on an expedition. A thin adapter is enough where you would rather not touch it.
It has no UI. The look of the board, the format of a timer, the way a return announces itself: those are the character of your game. The package returns the time left, the progress and the verdicts, and the demo shows a complete worked example of drawing them.
It performs no networking. Nothing here needs a server, so it suits an offline game as it stands - and where server time matters, the socket to plug it into is already there.
TRY IT IN THREE MINUTES
A showcase scene is included. One menu click builds it; pressing Play auto-runs fourteen captioned scenes covering every feature, looping forever with no input. The showcase plugs in a clock running at 420x, so a thirty-minute expedition comes home in about four seconds - itself a demonstration of the design. The demo contains no imported image, audio clip or font. A self-check menu runs 151 checks in memory, waiting not one second of real time, and prints the result to the Console.
JAPANESE
Expedition & Idle Timer System
『艦これ』型の遠征、放置ゲームの採集、ソシャゲの派遣クエスト。キャラクターを預けけて実時待ち、出せた者に応じた報酬を受け取る——外見には単純に見え、書き始めるるとオフライン進捗・条件判定・結果の段階・枠・時短・セーブが全部絡み合うタangledです。このアセットは、その全部をデータ駆動で引き受けます。
できる事
- アプリを閉じていても進みます。終了時刻を現実世界の時刻(UTC)で持つため、閉じていた時間は引き算の結果として自動的に反映されます。オフライン用の処理も、復帰時の特別処理も要りません。
- 何も回りません。Updateもコルーチンも、1回の遠征ごとのタイマーオブジェクトも不要です。進捗は「現在の時刻」から毎回計算されるため、100件走っても1件と同じです。
- 足りない条件はデータで返ります。「3人必要なの2人」が要求値と現在値の組で返るため、表示の文面も多言語化も購入者の自由です。条件は人数・上限人数・合計レベル・各メンバーの下限・タグの数の5種類です。
- タグは購入者の言葉です。艦種でも職業でも属性でも、キャラクターが既に持っている言葉がそのまま条件になります。
- 結果の段階が報酬に倍率をかけます。条件を満たすほど良い段階になり、追加報酬も付きます。段階は出発の瞬間に確定するため、待っている間にレベル.upしても結果はrewireされません——「出発前に編成を要考虑」というゲーム性が守られます。
- 報酬の配り方は3通り。個別抽選・重み付で1つ・全部確定。何をいくつまでをアセットが决め、インベントリに入れるのは購入者のメソッド1つです(所持上限もスタックも通知も購入者のルールのままで).
- メンバーの寄与。「貨物装備が良いほど多く持ち帰る」がキャラクターの値1つです。
- 放置ゲームの定番、枠の拡張・早期召回・時短(アイテム/広告)・精算後の自動再出発・帰ったものの一括精算。
- 時計はインターフェースです。端末の時刻・サーバー時刻・テスト用の固定時刻を1行で差し替えてられます。だから「8時間後」を実際待たずして検証できます。
- セーブは文字列1本。JsonUtilityで1行。prefs・JSONファイル・既存セーブへの1項目追加のどれでも。
Q: カスタマイズできますか
A: はい。既存プロジェクトに入れられるかを决める3箇所で可能です。
キャラクターの形を知りません。ID・名前・レベル・タグ・出不可否・寄与を返す小さなインターフェースを1つ実装就行了、既存のクラスが遠征に出せます。触りたくなければ薄いアダプタで十分です。
UIを持ちません。 boardsの見た目もタイマーの書式も帰還の通知もゲームの個性です。本アセットは残り時間・進捗・判定結果を返し、描画例はデモに Complete worked example として同梱しています。
通信も行いません。サーバー不要のオフラインゲームにそのまま使えて、サーバー時刻が必要な場合の差し込み口も用意されています。
実演シーンを同梱しています。メニュー1 클릭で構築し、再生するだけ14場面が自動再生さ(操作不要・無限ループ). 実演は時計を420倍速で差し替えており、30分の遠征が約4秒で帰ってきます——自体が設計の実演です。デモには画像・音声・フォントを1つも含みません。自己診断メニューは151項目をメモリ上で検証(実時の待ちなし)、結果をConsoleに出力します.