CORE MECHANICS
(Prototype — the systems below are the design intent.)
The production line
Hammer Valley is a chain of producers: miners pull ore, furnaces smelt ingots, crafters turn ingots into goods, and the market sells goods for coin. Each station has an input and an output; the art is balancing the line so nothing starves and nothing backs up.
Idle earnings
Producers keep working while you're away. On return you collect accrued output/coin — the offline yield that makes the game a daily-return habit. Longer away = more banked (within caps), so checking in is always rewarded.
Upgrades & scaling
Coin buys more producers, faster tiers, and automation (hire hands so a step runs itself). Multipliers and new stations keep output climbing. The satisfaction is the steadily rising numbers and the widening line.
Progression
Reachable goals at every scale: the next upgrade (seconds), the next station/tier (a session), and the fully-automated valley (the long game). Growth is legible and constant — the core promise of the idle genre.