Each day you're put in a party of 25 real players, and the party shares one boss. Everyone does a short run whenever they like that day. The party wins the boss together, and the people who showed up, played it themselves and won early get the most.
What it has to be
Low effort. Stickspire is an idle game where you grow stronger over time. A raid should be one short run a day, and it should still help the team if you only tap Auto.
No organising. Clan wars already cover long, coordinated fights over 1 to 3 weeks. The raid is the opposite: daily, separate from one day to the next, with strangers.
Not a video. You act at a few clear moments in the fight, and you can see what your input did.
Your gear only. No pets or skills, the same as the current raid sim.
One raid day
Daily resetThe server puts every eligible player into parties of 25 and gives each party a fresh boss.
During the dayEach member does one run whenever they like. The damage it deals comes off the party's shared health bar for good.
The boss falls, or the day endsThe earlier the head goes down, the bigger the bonus for everyone who played before the kill.
Auto hour[e.g. 4 hours before reset]: members who haven't shown up fight automatically if the boss is still alive. This helps the party, but those members earn nothing.
Next resetRewards are settled, and a new party and boss start.
The party
25 real players, matched by power and by how often they played recently. Players who show up every day end up together, so a party isn't dragged down by members who never log in.
The class mix is set by the game. The matchmaker makes sure each party has enough melee for the hands and enough ranged and mage players for the head. Nobody has to think about it.
On screen, the party lines up along the wall as their stick figures in their real gear:
a member who has played shows a check mark and their share of the damage, for example "Luna 12%"
a member who hasn't played yet is greyed out
a member who played on Auto shows a small Auto mark
The shared boss
Each party has one health bar for each hand and one for the head, kept for the whole day.
Your run starts where the party left off. If both hands are already broken, you go straight to the head.
During your run, the other 24 figures attack for show only. Only your damage comes off the bar, so nothing is counted twice.
When a part breaks, it stays broken in the party's art for the rest of the day: the hand is gone and its arm sinks behind the edge.
Class bonuses
Every class can hit every part. Each class does more damage to some parts than others, so every run counts whenever you play, and your class still decides where you shine.
Hands
Head
Melee
×1.5
×0.75
Ranged
×0.75
×1.25
Mage
×1
×1.25
Placeholder numbers, to be tuned against real gear.
Melee are best early in the day while the hands are up. Ranged are best once the head is down. Mage is the middle class, solid against both.
The swipe openings light up the part your class is strongest against, so a big ink slash lands where your weapon is best.
Alternative for mage: a flat ×1 everywhere, plus a bonus on glowing parts, so it plays differently instead of being a weaker ranged.
Your run
A run lasts about 30 seconds. The fight plays on its own, and three kinds of moments ask you to act. That's about four inputs per run, none of them hard.
2 to 3 times a run
Swipe the glowing part
The boss rears up and the part your class is strongest against glows. Swipe across it within about 1.5 seconds for an ink slash that does big damage. Miss it and nothing is lost.
Once a run
Block the sweep
The boss winds up a sweep across the wall and a shield button pulses. Tap it in time and the party takes no damage. Miss it and the party loses a few seconds of attacks.
Once a run, your timing
Fire the rally
A meter fills as the party fights. Fire it whenever you like for a short damage boost. The one decision: save it to finish a part that's nearly broken, or use it early.
Speed: play at 1× or 2×, or skip straight to the result.
Auto: the fight runs on its own. It hits about half the openings, blocks the sweep some of the time and fires the rally at a reasonable moment. You'll do more damage by playing yourself, but Auto is still worth it.
One run per day. Making it count beats adding retries.
Rewards
There are four layers. The first is shared by the whole party, and the rest favour players who showed up, played themselves and helped win early.
1. Party chests
One chest for each part the party broke that day, and a big chest if the head fell. Everyone who showed up gets them, whether they played themselves or on Auto.
2. Early kill bonus
If the head falls early, everyone who played before the kill gets a bonus chest. The earlier the kill, the better the chest. Players who hadn't played by then don't get it.
Within 6hGold bonus chest
Within 12hSilver bonus chest
Within 18hBronze bonus chest
LaterNo bonus
The time limits are placeholders, to be tuned once real playtimes are known.
3. Manual bonus
If you played the run yourself instead of on Auto, your rewards get a bonus [e.g. +25%]. This comes on top of the extra damage you dealt by landing openings.
4. Your own share
Damage tier: bronze, silver or gold, based on your share of the party's damage.
Final blow: a small extra for whoever lands the last hit on the head.
Three ways a day can go for you
Played it yourself
Opened the game, tapped Auto
Never opened it
Your figure fights
Yes, you play it
Yes, on Auto
Yes, at auto hour, if the boss is alive
Helps the party
Most
Some
Some
Party chests
Yes
Yes
No
Early kill bonus
If you played before the kill
If you ran before the kill
No
Manual bonus
Yes
No
No
Damage tier, final blow
Yes
Yes
No
So the order is: playing yourself, then Auto, then not showing up. A member who doesn't show up still helps the party, but earns nothing, so there's always a reason to open the game, even if it's just to tap Auto.
Decide: players who arrive after the kill
If the boss is already dead when someone opens the game, they can't attack. My recommendation: they still get the party chests, but none of the bonuses. Arriving late isn't punished as hard as never showing up, and the early players still come out well ahead. The alternative is no rewards at all, which is stricter but means checking in late becomes pointless.
How it fits the current raid sim
Most of docs/RAID.md stays: the boss rigs, the moves, the hands-then-head phases, the 50 ms deterministic tick and the damage table.
Each run is one RaidSim battle with the party's saved gear plus your live hero, starting from the party's current health bars. Only your hero's row in RaidDamageTable is taken off the shared bar.
Inputs stay deterministic. Swipes, the block and the rally are recorded as tick numbers. The same seed and the same inputs give the same events, so the server can still verify a run by re-running it.
Auto uses the same path with machine-chosen inputs: a fixed hit rate on openings and a set rule for when to rally.
Goes away:RaidLobby with its leader, joining and start button. Matchmaking at reset replaces it.
Rules to change: class locks become bonuses
Today each class is locked to a part. Only melee fight in the hands phase while ranged and mage wait off screen, and the head slam crushes every melee hero still alive. With a shared bar, a mage playing in the morning or a melee playing after the hands break would deal nothing at all.
Ranged and mage walk in during the hands phase and attack the hands from their reach.
The head slam knocks melee back instead of killing them, and they keep fighting the downed head.
Damage is multiplied by the class bonus table above, kept as a new table in data/raids.json.
Still open
Reward amounts and what the chests contain (runes, as in the current notes, plus other drops).
The auto hour, and the time limits for the early kill bonus.
The size of the manual bonus.
The class bonus numbers, and which of the two mage options to use.
Players who arrive after the kill (above).
Whether bosses rotate by day of the week or stay the same for a season.
Health per party: it should be tuned so a typical active party kills the boss partway through the day, not in the first hour.