Game Mechanics

Merging
Merging can be done by combining 3 or more mergeable items of the same type and tier (e.g. 3 Candles). If you move an item that is not mergeable, the game will tell you with a small notice above the item. You will see a white lining around all items that will be pulled into the merge.

When you merge exactly 3 items, the result will be 1 item of 1 tier higher. As an example, 3 Candles (tier 2 Love Lanterns) will produce 1 Candle Dicks (tier 3 Love Lanterns).

When you merge exactly 5 items, the result will be 2 items of 1 tier higher. As an example, 5 Candles will produce 2 Candle Dicks.

Merging 4 items will produce 1 item of 1 tier higher, and leave one of the 4 input items as it was (though if it was on a polluted tile, that tile will be healed).

Merging higher number of items can lose you some of the starting items, e.g. 5 and 6 will result in 2 items. And if you merge a lot of items, the output of your merge can merge too, even merging with nearby items of that tier. This "chaining" you can turn off in your home base. And you can alter the behaviour of item placement in your home. Normally, if you drop an item between two items, a merge will happen; you can turn the option on to only merge if you place an item over another item instead of next to it.

Merging groups
When you merge a large amount of items, the game will do the following:
 * Merges will try to consume as much of your starting items indicated by the white lining.
 * Merges will try to make as much higher tier items as will be possible with 5 and 3 mergers, giving back at most 1 starter item. Therefore you have best efficiency with multiples of 5.

The first step of merging looks like this:

Item Actions
An item can take on various actions by the player. The player can harvest, work, attack or activate an item. Harvesting, working and attacking requires double clicking but activating requires a single click. Most items can only take on a single action but there are items that can take on multiple actions. For example flower beds are both harvestable and activatable.

Harvesting
Double clicking a harvestable item issues a Nymph to harvest it. After the harvest timer passes, the Nymph picks up an item. Some higher tier items can be harvested by 2 or 3 Nymphs at the same time. If an item is being harvested, clicking on the item or the Nymph(s) stops the harvest.

Nymphs will auto-harvest available items as long as there is more than 1 empty tile on the map.

Working
Double clicking a workable item issues a Nymph to work on it. After the work timer passes, the Nymph converts the item into another item. This conversion is irreversible and it destroys the first item. Some examples to workable items are safes, eco dildos, bras and panties.

Nymphs will not work on any item unless the player manually issues the command. An item can be worked by only one Nymph.

Attacking
Double clicking an attackable item issues a Nymph to attack it. If an item is attackable, then they cannot be harvestable or workable. Attackable items cannot be merged, moved or sold. It is possible to issue multiple Nymphs to attack on the same target. Nymphs attack by sending damaging orbs to the target and each orb deals 1 damage. Attackable items gets destroyed when their health reaches zero and as a result they drop mergable items. They will drop same amount of items they occupy on the map. Some examples to attackable items are golems and factories.

Activating Items
Clicking (tap) on an activatable item activates it. There are two kinds of activatable items:


 * Single Use Activatable Items: These items activate and immediately vanish upon activation. Some examples to these items are pheromones, clouds and sex toys. These items cannot be sold or destroyed.


 * Permanent Activatable Items: These items can be activated whenever their cooldowns are available. This cooldown mechanic is referred as active cooldown. They do not vanish upon activation. Some examples to these items are balloons, lower tier treasuries and warehouses.

Timers
There are two types of cooldowns in the game; Active cooldowns and Passive cooldowns. The name of the cooldown refers to what action the player must take to start the cooldown, not how the cooldown works.

Active cooldowns
Treasuries and warehouses have active cooldowns. The player must manually activate (tap) them to activate them and start the cooldown. Active cooldowns work by storing a date in the player's savefile. This means that it doesn't matter what the player does; the cooldown's timer will advance. That means the cooldown timer will advance when in other levels, when not playing the game, when looking at scenes or the store and when the "are you still playing" screen is shown.

The Cock Pylon (reward item for Fullmoon Event) has an active cooldown.

Passive cooldowns
Golem totems and Brothels have passive cooldowns. Golem Totems will spawn ink on their own, no player interaction required.

Passive cooldowns are stored as seconds in the player's savefile. This means that the player must be playing the level for passive cooldowns to advance. The only thing that advances the passive cooldown is playing the level without having other screens open. Passive cooldowns will reset if the cooldown expires and there is no space to spawn the item. Passive cooldowns will pause on bubbled items.

The Sweet Desert (reward item for Summer Event) has a passive cooldown.

Map full
When the map is full (or almost full; there is only 1 space left), Nymphs will stop initiating harvesting actions by themselves. Passive spawners, such as Golem Totems, will not spawn any more items (though they will refuse to spawn more items when there's only 1 more space left directly around them, ignoring the state of the map as a whole).

When items can't fit anymore and MUST be placed, the game will bubble them. Intentionally doing this (by placing an item on top of a larger item which has no place to fit anymore) is referred to as "bubbling".

Floating Objects
Almost all objects in the game occupy at least one tile (1x1) and they are completely stationary. However, there are some objects that do not occupy any tiles at all. These objects are called floating objects and they cannot be bubbled. A few examples of floating objects include wind lamps, balloons and clouds. Floating objects do not occupy tiles on the ground and they can only be merged if the player overlaps 3 or more of them.

It is speculated that the game considers Nymphs as floating objects.

Wax candles always enter the screen floating from left to right, while other floating objects remain stationary at their location unless player moves them.