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Monetisation

Where the toll sits

Klomi

Every action keeps the companion busy for a while: you wait, or you pay coins to finish early. That is the game's main monetisation hook, and it is staying.

What changed is where that wait is paid for. The rule applied everywhere, in proportion to how strong the action was — and the strongest action, the one a worried player reaches for, is medicine.

A player pays to skip a wait out of impatience. Charging to hurry the medicine of a visibly ill pet is not impatience any more. It is coercion.

The new split

  • Care — feed, medicine, bath, hug — runs at ×0.35 of the old window, capped at 20 seconds. The skip price lands under 12 coins: never worth paying, and that is the point.
  • Adventure, Luxury, Prestige, Legacy run at ×1.4. Those activities are optional, so paying to hurry them is a real choice rather than a tax on worry.
  • The Office is untouched: its window is sized by its work tasks, not by its reward.

Compressed rather than clamped, so the ordering inside a category survives: a bath still takes longer than a shower, which still takes longer than brushing teeth.

What is still owed

A second hospitalisation is fatal. A game that offers to sell time to someone trying to avoid that outcome owes itself a careful read of what the stores say about in-app purchases and young audiences. It is on the release list, not on the maybe list.

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