APPENDIX

Data & Methodology

Where the numbers came from, and the reference tables that didn't fit elsewhere.

How this was reverse-engineered

1 · Unpack

The Android .apk was decompiled and the 737 MB .obb asset pack extracted. The game is Unity, shipped as IL2CPP — native code with a metadata blob.

2 · Dump code

An IL2CPP dump reconstructed ~900,000 lines of C# type/method signatures, used to read the combat, attribute and power-calculation logic.

3 · Decrypt config

Game balance lives in 275 TextAssets inside a config bundle, each XOR-encrypted. Using the 16-byte key found in the client, 270 tables were decrypted to JSON.

4 · Resolve & extract

Internal ids were cross-referenced against the 8,500-string English localization and an item/type lookup so every value reads in plain English. Art was pulled straight from the Unity sprite bundles.

Every figure in this documentation traces to a decrypted table in the shipped v1.7.820 client. This is descriptive, third-party analysis of a distributed binary — not insider or server data.

Currency & resource map

The client defines 320+ named item types. The load-bearing currencies:


Account level curve

Your commander account runs to level 100, gated by Player EXP. Total EXP to max: ~68 million. Each level grants talent points, a higher energy cap and Diamonds. A slice of the curve:


Attribute glossary

The stat sheet is deep. The power_calculation table defines 72 derived stats, each with a formula and a Combat-Power weight. The full set of player-facing attributes:


Dataset index

This site is rendered from these decrypted datasets (bundled into the page):

The complete set of 270 decrypted config tables (raw JSON) sits alongside this site in the project folder, together with the extracted sprite library.

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