# Life-and-Lineage React Native mobile game combining RPG dungeon crawling with life simulation and lineage mechanics. ## Project Overview - **Type**: Mobile game (React Native + Expo) - **Platform**: iOS/Android - **Tech Stack**: React Native, Expo, MobX, RevenueCat - **Location**: `/home/mike/code/Life-and-Lineage` - **Paperclip Project**: FRE - Lineage (game) [1fbae108-9318-4b6c-9ef1-aa077ed782fe] ## Current State (March 2026) ### Revenue - **Current MRR**: $5-10 - **Target MRR**: $5,000 - **Gap**: 500x increase needed ### Feature Implementation Status - **PvP System**: 70% complete (disabled in production) - **Dungeons**: 17 defined (8 complete, 9 incomplete) - **NPC Relationships**: Basic affection system, limited interactions - **Quest System**: Non-existent - **Education System**: Placeholder only - **Life Simulation**: Minimal (jobs, basic activities) - **Age System**: Exists but no age-gated content ### Architecture - **State Management**: MobX with mobx-react-lite - **Navigation**: expo-router (file-based) - **Storage**: MMKV with Flatted serialization - **IAP**: RevenueCat integration - **Auth**: Google Sign-In, Apple Authentication ## Engagement Improvement Plan (FRE-53) 9 sub-issues created for increasing engagement and reaching $5K MRR: ### Phase 1: Foundation 1. FRE-61: Complete PvP Battle System 2. FRE-68: Enhance Early Game Onboarding 3. FRE-62: Create Radiant Quest System ### Phase 2: Social & Life Sim 4. FRE-63: Enhance NPC Relationship Depth 5. FRE-64: Implement Character Age-Gated Activities 6. FRE-65: Build Comprehensive Education System ### Phase 3: Content 7. FRE-66: Expand Life Simulation Features 8. FRE-67: Expand Dungeon Content and Variance ### Phase 4: Monetization 9. FRE-69: Optimize IAP Monetization ## Revenue Strategy **Path to $5K MRR**: 1. Increase engagement → higher retention → more conversions 2. Expand IAP catalog (boosters, cosmetics, consumables, subscriptions) 3. Optimize pricing ($0.99 to $49.99+ tiers) 4. Add subscription option ($4.99/month Premium Pass) **Target Metrics**: - 10,000 monthly active users - 5% conversion rate - $10 ARPPU - $5,000 MRR ## Key Technical Details ### Entity System ``` Being (base) ├── Character (NPCs with relationships) │ └── PlayerCharacter (player with skills, inventory, spells) └── Creature (monsters) ├── Enemy (dungeon enemies) └── Minion (summons/pets) ``` ### Core Stores - RootStore: Game ticks, death/birth checks - CharacterStore: NPCs, children, adoption - DungeonStore: Instances, levels, combat - PVPStore: Opponents, tokens, battles - IAPStore: RevenueCat integration - TimeStore: Game time (weeks/years), seasons ### IAP Products (Current) - Ranger Class unlock - Necromancer Class unlock - Dual Class Bundle - Remote Saves - Stash Tabs ## Next Steps 1. Board review of engagement plan 2. Assign sub-issues to implementation team 3. Begin with PvP and Onboarding (highest impact) 4. Implement quest system 5. Build life sim depth 6. Optimize monetization continuously