Problem
When mission rewards, persistent multipliers, shop balances, and ad rewards use separate data sources, mobile games develop inconsistent balances, disconnected progression, and provider lock-in.
TECHNICAL DEMO
A working Unity demo combining a persistent robot roster, upgrades, soft currency, virtual shop transactions, and a rewarded-ad fallback flow.
When mission rewards, persistent multipliers, shop balances, and ad rewards use separate data sources, mobile games develop inconsistent balances, disconnected progression, and provider lock-in.
Micro City Rush connects run results and the surviving robot roster to one progression record, carries that global roster into every selected level, applies upgrades through an escalating cost curve, and grants fallback rewards to the same central balance when no advertising SDK is available.
Unity teams building incremental, idle, casual, or mobile games
Progression architecture, game economy, upgrade shops, rewarded-ad integration boundaries, and project adaptation
Currencies, cost curves, multipliers, mission rewards, shop products, ad providers, and persistence can be adapted to an existing game.
Unity project support