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Hoard Master Online

Full loads run the loop

Hoard Master Online

Hoard Master Online is built around growing what you hoard (the game shows a size modifier such as +50% Size) and it gives you a Shop and a Customize screen to spend the results in.

Open the game

The goal

Size is the number that matters

The game surfaces size modifiers directly, shown as values like +50% Size, so growing what you hoard is the objective rather than a side effect. Reading those numbers is the core habit.

A percentage modifier multiplies what you already have, so taking it early is worth less than taking it after a base has built up. Ignore the number and the shop decisions lose their anchor.

The shop

There is a Shop to spend in

A Shop sits alongside the main game, so what you accumulate has somewhere to go. It is the other half of the grow-and-consume loop the shelf describes, and the reason hoarding feeds into the next step.

Buying a multiplier while your base is small wastes it, because the same percentage returns more after growth. The shop rewards patience more than fast spending.

Customizing

A Customize screen sits apart from the shop

Customize is presented separately from the Shop, which suggests it is about how things look rather than what they do. The separation is a deliberate bit of interface design, and worth reading before you spend.

Keeping the two apart helps when deciding where to spend: appearance changes are optional, purchases that raise your size are not. Each screen answers a different question about your hoard.

Session

Grow first, spend in the Shop after

A session naturally runs as growth first and spending after: let the size base climb, then visit the Shop when the multiplier will count. The loop, as the shelf names it, is grow-and-consume, and the order decides the value of every purchase.

The useful stopping point is after growth and before spending: leaving before buying wastes nothing already accumulated. Sessions can be as short or as long as the base-building pace allows.

Loading

Loading scenes, images, models, sounds, in that order

Our captures of the pre-game screen return a staged loader: Loading scenes…, then images, models, and sounds. The percentage you see belongs to whichever stage is running at the moment.

That explains why the number can appear to move backward: scenes may sit near 99% while images restart lower. Read the stage name, not the swing, and wait for the menu to hand control back.

On the shelf

The grow-and-consume entry on the Puzzle shelf

The Puzzle shelf names this game's loop outright: an io-style grow-and-consume, unlike the solving entries around it. The shelf describes the others with words like draw, route, and match.

Choose it when you want a relaxed accumulation rhythm; choose the scenario and route entries when you want a puzzle to finish. Same shelf, different promise, and the growth loop is the detail that tells them apart.

Common questions

Size, the shop, and the staged loader

What should I buy first?

Something that raises your size, and preferably after you have built up a base. A +50% modifier multiplies what you already have.

What is the difference between Shop and Customize?

They are separate screens. The Shop is where you spend on progress; Customize is about appearance.

Why does the loading percentage move backward?

The loader runs stages (scenes, images, models, sounds) and each stage has its own percentage. A drop means a new stage is starting, not that loading failed.

Is Hoard Master Online really a puzzle?

The shelf lists it under Puzzle but names its loop io-style grow-and-consume, so expect accumulation and spending rather than a single solution to find.