About Lethebound
A complete gacha RPG, live on iOS & Android. 135 rigged 3D characters.
Key Highlights Live on both stores. Published on the App Store and Google Play and playable end to end — onboarding, campaign, PvP, raids, summons and progression all work today. 135 playable heroes with individual 3D models, 270 named abilities, 196 skill-effect definitions and 114 action handlers. Server-authoritative by design. The client cannot write a single currency, level or stat value. Database triggers reject it. Battle results are re-simulated on the server before any reward is granted. One combat engine, three runtimes. The same engine runs on Hermes (device), Deno (server) and Node (CI) and produces bit-identical results from the same seed. CI proves it on every push. Substantial, documented codebase. 202,000 lines. 46 Postgres tables, 256 database functions, 12 Edge Functions, 161 migrations, 58 RLS policies, 28 client screens. Every one of those database figures is verifiable with a single query against the live schema, and I will provide it. Six live modes: campaign (8 chapters × 3 difficulties), dungeons, asynchronous PvP arena with Elo, daily world boss raid, summon/fusion altar, and a full daily loop. Monetization is live infrastructure with the retail surface closed. The in-app purchase stack runs in production today — store connection, purchase validation and restore execute on every launch, backed server-side by Apple receipt checks, Google RTDN subscription webhooks and AdMob signature verification. What is hidden is only the point of sale: the crystal and package tabs where real money changes hands sit behind a single boolean, currently off. The in-game crystal economy itself is fully operational. Content ships without code. Characters, abilities and balance are driven by CSV files compiled into the engine. A designer can rebalance the game without touching TypeScript. Live-ops ready. OTA update channels with rollback, in-app announcements that require no new build, moderation and player reporting, automated daily and weekly ranking closes. Full transfer. Source code, 1.07 GB of assets, both store listings, the domain and complete documentation. The opportunity for a new owner: the product is finished; distribution has never been attempted. No user acquisition budget has ever been spent. A buyer with a UA budget and a live-ops team starts from a working, monetizable game instead of a twelve-month build. The clearest near-term additions — a gacha pity system, guilds and a battle pass — are documented and straightforward on top of the existing architecture. Operations Lethebound is a mobile collection RPG (gacha) with turn-based ATB combat and 3D battle scenes. Players collect heroes, build four-character teams, progress through campaign and dungeon content, compete in asynchronous PvP, and fight a shared daily world boss. How it makes money. Five crystal packs, a one-time starter pack, a subscription that grants daily crystals, rewarded video ads capped at three per day, and an in-game crystal store selling summon scrolls, charms, gold and energy refills. Every purchase path is validated server-side: Apple and Google receipt validation through a dedicated Edge Function, Apple JWS and Google Pub/Sub webhooks for subscriptions, and cryptographic signature verification for ad rewards with unique transaction IDs to prevent replay. The retail storefront is currently switched off. Two independent feature flags govern monetization. The first controls the purchase infrastructure — store connection, receipt validation and restore — and is active in the shipping builds. The second controls the real-money surfaces: the crystal tab, the packages tab, the featured section and the starter-pack promotion. That second flag is off. So a player downloading the game today can play the game fully and spend in-game crystals, but has no way to convert money into crystals. Rewarded advertising is closed by a different mechanism. The ad integration itself remains fully enabled — consent flow, ad serving and cryptographically signature-verified reward delivery are all active in the shipping build. What was removed is the navigation entry to the reward screen on the home screen, so players currently have no route to it. Restoring it is a UI change, not an integration. Reopening either is small work: a one-line flag change for the storefront, and a restored navigation entry for rewarded video. Both ship as an over-the-air update or a standard build. There is nothing to re-architect and nothing to re-integrate — the payment stack is already wired to both stores and validating server-side, and the ad stack is already integrated with AdMob. This is deliberate, and I am leaving the decision to the buyer. A new owner will want their own price points, their own ad partner and their own monetization curve rather than inheriting mine. What they inherit instead is the part that actually takes months: a payment and subscription stack that is integrated, server-verified and running in production. What it costs to run. Supa...