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Hoard Master Online
Arcade

Hoard Master Online

Hoard Master Online puts you in charge of a character that scoops up loose objects as it moves and carries them to a delivery zone. The loop is small but the efficiency question is real: when to turn back, what to upgrade, and how to keep each trip close to full. Collecting happens automatically; the decisions are yours.

Turn a full load into progress

Hoard Master Online runs on a simple loop: gather objects into a full load, carry it to the delivery zone, then spend the reward on the next upgrade. The menu fronts it with Start, Customize and Shop, and loading bars report how much of the scene is ready before you begin.

Gathering, carrying, and spending on the next upgrade

GOAL

Deliver the required amount of material to the delivery area so the next upgrade or map section unlocks. Progress depends on carrying full loads to the right zone, then spending the result on the next improvement, so each trip should end at the drop point.

CONTROLS

Guide the character with a mouse drag, a virtual stick, or the direction input shown by the game. Objects are collected automatically whenever the character moves close to them, so no grab button is needed; the whole task is steering a route from cluster to drop zone.

FIRST STEP

Head toward the nearest dense cluster of objects and keep moving until the load is nearly full. Turn back and spend the reward in one upgrade before starting the next trip. One complete loop tells you which upgrade the run actually needs.

01

Watch the capacity readout and bank the load

Every trip has a carrying limit, and the delivery zone is where the load turns into progress. Leaving early wastes half a run, while wandering past a full load wastes time you could spend delivering. Watch the capacity indicator and turn when it nears the top of its range.

02

Loop the densest cluster closest to the drop

Objects sit in groups, and the fastest path links the densest clusters with the shortest detour. Collect the close group, pass through the next one on the way back, and deliver. A route that loops through empty space costs more time than it gains in material, so keep the trip simple.

03

Spend the first reward on movement or capacity

The earliest upgrades change how every later trip feels. More capacity means fewer deliveries, and faster movement shortens each route, so either one improves the whole loop. Extras that only help in special situations are better bought later once the basics run smoothly.

04

Bank a partial load before a route turns risky

If the route turns risky, the character can lose the material it carried too far. Turning back a little early with a partial load is cheaper than losing a full one near the end of the run, so treat the delivery zone as the safe state and return to it whenever doubt shows up.

05

Read the loading bars before you press Start

The start screen reports progress in stages for the models, scenes, images, and sounds it loads, each with its own percentage. The rounds begin only after those stages finish, so a loading readout is not input time. Settle everything on the menu side first, then Start.

06

Settle Start, Customize and Shop before the run

The menu lines up Start, Customize and Shop together, so the setup moment comes before the trip, not during it. Pick your configuration there, press Start, and let the loading bars finish. Handling the menu once keeps every later loop focused on collecting and delivering.

The rhythm of the delivery loop

What is the best first upgrade to buy?

Either movement or capacity, whichever removes the delay you keep hitting. When the load reaches its cap before the drop zone, buy capacity; when the travel itself feels slow, buy speed. Both improve every later trip, while situational extras are better left until the main circuit feels comfortable.

When should I turn back to the delivery zone?

As soon as the capacity readout is nearly full. A full return is the part of the run that turns material into progress, and everything collected past that point is time spent not delivering it. Early returns waste half a load, so let the indicator set the turn-around moment.

What do the loading percentages mean?

They are staged progress reports for the scene: models load first, with scenes, images, and sounds following in order, each climbing to a high percentage before the next starts. When those bars finish, the map is ready to use. A partially loaded bar means the world is still being built, so wait before starting.

How does the menu layout shape a session?

Start, Customize and Shop sit together on the start screen, so the useful rhythm is: set the configuration, press Start, then spend every later visit to the zone on upgrades. That keeps each session starting from the same setup and leaves the shop step inside the reward loop.