Idle cat clicker: grow a shop that bonks bad luck on its own. Tap to go faster
The shop drives off bad luck itself; a poke speeds it up. Grow a cat's 1990s Korean corner store in a cozy pixel-art idle clicker.
Bad Luck Mart sits at a back alley's end. Its boss, an orange cat in glasses once called "the Legendary Moktak" (a temple block), bonks bad luck off customers' heads. The shop runs itself; poke him, part-timer, and it goes much faster.
"Part-timer. Poke me, and I shall strike."
■ It Runs Itself
The shop strikes alone from the start; taps add strikes. Saved customers leave luck.
■ Upgrades
Luck upgrades your tool (each hit), the cat and 12 shop things (the shop's own strikes). Power doubles at level 10, then every 20 levels. Tool Ascension: alley 65.
■ 15 Wards
Bell (Moktak power), Dried Pollack (Shop power), Old Coin (Luck) in 5 grades: Paper, Ink, Cinnabar, Gold Leaf, Thousand-Year. Draw with luck or tickets from alley 2; from alley 50, merge 5 alike up a grade. Full grade set: +5%.
■ Gatekeepers
Each alley ends with a crowned Big Bad Luck. Every 5 alleys a gatekeeper blocks the way: beat it in 30 s, free retries, then sweep the next alleys.
■ Boss's Notebook
Up top, it shows your next task and reward; claim it for the next.
■ 12 Kinds of Bad Luck
Gloom Cloud, Nag Doll, Monday Slime, Overtime Goblin, Card Bill Beast, Group Chat Gremlin, Oversleep Alarm, Diet Scale, Hangover Bottle, Deadline Hourglass, Noisy-Neighbor Speaker, Hot-Night Mosquito. More come as you climb, each weak to its own tool; all fill your Bad Luck Book.
■ Alley Rules
Every few alleys bad luck gains a rule: Weak Stars, Charm Shields to peel, Smoke to rub, Mirrors, Twins, shoulder minis, Shells, long presses. Each spans five alleys and twists on the third: Twin Stars, Gold Charm, Knock Three.
■ While You're Away
Closed, the shop serves up to 24 hours. Come back and collect.
■ Every Day
• Today's VIP: up to 3 a day; shop power fails, so you tap
• Fortune: shake the lot tube for a receipt-style slip
• Streak: draw daily; days 7, 14, 30 bring a fortune, Gold Invitations, a frame
• Surprise magpie: tap in 10 s for luck ×7
• Boss's Requests and This Week's Orders (reset Mondays) pay out
• Market Day (alley 80+): around noon and 8 pm, 10–40 min of double luck, then a chest
• Starter gift boxes: daily for 6 days from day 2
■ Regulars
Regulars' hearts unlock gifts and stories. Hear worries for luck; no answer is wrong. Shop items decide who comes (Old CRT TV, lucky cat, gold money toad...).
■ Regulars' Stories
Eight regulars visit four times each to finish a story, bad luck tougher each time, then return a week later with the Afterwards. Endings stay in the ledger.
■ Move the Shop
From alley 20, moving earns fame (all power up) and your pick of two secrets. The shop grows grander, up to all gold.
■ When You're Stuck
• Boss's Special (alley 3): taps fill it, −25%
• Cat Takes Over (alley 15): auto-taps 10 s
• Incense (alley 30): your taps ×2 for 1 min
Auto fires skills when ready.
■ Comics
Comics reveal who King Gloom is and why the cat was a legend. Skip or rewatch anytime.
■ Monthly Events
Nov 2026 (Big Exam Good-Luck Drive) to Oct 2027 (Autumn Sports Day): an event each month, with its own guests and 3 items for attendance stamps.
■ What's Not Here
No losing, no timer, no rhythm tapping. Rewarded ads only by choice; brief full-screen ads only at breaks (alley cleared, story closed), never mid-tap or in your first session.
■ Ads, Purchases, Saves
• Banners may show at the bottom of the Alley, Ledger, Store and Settings screens; Ad-Free or Hide Banners removes them and full-screen ads
• In-app: tools (Singing Bowl Set, Wind Chime Set, Golden Moktak), BGM Pack, Regulars' Ledger Pass, Ad-Free and more; fixed contents
• Fortunes and ward draws are random items (First Pack: 10 ward draw tickets). Fortune odds: fortune screen, Store "See odds". Ward odds: Wards tab, before drawing
• Settings: backup export/import, purchase restore
Fine print from the cat: No guarantees. None. Any effect is mostly in your head.
Có gì mới
1.4.0 overhaul: every 5 alleys a gatekeeper blocks the way. Beat it in 30 s and sweep the next alleys; nothing is lost if you fail. Upgrades come in big steps; the first move opens at alley 20 with about ×5 power. New: envelopes opened one by one, a surprise magpie (luck ×7 for 20 s), a special-move gauge. Fewer menus on day one, shorter early alleys.
Ward draw: odds unchanged; grade effects grow and prices rise (1 = 12 customers' luck, 10 = 100). Magpie pouches become the surprise magpie.