Juragan Kos · game mockup v0.8

A cozy mobile game about running a boarding house (kos). Android first. These are static screen designs for Phase 1: what each screen shows, what the player can do, and the acceptance criteria. The kos itself is 3D in the game (see "Kos map 3D"); the other screens show the flat layout and states. All names and numbers are example data.

Core loop

Fill rooms → collect rent → handle tenants and events → build rooms and facilities on the grid → earn more rent → move to a bigger city

Screens

Changes in v0.8

IDDecisionCost we accept
D29Rent is collected by tapping each room's coin bubble. No "Tagih semua" in free play.More taps; that is the point (reason to open the game)
D301 in-game month = 1 real day (was ≈ 10 minutes). Each room fills hour by hour; a Rp500.000/month room makes about Rp20.800 an hour. Build and repair times stay as they are.Slower economy; all prices need a tuning pass
D31Each room stores at most 8 hours of rent; 12 hours while the Kartu juragan is active. The Kartu juragan (Rp19.000 / 30 days, + 10 coins a day) moves to Phase 1.Monthly subscription work in Phase 1 (CTO to confirm)
D32Caretaker (penjaga kos) moves to Phase 1: Lv 6, Rp2.000.000 to hire, keeps 10% of what they collect. Collects every room automatically, in play and away, within the same 8 / 12-hour storage. Other staff stay Phase 2.Fewer taps for players who hire, so less pull to open the game

Changes in v0.7

IDDecisionCost we accept
D28Mezanin is the fourth room size, after Besar: Kecil → Sedang → Besar → Mezanin, through "Perbesar". Needs a Besar room on the top floor. The bed moves to a loft, two slots open below (Area santai, Rak buku), base rent Rp700.000 → Rp850.000. Example: Rp15.000.000, Lv 13, 12 jam. Replaces D26 (mezzanine as a separate add-on). Comes with Besar in Phase 2.No mezanin at launch; tile above it can't be built

Changes in v0.6

IDDecisionCost we accept
D24Selasar: a narrow paved walkway between neighbouring rooms on floor 1, and a railed corridor along the room fronts on floors 2–3 leading to the stairs. Automatic, free, takes no tile.Plot looks a little less dense
D25Stairs stay small: at most about a third of a tile wide, inside the side of the plot, one flight per floor.—
D26Replaced by D28. Mezzanine (F-12, P1): a loft for rooms with nothing above. Bed moves up, new "Area santai" slot below, +Rp150.000 base rent. The tile above is blocked while it exists.Players must choose: more rent per room, or another room above
D27Neighbourhood: a minimarket, a warung makan and a bakso stall beside the kos, with people and motorbikes. Decoration only in Phase 1 (generic names, no real brands). Could give a "near food and shops" bonus in Phase 2.Small extra art; no gameplay yet

For the 3D prototype

Changes in v0.5

IDDecisionCost we accept
D23One game screen, strategy-game style. The kos fills the phone; controls sit in the corners (same layout as the 3D prototype). Toko, Penghuni, Kabar and Kota open as floating menus; Bangun opens a bottom tray and places items on the map with a check / cross; room interior is a camera zoom. No feature opens another page. The old full-width top bar and bottom tab bar are removed.Less room for long lists; menus must stay short

Each page in this mockup now shows states of the same game screen, not separate screens.

Changes in v0.4

IDDecisionCost we accept
D21No drawers. Tapping a room or facility shows round action buttons over the map; an action opens a small floating card (next to the room for info, centered for decisions). Every card has a close button.One extra tap to reach details
D22Compact scale: one-row top bar, body text 13, buttons 38 px, smaller tiles and menu, so more of the kos is visible.Small text on very small phones; check in the phone test

Changes in v0.3

IDDecisionCost we accept
D19Stairs are built automatically when the player adds floor 2 or 3. They run along the side of the building and take no tile. Replaces the stairs tile.Stairs placement is no longer a player choice
D20New visual style: flat, simple, local. One green action color, line icons instead of emoji, initials instead of emoji faces, no shadows or gradients, plain Indonesian copy, prices written Rp10.000. See the design system.Less playful look until real art arrives

Changes in v0.2

IDDecisionCost we accept
D14Room upgrades happen per item inside the room (F-11). Rent = room size + item upgrades. Replaces the fixed Standar → AC → Kamar mandi dalam → Premium ladder.More taps per room; more item art
D15Making a room bigger happens inside its own tile (Kecil → Sedang → Besar). The room never takes a second map tile.Less realistic; 2-tile suites could come later
D16Phase 1: sizes Kecil and Sedang, 5 slots, 3 levels each (15 items). Phase 2: Besar size, TV and decor slots, level 4, paid looks.Fewer items at launch
D17If an upgrade pushes rent above the current tenant's budget, the player chooses: keep their old rent, or raise it and likely lose them.One more decision screen
D18Items are bought only with in-game money. Gold coins buy speed-ups now and item looks (skins) in Phase 2.Less gold spending on items

Changes in v0.1

IDDecisionCost we accept
D11Neighbor effects cut to one: a room touching a garden gets a happiness bonus. No noise or other penalties for now.Less depth in where you build; can return later
D12Lowest price is Rp10.000 (starter pack and smallest coin pack). The Rp3.000 and Rp5.000 items are dropped.Fewer very small first purchases
D13City 1 plot is 4×3 tiles, up to 3 floors (about 22–26 rooms when full since D19).—

Not in Phase 1