BEEing
An idle tycoon game that actually teaches beekeeping.


- Project
- Our own product
- Our role
- Game design · Unity development · Economy systems · Backend
- Duration
- In development
01 / Behind the product
A real need. A considered solution.
Challenge
In most idle tycoon games the theme is a skin; swap the bees for a factory and nothing changes. When the theme is not wired into the loop, after a few days the player is just watching numbers grow. On the technical side the idle genre has its own traps: numbers overflow a double, offline earnings get gamed by moving the clock, and balance cannot be tuned by hand.
Approach
The loop is grounded in real beekeeping: each of 14 bee races carries six traits (yield, hygiene, temperament, cold tolerance, swarming, range); in queen rearing the daughter inherits the parents’ mean plus variance, with a 2% legendary chance and pity at 50. Ten regions, 30 honeys, a honeydew season, 14 threat events and reversed seasons in New Zealand.
The simulation is pure C#: no UnityEngine references, one GameState, changes only through commands, deterministic 15-minute segments and a closed-form step for offline time. Big numbers use BigDouble, time comes through ITimeSource synced with the server; saves are AES-256 + HMAC with clock-rollback detection. Balance values live in ScriptableObjects and can be overridden by remote config; they were calibrated with 60- and 90-day simulations.
Result
On the Supabase side, 7 migrations and 14 Edge Functions: score plausibility checks with a shadow list, server-timed offline earnings, ETag-based A/B remote config, cooperative contracts. 152 EditMode, 123 simulation and 23 cooperative smoke tests; a PolicyBot plays seven days as three personas and checks invariants. Store screenshots in six languages (8 scenes × 6 languages × phone/tablet), trailers and ASO copy are ready. Launch is planned for the winter season.
02 / Inside the product
The experience, on screen.
Open a screen to explore the details.03 images
03 / Scope & details
The details make the experience.
- 01
A loop grounded in real beekeeping; the simulation is pure C# with no UnityEngine dependency
- 02
Seasons, queen breeding and harvest timing
- 03
10 regions, 14 bee races and a generation-based prestige system
- 04
Store material ready in six languages: screenshots, trailers, ASO copy
Technology
- Engine
- Unity 6000.3.23f1
- Languages
- EN · TR · FR · DE · IT · ES
INSIDE THE PRODUCT
The engineering behind the interface.
Systems we built and concrete problems we addressed in this project.
The simulation is independent of Unity
The BEEing.Simulation asmdef has noEngineReferences: true; game state is one GameState, mutated only through Simulator and ICommand. The same logic can run in EditMode tests and, later, in an Edge Function; deterministic 15-minute segments with a closed-form step for offline time.
Save and clock safety
Saves use AES-256-CBC + HMAC-SHA256 with a PBKDF2 key from the device id and an install nonce; atomic writes with a .bak. ClockGuard detects clock rollback, and the claim_offline Edge Function grants offline earnings by server time.
Balance was tuned by simulation
tools/sim produces 30/60/90-day runs with three personas (free, light spender, whale); hive cost growth of 1.35, region unlock at 20k×5ⁿ and a prestige threshold of 1M×1.5ⁿ were chosen from those runs. The pollen bonus was tied to lifetime pollen earned rather than spent, otherwise buying the permanent tree reduced production.
Your idea could be next.
What could we build for you?
From a first release to a growing platform. Let’s plan the design, development and launch together.
From Türkiye to the US, UK, Australia and everywhere in between.