HunieCam Studio Tips & Tricks: Game Mechanics

Time

The game begins at 8:00am on Day 1 and ends at midnight on the morning of Day 22.

Time ticks by at a rate of approximately 10 in-game minutes per second. This means one minute in-game occurs every ~0.11 seconds.

If left to run uninterrupted, one hour in-game passes by in approximately 6.67 seconds. One full 24 hour day in-game passes by in approximately 2 mintues and 40 seconds.

Time stops every time a menu is opened or every time a cam model is being moved to a building.

Click Speed

When a cam model is assigned to work in a building, the task she's performing takes a predetermined amount of time. When one or more cam models are working on a task in a building, you can make everyone in that building work faster by clicking it. Each click reduces the amount of remaining time on every current task in that building by an amount determined by the Productivity investment.

Each building can be clicked a maximum of ~9.1 times per second. This limit cannot be bypassed. This is the hard limit to the number of inputs the game will accept per building per second.

Holding left-click on a building (instead of mashing left-click) sends the equivalent of ~6.7 clicks per second.

Button mashing is more effective. However, button mashing is not the primary skill needed to get high scores. Mashing will make your score higher but mashing speed won't replace good decision making.

As mentioned previously, use of an autoclicker is highly recommended.

Payroll

Each cam model must be paid an hourly wage. The hourly wage is determined by her Skill and Talent levels.

Time for payroll is calculated by the length of the job the cam model performs, not the time that passes on the clock. This is an important distinction because a model can perform more than 24 hours of work in a day through speeding up her tasks with clicking.

For example, a cam model could perform three 12 hour cam shows in one 24 hour day if Productivity is upgraded enough and her tasks are sped up.

Your cam models don't cost anything if they're not currently in a job. 

Visiting any building counts as doing work, except for the Day Spa, which is free.

It's also important to note the cost of a job doesn't get added to your debt until the job is complete. This is a minor detail, but it explains an odd pattern some may notice where your daily payroll debt seems to alternate between a higher number and a lower number.

For example, your payroll debt for a four day period may resemble something like this (numbers are made up): 

  • $3,000 on day 11
  • $5,000 on day 12
  • $3,000 on day 13
  • $5,000 on day 14

The reason for this pattern is the point mentioned above, that payroll doesn't get added to your debt until the job is done.

For example, if your team averages seven cam shows every two days, your payroll won't be the same for each day. Three shows will be on one day and four shows will be on the second day. Recognizing this pattern will help you plan better.

Stress

Stress dictates how much work a cam model can do before needing to rest at the Day Spa.

The amount of Stress a model incurs from doing a job depends entirely on how long the job is. Shorter tasks incur less Stress than longer tasks.

Addictions also factor into how much Stress a model incurs from working. Models who have addictions incur less Stress per hour of work than models who don't. The severity of addiction also factors in. The more intense addiction, the less Stress a model builds up from each job. However, models who have addictions will gain 10% Stress every time they need a drink or a cigarette and one is not available.

Style and Talent

Style determines how many fans a cam model earns from the Photo Studio. Style can be raised by visiting The Boutique. 

Talent determines how much money a cam model earns from the Cam Studio and Sleazy Motel. Talent can be raised by visiting the Strip Club.

Every time a model's Style or Talent level increases, her hourly wage doubles.

Fetishes

Each cam model supports two fetishes and up to three additional fetishes by equipping accessories.

Each fan is aligned with one fetish.

When you send a cam model to the Photo Studio, the fans she gains are split randomly among the fetishes she currently supports.

For example, let's say Tiffany goes to the Photo Studio (with no fetish accessories equipped). However many fans she gains, they will be split randomly among the Teen and Fit fetishes. If she has a fetish accessory equipped, some of the gained fans will be aligned with the equipped fetish as well. 

Each cam model's total fan count is determined by how many fans of her associated fetishes there currently are. This is also what determines how many fans a cam model comes with when recruited from the Model Agency.

For example, assume your party consists of Tiffany, Nikki, and Zoey, and your party's fetish fan count breaks down as follows:

  • 400 fans of Fit (supported by Tiffany)
  • 200 fans of Teen (supported by Tiffany)
  • 325 fans of Huge Tits (supported by Nikki)
  • 130 fans of Glasses (supported by Nikki)
  • 150 fans of Flat Chest (supported by Zoey)
  • 425 fans of Ebony (supported by Zoey)

Each of these party members would currently have the following number of fans:

  • Tiffany: 600
  • Nikki: 455
  • Zoey: 575

If you recruited Candace, who supports Fit and Huge Tits fetishes, she'd have 725 fans.

If you recruited Lola, who supports Ebony and Fit fetishes, she'd have 825 fans.

Promos

Promos provide the opportunity to buy fans aligned with one particular fetish. 

Each individual Promo boosts fans for one random fetish. The fetishes offered are not limited to those currently in your party. Some Promos will be for fetishes you don't currently have any cam models for. 

At the start of each new day at midnight, new Promos become available. There will be between 3-8 Promos offered each day, depending on your current Advertising upgrades.

The number of fans offered by each Promo is calculated from a formula tied to your current fan count.

The exact formula varies by game version. The formula used in the earlier 1.0/1.0.1 version is much more favorable and allows for higher scores. The formula was changed in version 1.0.2, lowering the number of fans earned from Promos.

In version 1.0 / 1.0.1, the formula for Promos is as follows:

  • Fans Offered = Current Fan Count * (random number betwen 4%-10%)
    • Current Fan Count is counted as 100 fans minimum and capped at 100,000 fans maximum.
  • Cost = Fans Offered * (a number between 2-50) 

In version 1.0.2, the formula for Promos is as follows:

  • Fans Offered = Current Fan Count * (random number betwen 4%-7.5%)
    • Current Fan Count is counted as 100 fans minimum and capped at 100,000 fans maximum.
  • Cost = Fans Offered * (a number between 2-75)
    • In Rock Hard Mode, the multiplier is 4-150 instead.

The number mentioned above that varies in the Promo cost is calculated by measuring where your fan count is on a scale of 100 to 100,000. If you have 100,000 or more fans, the multiplier will be highest.

There are a few important takeaways with this information:

  • Promos are based on your current fan count, so the higher you can get your fan count in the early game, the more the Promos will initially provide, which then scales and leads to even more fans in future Promos. 
  • Promos will become increasingly more expensive on a cost-per-fan basis due to the multiplier in the cost formula that scales higher based on your current fan count.
  • Your score in games played on 1.0.2 will have lower scores than those played on 1.0/1.0.1 due to how Promos cost more money and provide fewer fans in the newer version.

The way to get the highest scores is through maximizing Promos.

© 2023-2024 ecchiGamer