Pack Opening, the single-purpose iPhone way

PackRip: Mythos is a pack-opening simulator for collectors, not a card game. No decks, no PvP, no ladders. Just the tear, the reveal, and the chase — animated in pure SwiftUI on iPhone, painted from public-domain mythology.

What a pack-opening simulator actually is

For a generation that grew up tearing booster packs of Pokémon, Magic, or Yu-Gi-Oh!, the moment that mattered was rarely the tournament. It was the rip — that two-second window after the foil parts and before the last card flips, when anything could be in your hands. Pack-opening simulators isolate that moment. There's no decklist to optimize, no metagame to track, no opponent to beat. The entire app is the rip.

PackRip: Mythos takes that single loop and asks one question: what does the loop look like when the cards are painted mythology creatures instead of branded TCG art, and the box is the iPhone instead of cardboard?

How a single open feels

Pick a pack. Tap to tear — the foil splits with a haptic. Cards swipe in one at a time, each holo tilting in 3D as your thumb moves across the screen. If a Crystal or Gold Star pulls, the shimmer is louder; if a God Pack rolls (~1 in 500), the whole pack reweights and you'll know before the first card lands. End on the grid summary: every card from this rip in one view, "new" badges glowing on cards that joined your collection.

Pure SwiftUI. No Lottie, no canned video, no HTML overlay. Every shimmer, tilt, and reveal is rendered live on-device. That means the visuals scale with your phone — the iPhone 17 Pro Max ProMotion display gets the smoothest read, but the loop runs on iOS 17+ all the way back.

Pack types

Why the loop has no PvP

Once you add a deck-building or duel layer to a card collector, the design pressure flips: every visual decision starts serving the meta instead of the rip. Animations get cut for clarity. Rarity gets cut for balance. Holos get muted because they distract during play. PackRip refuses that trade. The collection is the game; the rip is the only verb. Sell duplicates, buy more packs, climb 16 Seals, hit Trainer level 50.

The economy in one paragraph

You earn coins by selling duplicates and unlocking levels. You spend coins on packs. PackRip Plus adds free packs, a sell-rate multiplier, and a streak coin multiplier — but it does not unlock cards directly. Every card in every pantheon is reachable by playing free, with patience.

Server-driven by design

Almost every tunable number — pack costs, sell rates, pull rates, hunt odds, XP curve, daily free packs, Plus perks — lives in Cloudflare Workers KV, fetched on launch with bundled fallback. New pantheons can ship without an app update. New quests, new achievement tiers, new economy bands — same. This means the pull-rate table you see in-app is always the live one.

Apple compliance, briefly

What's next

Olympus and Asgard ship in the launch build, 60 cards each. The next pantheons (Kemet, Babel, Avalon, Slavica, Yokai, Cryptidae, Bestiarum, Draconis) unlock as you climb Trainer levels and are pushed live without an app update. The art pipeline runs through fal.ai Flux at roughly $0.33 per pantheon, so cadence is a content-curation question, not a budget one.

No PvP

The collection is the game. There are no duels, decks, or ladders.

No ads

Zero third-party ad SDKs. The only monetization is coins and Plus.

No tracking

No analytics SDK, no IDFA, no ATT prompt. Anonymous device UUID only.

No login

Anonymous device-bound auth. Restore on a new iPhone with one tap.

Disclosed odds

Pull-rate table one tap from any pack. Server-tunable, always live.

Painted, not photographed

AI-painted oil-style art from public-domain mythology, bundled offline.