XP Hero is a mobile idle RPG by Supercent. It has levels, weapons, bosses, a tower, a world — and, when we started, no wiki worth the name. No stat tables, no drop rates, no map. This post is the story of how a handful of Python scripts and one extracted APK became a full fan hub — and what we learned along the way.






Real sprites, straight out of the game's files: a skeleton warrior, a Chapter-1 face, a dagger, a chest, a merchant and a fire skill.
It started with a black box
Unzipping the APK gives you the usual Android layout — and inside
assets/bin/Data, more than 8,300 files with names like
a92133f5e5c4e4f8b6d3c2a1f0e9d8c7. No extensions. No images. Just Unity
serialized data from engine version 2022.3.76f1, opaque to every normal tool.
The first breakthrough was boring and enormous at the same time: those files are raw Unity serialized files — not LZ4-compressed bundles — so UnityPy opens them directly. From there it was a matter of pulling every Texture2D object, decoding it, and letting the filenames do the categorizing.
Face_CH16_SkeletonWarrior,
W_Dagger, Img_Epic_Box — so a pile of keyword rules was
enough to sort 5,462 unique images into sensible buckets.The numbers wall
None of these numbers were typed in by hand. Every one is read from the game's own tables at build time — which is also why this post can print them safely: when the game updates, the scripts re-run and every number on the site refreshes itself.
The data layer was (almost) free
The big fear with mobile games is IL2CPP: compiled code you can only read with heroic effort. XP Hero dodged that — its designers stored the entire game balance as plain JSON TextAssets sitting right there in the bundles. Monster HP, weapon DPS, smithy odds, building costs, the 850-quest main chain, the level curve out to 1500: all of it readable with a one-line JSON parse.
The one missing piece was names. The tables store keys like
ENEMY_NAME_MANDRAGORA. The game's full localization table
(Locale_824.json, 3,543 entries × 11 languages) resolved
almost all of them — and that file is where the true rarity ladder came from too:
Normal, Fine, Rare, Epic, Legendary, Ancient, Mythic, Exotic, Eternal.
From tables to tools
Raw JSON is for machines. The site is where it becomes useful:
- The Bestiary joins 208 stat variants with lore strings, drop tables and codex milestones — 169 cards, every one clickable and searchable.
- The DPS calculator reconstructs the weapon power formula from the game's balancing tables and checks your build against all 250 tower floors. It's a fan reconstruction — the game never publishes the formula — and the page says so.
- The world map was the wildest one: the APK ships no map bitmap (we checked — the only map image is a 64×64 button icon). So the map page renders the continent from the game's own ground-tile meshes — 1,153 of them, rotated through the transform chain into world space — and places 247 points of interest at the game's real coordinates.
- The Hero Builder and Progress Tracker close the loop: build a
dream hero or enter your level and see exactly what unlocks next, with every
number straight from
PlayerLevelData,ContentUnlockDataand the quest chain.
What we'd tell anyone starting this
- Look at the filenames before you write any code. Half the categorization was free.
- TextAssets first, IL2CPP never. Check what the game ships as plain data before assuming you need to reverse-engineer compiled code.
- Join everything. A spawn point is just a coordinate until you chain it through four tables into a named monster with a respawn timer and a bestiary link. The joins are the product.
- Build a pipeline, not a pile of scripts. Every page on this site is generated. When the game patches, we re-run the pipeline and the whole site updates itself — numbers, sprites, map and all.
- Be honest about the gaps. The power formula is a reconstruction. The chapter-position estimate is an estimate. Pages that say "this is a fan reconstruction" age better than pages that pretend.
What's next
The site keeps growing with the game: more guides as we climb further ourselves, deeper tooling where the data supports it, and the community features as the Discord fills up. If you're playing XP Hero and something on this site saved you time — that's the whole point. Come say hi.
Built by fans, for fans. XP Hero is developed by Supercent; this site is unofficial and not affiliated with or endorsed by them. All game data and sprites © Supercent — reproduced here for identification and commentary.