This guide is about the economics of Love and Deepspace 6.0, not about story impressions. The official patch notes confirm the new Room, cooking, home crafting, gardening, and weather features, plus the 6000 diamond figure. Here is the shortest daily loop, how to raise bonding now that the cap moved, and why stamina goes to events before it goes to materials.
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| Item | Verdict | Basis |
|---|---|---|
| Home rewards | Over 6000 diamonds in total | Official 6.0 patch notes |
| Daily loop | Errands, cooking, crafting | All three feed home progress |
| Bonding | Cap raised, focus one character | Official 6.0 patch notes |
| Stamina | Events before materials | Events expire, materials do not |
Applicable version: 6.0 All Sounds Arise (store build 6.0.0, updated 2026-07-08; confirm the current build in official notices)

Love and Deepspace 6.0 home changes
The official 6.0 notes are specific: a new Room opens with cooking and home crafting; design mode, posed shooting mode, and My Mood arrive; the weather system expands and gardening becomes lighter; the real-scene photos, the closet-sorting feature, and three widgets ship alongside.
The home is not decoration any more
Version 6.0 makes the home an output system: cooking and crafting consume materials and produce affection plus items, while gardening produces planting materials . The daily home actions are therefore wired to diamonds and stamina, and skipping them costs one income tier per day.
Photo features are for reach, not resources
Real-scene photos and posed shooting produce nothing, but they are the fastest-spreading content in the community . If community engagement matters to you, those two outrank gardening.

Love and Deepspace 6000 diamonds: the daily home route
The official notes state that experiencing the 6.0 home content yields over 6000 diamonds in total . That number does not arrive at once; it is spread across the home features, which is why daily consistency beats one long session.
The shortest daily path
Home errands first, cooking second, crafting last. Errands pay fixed-tier rewards while cooking and crafting are cumulative . Fixed-tier rewards have daily caps, so doing them first never wastes a run.
Where the daily caps sit
The patch notes give a cumulative total but not per-feature daily limits . Treat the in-game home panel as authoritative: once it shows today's task complete, stop instead of re-entering menus.

Love and Deepspace bonding: raising the new cap
Version 6.0 raises the bonding level cap and updates the Confide content . Bonding unlocks interaction depth rather than combat power, so its value is content, not stats.
Who to focus
Focus whoever you interact with most, because bonding rises from interaction itself . Spreading interactions across five characters leaves all five stuck mid-level.
What changed in Confide
Confide gained new exclusive responses in 6.0 . Those responses are gated behind bonding level, so the level comes before the content.

Love and Deepspace daily stamina split
Stamina is the hard constraint: event stages, material stages, and home materials all draw on it . One rule covers it: events have windows, materials do not.
Events first, always
Event stages expire while material stages do not . Spend event attempts first each day, then materials. Doing it backwards usually ends with a last-night grind.
Do not buy home materials with stamina
Cooking and crafting inputs come from home play and daily output, not from stamina stages . Buying them with stamina is the most common invisible waste in this game.

Love and Deepspace 6.0 resource requirements
Pricing the full 6000 diamonds plus one four-star memory: the diamond figure is the official cumulative value, the four-star memory comes from the 6.0 selection bonus, and wish tickets and outfits are extra .
| Item | Scale | Note |
|---|---|---|
| Home diamonds | Over 6000 | Cumulative, requires daily home play |
| Four-star memory | 1 | 6.0 selection bonus (official notes) |
| Wish tickets | Version bonus | Exact count from in-game mail |
| Daily stamina | Cap per in-game display | Events first, materials second |
How much a month moves
Home income is cumulative, so the 6000 diamond progress is gated by days rather than by single-session intensity . Missing a login costs more than skipping a crafting session.
Love and Deepspace 6.0: worth returning for
Verdict first: returning players who left more than two patches ago should come back, because the 6000 diamonds and the four-star selection are pure bonus. Active players can decide by interest, since 6.0 adds no mandatory power mechanic .
Three player types
New players: push the main story to unlock the home, because the home is long-term income. Returning players: claim the version bonuses first, then catch up on story. Veterans: run the home loop and bonding, and treat the rest as optional.
Pull advice
Use the bonus wish tickets and the four-star selection before spending anything . The classic mistake in Love and Deepspace beginner guides is pulling first and claiming bonuses later, which double-charges the same goal.

Love and Deepspace FAQ
Are the 6000 diamonds paid out at once?
A: No. The official wording is that experiencing the home content yields over 6000 diamonds in total, which is cumulative .
How long should the home loop take each day?
A: The notes give no per-feature daily caps; follow the in-game home panel and finish errands, cooking, and crafting.
What is the new bonding cap?
A: The notes only say the cap was raised, without a number, so check the in-game bonding screen.
Events or materials first with stamina?
A: Events, because they expire while material stages stay open .
What should a returning player do first?
A: Claim the version bonuses, including the cumulative 6000 diamonds and the four-star selection, then catch up on story and home unlocks .
Love and Deepspace October action list
- Run home errands first, then cooking and crafting, every day.
- Stop when the home panel shows today's tasks complete.
- Focus bonding on one character instead of spreading it five ways.
- Clear event attempts before spending stamina on materials.
- Returning players claim bonuses before pulling.
Home and bonding notes for the same version are updated in the guides section on gghubs.com, and later 6.0 content follows official notices (GameHub).
Game Guides
- Palworld 1.0.5 Breeding Guide: Mutation, Four Passives, and Cake Economics
Version 1.0.5 only fixes textures, but the breeding line changed for good when 1.0 added Mutation, a low-probability upgrade during breeding. Getting reliable four-passive Pals is still an engineering problem: start from clean parents, merge narrow passive pools, and treat Mutation as a bonus instead of a plan.
- Reverse: 1999 4.0.0 Yingmenzhe: 40 Sign-In Pulls, Insight III Order, Real Costs
Version 4.0.0 landed on September 24, and the hardest number in its reward list is 40 limited sign-in pulls, followed by a guaranteed-new six-star and a selectable six-star Reverie character. Claim the sign-in before you spend anything, then decide who gets Insight III, because doing it backwards trades future pulls for current power.
- Honkai: Star Rail 4.6 Planar Split: Double Planar Ornaments and Relic Trade-offs
Planar Split opened on October 11 at 11:00 and doubles exactly one thing: Planar Ornaments from the Simulated Universe. Cavern relics are not included. With Immersifiers costing 40 Trailblaze Power each and 240 power a day, you get six runs a day, so spend every one of them on the two-piece slot you are still missing.
- Genshin Impact 7.1 Snowball Event Guide: Primogems, Dual Cryo Banners, Abyss 12
The Snowball event that opened on October 19 at 12:00 is the only new gameplay in the back half of Genshin Impact 7.1, and it sits next to two Cryo banners that have been live since October 8 at 16:00. Do the event first, count the primogems second, and pull third, because a 90-pull guarantee costs 14,400 primogems before you even discuss who is stronger.
- Wuthering Waves 3.7 Tower of Adversity: Three Teams, Echo Stats, Real Costs
Tower of Adversity in Wuthering Waves 3.7 still forces three teams that share no characters, and that single rule decides how you spend everything else. Fix your three carries first, then build echoes on a 4-3-3-1-1 cost split: 60 percent crit rate and 120 percent crit damage on the carry, energy regen only on supports.
- Zenless Zone Zero 3.2 Double-Drop Window: Drive Discs, W-Engines, Battery
Battery, not pulls, is the real bottleneck in Zenless Zone Zero 3.2. With the Data Bounty training-room double reward live since October 12, the correct order is character ascension materials first, drive disc main stats second, sub-stats never chased past 60 percent crit rate and 120 percent crit damage.
- Arknights Hengyuan Jinliang and Graystone Theater: Late-October Sanity Budget
Three timers stack on top of each other in late October: the Hengyuan Jinliang crossover from October 16, the new Annihilation stage Graystone Theater on October 26, and the Thank-You Celebration preview stream on October 24 at 19:30. Natural sanity recovers 240 points a day, so claim the sign-in furniture and the weekly 1800 Orundum cap first, then spend the rest on materials.
- Palworld 1.0.5 Base Production Lines: Work Suitability and the Ancient Bark Chain
A Palworld base should not build a little of everything. Lay it out in three zones — gathering, crafting, hauling — and put exactly one Pal on each station, with everything else shifted to transport or planting. Since v1.0.4 dropped Ancient Bark gathering to Work Suitability Lv. 1, the early wood chain costs far less to start .