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Idle RPG

In development · 2026

This is the current project; it will get its own page when it has a name.

An idle hack-and-slash RPG for browser and mobile, built around long-term character progression, build experimentation and equipment farming. Combat is fully automatic: the player's decisions live in the build, the gear and the action priorities, not in reflexes. A twenty-dungeon campaign leads into an endless mode with a leaderboard.

Project context

My role and responsibilities

Systems designed

Character and build model. One persistent character with a level cap of 100, three attributes (strength, intelligence, dexterity) and one talent point per level spent in a large passive talent tree. Respec is free, and builds are saved as reusable presets so experimenting never costs progress.

Combat. Damage and defences, critical hits, accuracy against evasion, block, armour and magic defence, and status effects (burn, poison, chill, freeze). Because combat runs itself, the player shapes it through action cadence and a choice of four action priority policies, from a fixed priority list to a round-robin rotation.

Progression. A twenty-dungeon campaign for the MVP (100 planned for release), then an endless mode that scales without limit, with checkpoints every hundred floors and a best-floor leaderboard. Offline rewards, automatic progression and auto farming keep the character moving between sessions.

Item economy. Ten equipment slots, five rarities and procedurally generated affixes, with rarity setting how many affixes an item rolls. Inventory is unlimited and salvage is the only way to dispose of items, so the economy has a single, readable sink.

Designed for verification

The simulation is deterministic and seeded: the same inputs always produce the same outcome. That makes every fight replayable and checkable, which serves two purposes. Players get replays and a leaderboard whose results can be recreated, and during development every system can be tested against exact expected results rather than by eye.

Process

The project runs on a written pipeline I designed:

As of September 2026 the verified test suite stands at over a thousand automated tests.

Why this project matters

This is the most complete expression of how I work: progression and economy designed as one connected system, and a process that turns written design into working, verifiable builds.