Skip to content

Prototype Design

Internal design reference for Endless Idle.

Elevator Pitch

An idle RPG set in an endless underground world. A massive tower rises from the depths, and the terrain spirals around it like a helix ribbon descending forever. Fight, gather, and loot your way down.

Game Identity

TitleEndless Idle
GenreIdle RPG / Incremental
PlatformWeb (desktop and mobile browsers)
Tech StackTypeScript, React, Three.js, React Three Fiber, WebGPU
Target AudienceClassic MMO RPG fans, idle/incremental game players
Art StyleMedieval/fantasy, hex tile-based, low-poly / pixel-art hybrid
MonetizationFreemium membership

Design Pillars

Hands-off by default, hands-on by choice

The game plays itself competently through auto-battle. Active play is an advantage, not a requirement. Any playstyle is valid.

Earn it to reach it

Content is gated by depth, not timers or artificial slowdowns. If you can get there, you've earned the right to be there.

Simple surface, deep systems

On the surface it's immediately readable: hero walks, hero fights, numbers go up. Underneath, the skill system, gear interactions, and resource economy reward players who want to optimize.

Core Loop

Select Level > Run > Fight > Beat the Boss (or Die Trying) > Repeat.

  1. Select a level. The player picks a level to run from unlocked checkpoints.
  2. Enter the level. A procedurally generated level loads in. The main path runs from the first chunk to the last, with enemies along the road.
  3. Fight. In auto-battle, the hero follows the main path, fighting enemies along the way. Active players can go off-road for tougher encounters and better loot.
  4. Boss. The last chunk has a boss enemy. Defeat it to complete the level.
  5. Die or Win. If the hero dies, the level seed is randomized and a new level is generated. If the boss is defeated, the next level unlocks.

Every run is procedurally generated. No two runs are the same.

Idle Philosophy

Auto-Battle Loop

Pick a level, hit go. The terrain pipeline builds a procedural level with a main road snaking from start to finish, enemies scattered along it. The hero walks the road on its own, picks fights with whatever's nearby, loots what drops, and keeps moving. A boss sits at the end of the level. Kill it and the next level unlocks. Die and the level seed is randomized, generating a fresh level for the next attempt. The previous layout is gone.

Every new level is a fresh generation from the Wave Function Collapse (WFC) and noise pipeline. No two are alike.

The game needs to be open for auto-battle to run. No background or offline progression in the prototype.

Active Play

Active play involves the player taking direct control: moving off the main path, manually guiding the hero, selecting specific enemies, and toggling auto-retaliate on or off.

Off the main path there are unique encounters like stronger enemy camps with better loot. The main road is the safe idle route; going off-road is the active player's reward.

Active play also includes overworld hub management: inventory, gear, and consumable thresholds.

Relationship to Endless MMO

Endless Idle is the precursor to Endless MMO, a full multiplayer RPG. It builds a player base, validates core gameplay, and battle-tests the shared engine. Both games run on the same codebase, so every system built for Idle carries forward. Player progress does not carry over between the two. They are separate products, but the community, brand, and technology all carry forward.

Endless MMO is years away. This documentation focuses entirely on Endless Idle.

Monetization Direction

Free-to-play base game with a monthly membership (~$3 CAD/month). Free players experience the full core loop but with limited mid- and late-tier content access (for example, they can mine copper and tin but not higher-tier ores). Membership unlocks full content depth. The gate is content depth, not power. Free players aren't weaker at what they can access; they just can't access everything.

Full monetization design deferred to post-prototype.