Overview
The Endless Grimoire is a cozy, session-friendly idle/incremental with a spellbook at its heart. You gather arcana, hire workers to automate taps, unlock passive sigils that reshape the math, and time active spells with cooldowns to break through soft caps.
- Active & passive magic: actives have costs/cooldowns; passives unlock permanent modifiers and new builds.
- Workers & automation: Producers, Speeders, and Boosters with readable value curves and batch-purchase helpers.
- Rotating themes: 20+ themes planned for launch (some purchasable). Each time you prestige—jumping the rift into the next timeline—you’ll play in a theme you haven’t seen yet.
What makes it fun
Pacing & payoffs
- Short spikes from actives; long arcs from passives.
- Clear near-term goals: the next worker, sigil, or spell rank.
- “Aha!” moments when synergies unlock a new tier of income.
Clarity by design
- Cards explain exactly what changed (icons + crisp copy).
- Cooldowns, costs, and yields in human time/number formats.
- Progress bars and highlight states reduce cognitive load.
Systems at a glance
Spellbook
- Actives: cost magic, trigger effects, and enter cooldown.
- Passives: unlock permanent multipliers and new caps.
- Detail sheets: cost rows, cooldown bars, availability, and smart primary actions (“Develop”, “Cast”, “Cooling down”).
Workers
- Three worker families (Producers/Speeders/Boosters) with geometric pricing.
- Batch math + max-purchasable helpers; clear buy/affordance states.
Progression
- Soft/hard caps via config; narrative intro variants per theme.
- Theme packs (palette, flavor, icons) swap with a single line.
Engineering highlights
- SSOT for math: a Derived-Stats engine aggregates all modifiers (spells, upgrades, theme) so UI reads from one source of truth.
- Typed configs with Zod: game balance in JSON validated by Zod; safe merges + experiment flags for rapid iteration.
- Workers domain: pure utilities for pricing, batch buys, and max-buy; framework-agnostic so logic is easy to unit test.
- Offline reconciliation: snapshot, cap, and produce during downtime with predictable, human-readable math.
- React context + hooks: Campaign & Theme providers isolate state; tiny, memoized selectors keep the UI snappy.
Screenshots
Phone-first UI: portrait screens are displayed in a comfortable two-column gallery on desktop and a single column on mobile.







Themes rotate as you prestige. At launch we’re targeting 20+ distinct themes (with some purchasable) so each timeline jump feels fresh.
What’s next
- Achievements & meta-progress “chapters”.
- More passive synergies and late-game loops.
- Live-ops hooks for seasonal and purchasable themes.
- Web build + iOS/Android via Expo EAS.
Want to try it?
I’m sharing private builds with studios and friends. If you’d like to test the feel—or peek under the hood at the math/config system—I’m happy to send a build.