JasonFlatford
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Game Dev

The Endless Grimoire — cozy spell-craft idle, built for delight

Tap to gather, hire quirky workers, unlock passive sigils, and time active spells to push the run. Under the hood: a strongly-typed game loop, configurable balance, and human-friendly math with a smooth, responsive UI.

  • Pre-MVP
  • Active & passive spells
  • Workers + automation
  • Offline progress
  • 20+ theme variants

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.

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.

Curious about the game?

I'm sharing private builds with studios and fellow devs. If you'd like to playtest—or dig into the systems design and math engine—reach out and I'll send a build your way.

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