Halls of Ruin

Game Design Document
Idle Roguelike Medieval Fantasy Web / Mobile F2P Friendly

Section IDesign Pillars

💀 Meaningful Death

Every run ends. Every run matters. Permadeath resets dungeon state, but the player always extracts something — gold, knowledge, unlocks, reputation. The question is never if you die, but how much you got out of it.

⏳ Idle Tension

The game runs while you're away, but active play is always more efficient. Idle income funds upgrades; active play pushes depth. Neither path alone is optimal — the interplay is the core loop.

🎲 Emergent Builds

No two runs play the same. Randomized loot, event chains, shrine blessings, curse stacking, and class synergies create combinatorial depth without requiring manual deckbuilding.

♾️ Vertical Infinity

There is no final floor. Scaling is asymptotic — the player can always push one floor deeper with better meta-progression, but the difficulty curve ensures there's always a wall.

Section IICore Loop

┌─────────────────────────────────────────────────────────────┐ META LAYER (persistent) Gold → Upgrades → Unlocks → Prestige → Ascension └──────────────────────────┬──────────────────────────────────┘ feeds into ┌──────────────────────────▼──────────────────────────────────┐ RUN LAYER (ephemeral) Enter Dungeon → Floor Events → Combat → Loot → Death └──────────── gold/XP extracted ────────────┘ └─────────────────────────────────────────────────────────────┘ while away ┌──────────────────────────▼──────────────────────────────────┐ IDLE LAYER (passive) Tavern Income · Minion Expeditions · Crafting Queues └─────────────────────────────────────────────────────────────┘

Run Structure

A "run" is a single dungeon delve — a procedurally generated infinite vertical descent with branching paths at decision points.

Idle Systems

SystemUnlocked AtProducesActive Bonus
Tax CollectorStartGold/sec
TavernPrestige 1Gold/sec, rumorsHire better staff
Minion ExpeditionsFloor 15 reachedMaterials, minor lootChoose expedition targets
Crafting QueuePrestige 2Equipment from blueprintsManual crafting is faster
Training GroundsFloor 30 reachedPassive hero XPSpar for bonus XP
Black MarketPrestige 3Rare item rotationNegotiate prices

Offline calculation: On reconnect, compute min(elapsed, 8h) of idle ticks. Cap prevents overnight-equals-weeks exploits. Premium "Eternal Flame" upgrade raises cap to 24h.

Section IIIHero System

Classes

Four base classes, each unlocking a subclass tree at Prestige 1. Subclass selection is per-run, chosen at floor 5 via a "Shrine of Calling" event.

⚔️
Knight
Tank
Block — chance to negate damage entirely
Paladin · Warlord
🗡️
Rogue
Burst
Combo — sequential hits deal escalating damage
Assassin · Shadow
🔮
Mage
Nuke
Mana — builds per floor, spent on spells
Archmage · Chronomancer
✝️
Cleric
Sustain
Faith — heals scale with consecutive floors
Inquisitor · Saint

Stats

StatSourceNotes
HPBase + upgrades + equipmentNo natural regen in combat
ATKBase + upgrades + equipment + buffsFlat + % scaling
DEFBase + upgrades + equipmentDiminishing returns: reduction = DEF / (DEF + 50 + floor×2)
SPDBase + equipmentDetermines turn order
CRIT%Base (5%) + upgrades + equipmentCrit multiplier separate (default 2×)
LUCKEquipment + eventsAffects loot rarity, event quality, shop inventory

Per-Run Leveling

Heroes gain XP from kills. Level-ups grant stat boosts and skill points spent in a 3-deep subclass skill tree. All per-run progress resets on death. This creates the "one more floor" tension — you're always one level from a power spike that might carry you past the current wall.

Section IVCombat System

Turn Structure

Semi-auto with meaningful decisions. Combat is round-based:

  1. Turn order resolved by SPD.
  2. Hero turn: Auto-attack by default. Player can intervene to use a skill, item, or flee. If idle/AFK, hero auto-attacks.
  3. Enemy turn: AI acts based on behavior pattern.
  4. Repeat until one side is dead.
Design Intent

Skills are strictly better than auto-attacks but require player input. Idle combat is viable but suboptimal — this is the core idle/active tension.

Example Skills — Knight

SkillCostEffect
Shield Bash2 CDDeal 80% ATK + stun 1 turn
Fortify3 CD+50% DEF for 3 turns
Rallying Cry5 CDHeal 15% max HP + cleanse 1 debuff
Last StandPassiveBelow 25% HP: +30% ATK, +20% DEF

Enemy Behavior Patterns

Elite Modifiers

Applied to any enemy on elite floors: Vampiric, Shielded, Thorns, Splitting, Enraged, Time-Bomb.

Boss Design

Bosses have 3 phases with mechanic changes at 66% and 33% HP. Each boss has a telegraph system — upcoming attacks are previewed 1 turn in advance, rewarding attentive players.

Section VLoot & Equipment

Rarity Tiers

TierDrop %Stat MulSpecial
Common60%1.0×
Uncommon25%1.3×1 minor affix
Rare10%1.6×2 affixes
Epic4%2.0×3 affixes + set potential
Legendary1%2.5×Unique effect + 3 affixes
Mythic0.1%3.5×Build-defining unique

Equipment Slots

Helmet, Armor, Weapon, Shield/Offhand, Ring ×2, Amulet, Boots. Each slot has a dedicated affix pool.

Key Tension — Equipment Persistence

Equipment found during a run is lost on death unless: the player reaches a Vault event and banks 1 item (rare), or has the "Salvager" meta-upgrade (extracts 1 random item as blueprint), or extracts via portal (keeps everything). This creates high-stakes decisions: equip the legendary sword now for power, or bank it for future runs?

Affix System

Prefixes (2 max) and suffixes (2 max) rolled from per-slot pools.

Set Items

4-piece sets with 2pc and 4pc bonuses, class-agnostic but synergy-targeted:

Section VIDungeon Events

Events are the primary source of run variance. Each has 2–3 choices with different risk/reward profiles.

Resource Events

Risk Events

Narrative Events

Mystery Events

Event Chains

Some events have follow-ups. Saving the Lost Soul on floor 12 triggers "Grateful Ghost" on floor 20 with a unique reward. Chains are tracked per-run and create emergent narratives.

Section VIIMeta-Progression

Persistent Upgrades (Gold)

CategoryExamples
EconomyIdle gold rate, gold multiplier, shop discounts, death gold retention %
CombatBase ATK/DEF/HP bonuses, starting crit%, starting skill unlocks
ExplorationFloor preview range, event quality, vault frequency, portal spawn rate
IdleMinion expedition slots, crafting speed, tavern capacity, offline cap

Prestige System

Trigger: Reach floor 50+ and choose to "Ascend" at any rest site.
Cost: Resets ALL gold, upgrades, and unlocked content (except achievements and lore).
Reward: Prestige Points (PP) based on deepest floor. PP buys permanent prestige upgrades.

Tier 1 — 1 PP each
Subclass Unlocks Minion Expeditions +1 Starting Potion Tavern System
Tier 2 — 3 PP each
Crafting System Set Item Drops Elite Resistance +1 Vault Slot
Tier 3 — 8 PP each
Mythic Drops Black Market Ascension Challenges Hero Legacy
Tier 4 — 20 PP each
Multiclass Infinite Scaling Custom Modifiers The Abyss

Ascension Challenges

Optional run modifiers that multiply PP gain. Stack multiplicatively.

ChallengeEffectPP Multiplier
Frail-50% HP1.5×
PacifistCan't attack on odd turns
Cursed BloodStart with 3 random curses2.5×
IronmanNo healing from any source
Speedrun30-second timer per floor

Hero Legacy

After Prestige 3, dead heroes leave behind a "Legacy" — a permanent passive buff based on deepest floor and class. The player accumulates a graveyard of legacies. Each is small (+1% ATK, +5 HP) but they stack infinitely, creating permanent growth even through death.

Section VIIIEndgame — The Abyss

Unlocked at Prestige Tier 4. A separate infinite dungeon with modified rules:

Section IXEconomy & Currencies

CurrencySourceSinkPersistence
GoldCombat, events, idleUpgrades, shopsSurvives death, reset on prestige
Prestige PointsAscensionPrestige upgradesPermanent
MaterialsExpeditions, salvageCraftingSurvives death, reset on prestige
Abyss TokensAbyss runsCosmetics, QoLPermanent
Soul FragmentsLegacy systemLegacy enhancementPermanent
Dungeon KeysRare drops, dailySpecial dungeon variantsPermanent

Anti-inflation: Upgrade costs are exponential. Shop prices scale with floor depth. Crafting permanently consumes materials.

Section XProgression Pacing

MilestoneExpected TimeWhat Opens
First death2 minUnderstanding of loop
Floor 10 (first boss)15–30 minBoss mechanics, rare loot
Floor 251–2 hoursMid-tier upgrades, expeditions
Floor 50 (first prestige)4–8 hoursPrestige system, subclasses
Prestige 320–40 hoursAscension challenges, legacy
Floor 10050+ hoursThe Abyss, endgame
Abyss floor 50100+ hoursCompetitive leaderboards

Section XITechnical Architecture

State Model

GameState { meta: { prestiges, prestigePoints, prestigeUpgrades, legacies[], achievements, loreUnlocks, abyssTokens, soulFragments } persistent: { gold, upgrades, materials, blueprints[], expeditions[], craftingQueue[], tavernStaff[] } run: { active, heroClass, subclass, hero { hp, maxHp, atk, def, spd, critChance }, floor, floorHistory[], equipment{}, inventory[], activeBuffs[], activeCurses[], eventChains{}, enemy, currentEvent, runStats } idle: { lastTick, idleGoldRate, expeditionTimers{}, craftingTimers{} } }

Tick System

Scaling Math

Balance Formulas

Enemy HP: base_hp × template_mul × (1 + floor × 0.15) × (1 + prestige × 0.05)

Enemy ATK: Same formula, steeper per-floor coefficient (0.18).

Gold scaling: base_gold × template_mul × (1 + floor × 0.12) × (1 + gold_upgrade × 0.1)

DEF diminishing returns: reduction = DEF / (DEF + 50 + floor × 2) — ensures value without immunity.

All tunable constants exposed in balance.json for rapid iteration.

RNG Architecture

Persistence

Section XIIContent Roadmap

Phase 1 — Core Loop (MVP)
  • 4 classes, no subclasses
  • Combat + basic events + boss every 10 floors
  • Gold + persistent upgrades
  • Common/Uncommon/Rare loot (no sets)
  • Idle gold generation
  • Mobile-responsive web UI
Phase 2 — Depth
  • Subclass system + Shrine of Calling
  • Full event chain system
  • Equipment affixes + set items
  • Minion expeditions + crafting
  • Prestige system (Tier 1–2)
Phase 3 — Endgame
  • Prestige Tier 3–4 + Ascension Challenges
  • The Abyss + daily mutators + leaderboards
  • Hero Legacy system
  • Mythic items + lore completion
Phase 4 — Social
  • Shared seed challenge runs
  • Guild system (shared idle bonuses)
  • Weekly boss rankings + trading post
  • Seasonal content + cosmetics

Section XIIIMonetization

If monetized, strictly cosmetic + convenience:

Hard Rule

No stat boosts, no exclusive gameplay content, no gold purchases. Paying players look cooler but don't go deeper.

Section XIVOpen Design Questions

Party System?

Should the player eventually recruit companions (1 → 3-hero party)? Adds tactical depth but massively increases combat complexity and balance surface area. Possibly Phase 4+.

PvP?

Async PvP (attack other players' "ghost runs") could work without real-time infrastructure. Risk of balance distortion.

Narrative Weight?

How much lore vs. pure mechanics? Memory Fragments suggest light narrative. Could expand into a full story mode or stay ambient.

Difficulty Modes?

Or is the Ascension Challenge system sufficient for self-imposed difficulty?

Seasonal Resets?

Ladder-style seasons with fresh starts, or purely additive forever? Seasons drive engagement but punish casual players.