genre

Use when

Designing a clicker/idle/prestige game whose fun is a smooth ramp of unlocks with no dead stretches waiting for a wall.

Incremental / Idle

What it is. An economy that grows itself. You buy producers, producers make currency, currency buys more producers; periodically a prestige reset trades progress for a permanent multiplier. The number goes up — the question is only how fast, and toward what next unlock.

Player fantasy / why it’s fun. “I keep crossing thresholds I couldn’t afford a minute ago.” The pull is a horizon that keeps arriving: every purchase is close, the next tier is visible, and a reset makes the whole climb feel faster. Fun is the pacing curve with no deserts — the moment you’re bored, the game has failed.

Pillars

  1. The curve is the game. First-buy times and the gaps between eras are the design surface. You are authoring a rhythm of “soon”, not a set of numbers.
  2. Every tier pays back on schedule. Cost-over-production per tier stays roughly flat (a ~15–25s payback). A rising payback silently strangles the late game.
  3. Intent is an action, never a mutation. A click is input.press, not a direct state write — or the replay lies and the balance-sim can’t trust the arc.

The loop stack

LayerThe beat
MomentAfford the next thing → buy it → watch the rate tick up.
EncounterReach a tier / unlock / milestone that changes what you optimise.
SessionClimb toward a prestige; decide when to reset.
MetaPrestige multipliers, permanent upgrades, new mechanic layers per reset.

Essential systems

SystemWhy this genre needs it
system-economyFaucets, sinks, and currencies are the entire object; inflation control keeps late tiers meaningful.
system-progressionThe power curve is the content; pacing power gain is pacing the game.
pattern-feedback-loopsProduction→currency→production is a runaway positive loop; prestige is the negative-loop reset that re-paces it.
system-reward-schedulesMilestone unlocks and offline-earnings payouts are the variable, anticipated rewards.
system-meta-progressionPrestige currency + permanent buffs are cross-run meta; power vs. new options is the tuning axis.
system-onboardingThe first three buys must land in under a minute or the ramp never catches.

Content & difficulty model

Signature-mechanic seeds

Common pitfalls

Anchors

Verify

Balance-sim the arc; assert pacing windows, monotone production, no unlock deserts, no click-softlock → design/FUN.md §14 · Incremental/idle. Author the curve here; prove its windows there.

Composes with

See also

This module rendersthe repo's markdowndirectly — edit it there, it changes here.