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Four Complete Games

Not Tech Demos. Fully Playable Idle Games You Can Study, Modify, and Ship.

Every demo was built entirely with Simple Idle Forge — the same wizards and JSON pipeline you get. Every demo's JSON source data is included. No hidden tricks, no manual setup, no hand-written game logic.

Four Complete Games

Simple Idle Forge ships with four fully playable idle games. These are not tech demos. They are not minimal examples with a single button and a counter. They are complete, polished idle games with multiple progression systems, dozens of upgrades, layered prestige mechanics, achievement milestones, and hours of content — the kind of games that players actually sit down and play.

Every single one of these games was built entirely with Simple Idle Forge. The same five forge wizards you get access to. The same JSON workflow you can use to design your content externally and import it in bulk. The same runtime components that handle offline progress, bonus stacking, cost scaling, and prestige resets. Nothing was hand-coded outside the toolkit. Nothing was faked for the sake of a demo. What you see running in the Unity Editor is exactly what the toolkit produces.

Each demo targets a different genre of idle game, uses a different visual theme and layout paradigm, and showcases different features of the toolkit. Together, they cover the entire spectrum of idle game design — from the classic Cookie Clicker loop to industrial supply chains, survival decay mechanics, and dark RPG combat systems with four-layer prestige hierarchies.

Most importantly: every demo includes its complete JSON source data. You can open these JSON files, study exactly how the resources, generators, upgrades, prestige layers, and achievements were structured, and use them as templates for your own game. The JSON pipeline is the fastest way to build content for Simple Idle Forge, and the demo source files are the best reference for learning exactly how it works.

What's Included for Each Demo Every demo includes a dedicated Unity scene, a runtime controller that wires all the toolkit's components together, a complete set of generated databases (resources, generators, upgrades, prestige, achievements), and the original JSON source data that was used to create those databases. You get the finished product and the blueprint that built it.

Playing the Demos

Getting into the demos takes about ten seconds. Every demo is accessible from a central hub scene that acts as a launcher — click a button, and you are playing that game. Click "Back to Hub" inside any demo, and you are back at the launcher ready to try another one.

1

Open the Hub Scene

In the Unity Project window, navigate to Assets/Simple IDLE Forge/Scenes/Hub.unity and double-click to open it. This is the central launcher that connects all four demo games.

2

Hit Play

Press Play in the Unity Editor. The Hub scene displays four clearly labeled buttons — one for each demo game. Each button shows the demo's name, genre, and a brief description of what makes it unique.

3

Launch a Demo

Click any of the four buttons to load that demo's scene. The transition is instant. You are now playing a fully functional idle game — generating resources, buying upgrades, watching timers fill, triggering prestige resets, and earning achievements.

4

Return to the Hub

Every demo has a clearly visible "Back to Hub" button (typically in the top-left corner or the navigation sidebar). Click it to return to the launcher and try a different demo. Your progress in a demo is not saved between launches — each play session starts fresh, which makes it easy to experiment and compare how different games feel.

Tip: Scene Build Settings All five scenes (Hub + 4 demos) are already added to the Build Settings. If you ever need to re-add them, navigate to Assets/Simple IDLE Forge/Scenes/ and drag the scenes into File → Build Settings in this order: Hub, SimpleKingdomScene, SimpleFactoryTycoonScene, SimpleIdleSurvivalScene, SimpleIdleRPGScenes.

Simple Kingdom — The Classic Idle Clicker

Simple Kingdom is the "hello world" of idle games, and it is one of the most satisfying hello worlds you will ever play. This is the genre that started it all — the Cookie Clicker formula that launched a thousand incremental games. Tap to earn gold. Buy generators that produce gold automatically. Purchase upgrades that multiply your output. Prestige to restart with permanent bonuses and watch the numbers climb even faster the second time around.

The genius of this formula is its simplicity. There is always something to buy, always a milestone just out of reach, always a reason to check back in five minutes to see how much gold has piled up. Simple Kingdom captures that loop perfectly, wrapped in a dark fantasy medieval theme with a polished centered column layout.

At a Glance

Genre Classic idle clicker (Cookie Clicker style)
Visual Theme Dark navy with colorful accents — gold for currencies, greens and blues for generators
Layout Centered 900px column — clean, focused, no distractions
Scene Assets/Simple IDLE Forge/Scenes/SimpleKingdomScene.unity

7 Resources

The kingdom's economy runs on seven distinct resources, each serving a different role in the progression system:

  • Gold — The primary currency. Everything starts and ends with gold. Your generators produce it, your upgrades cost it, and your prestige formula reads from your total gold earned. This is the heartbeat of the kingdom.
  • Gems — A premium secondary currency used for high-tier upgrades and special purchases. Harder to earn than gold, which makes spending them feel meaningful.
  • Prestige Points — Earned through the Rebirth prestige layer. These are the permanent currency that survives resets and funds your permanent bonuses.
  • Wood — A basic material produced by the Lumber Mill. Used in the cost formulas of mid-tier generators and upgrades, adding depth to the economy beyond "everything costs gold."
  • Iron — A refined material produced by the Iron Mine. Gates access to the higher-tier generators like the Blacksmith and Crystal Cavern.
  • Crystals — A rare resource produced by the Crystal Cavern. Used for the most powerful upgrades and as a component in the Dragon Lair's cost formula.
  • Energy — A regenerating resource that gates certain special actions and speed-based upgrades. Adds a timing element to an otherwise passive game.

8 Generators

The kingdom's generators follow a classic medieval progression, each one unlocking via prerequisites that guide the player through a natural order of advancement:

  • Peasant Hut — Your first generator. Cheap, cheerful, produces a trickle of Gold. Every kingdom starts with peasants.
  • Lumber Mill — Produces Wood. Unlocks once you have a few Peasant Huts, introducing the player to the concept of prerequisite chains.
  • Gold Mine — A dedicated Gold producer that outpaces the Peasant Hut by a wide margin. This is where the numbers start climbing.
  • Farm — Produces Gold and provides food-related bonuses. Mid-tier pricing that requires both Gold and Wood.
  • Iron Mine — Produces Iron, opening the door to the second tier of the economy. Costs Gold and Wood to purchase.
  • Blacksmith — Converts Iron into Gold at a high rate. One of the first generators that requires a refined material (Iron) in its cost formula.
  • Crystal Cavern — Produces Crystals, the rarest basic material. Expensive to buy, but its output feeds into the most powerful upgrades in the game.
  • Dragon Lair — The crown jewel. Massive Gold production, costs Gold, Iron, and Crystals. The ultimate generator that players spend hours working toward.

All eight generators use Continuous production — resources flow every tick with no waiting, no progress bars, no timers. This is the purest expression of the idle clicker formula: buy the generator, watch the number go up, buy another one.

20 Upgrades

The upgrade system in Simple Kingdom covers three categories that work together to accelerate the player's progression:

  • 8 Production Boosts (Peasant Boost, Lumber Boost, Gold Mine Boost, Farm Boost, Iron Mine Boost, Blacksmith Boost, Crystal Boost, Dragon Boost) — One per generator, each multiplying that generator's output. These are the bread and butter of the upgrade system.
  • 8 Automation Triggers (Peasant Auto, Lumber Auto, Gold Mine Auto, Farm Auto, Iron Mine Auto, Blacksmith Auto, Crystal Auto, Dragon Auto) — Each one enables automatic purchasing for its corresponding generator. Once bought, the auto-purchase system takes over and buys that generator whenever you can afford it.
  • 4 Speed Bonuses (Iron Speed, Blacksmith Speed, Crystal Speed, Dragon Speed) — Accelerate the production rate of the higher-tier generators, providing a meaningful boost in the late game when raw multipliers start to plateau.

1 Prestige Layer: Rebirth

When the player feels ready — or when progress slows to a crawl — they can trigger a Rebirth. This resets their generators, upgrades, and non-prestige resources, but awards Prestige Points based on their total Gold earned. Those Prestige Points buy permanent bonuses that make the next run faster, letting the player reach the point where they last prestiged in a fraction of the time. The cycle repeats, each Rebirth pushing further than the last.

One prestige layer is all this game needs. The simplicity is the point. Simple Kingdom teaches the fundamental prestige loop before the player moves on to more complex demos.

20 Achievements

The achievement system provides long-term goals across every aspect of the game: earning gold milestones (1K, 100K, 10M, 1B), stockpiling materials, leveling specific generators to high thresholds, purchasing your first upgrade, triggering your first Rebirth, and reaching the ultimate "Eternal Kingdom" milestone that represents true mastery.

What Simple Kingdom Teaches You

The Core Idle Loop

How resources, generators, and upgrades create the fundamental feedback loop that makes idle games work. Buy → earn → buy more → earn faster. This is the heartbeat of every incremental game, and Simple Kingdom implements it cleanly.

Prestige Basics

How a single prestige layer creates long-term depth by letting players restart with permanent advantages. The Rebirth formula, reset rules, and permanent bonus configuration are all visible in the demo's database.

Achievement Design

How to create a progression of milestones that guide players through early, mid, and late game content. Tiered goals, hidden achievements, and reward structures are all demonstrated.

Centered Column Layout

How to build a clean, focused UI in a single 900px column with no sidebar or secondary panels. This is the most common layout for mobile idle games and casual browser incrementals.

Factory Tycoon — The Supply Chain

Factory Tycoon takes the idle formula and adds a layer of strategic depth that changes everything: supply chains. Resources do not just accumulate — they flow. Raw materials come out of extractors, get refined into intermediate goods, get assembled into finished products, and get sold for profit. Each step in the chain depends on the step before it. You cannot build Electronics without Copper Wire and Plastic. You cannot build Copper Wire without Copper Ore. You cannot extract Copper Ore without a Copper Mine.

This creates a fundamentally different kind of idle game. Instead of the linear "buy more of everything" progression of a Cookie Clicker, Factory Tycoon demands that you think about bottlenecks. Your Steel Foundry can only refine Steel as fast as your Iron Mine can supply Iron Ore. Your Electronics Fab needs both Copper Wire and Plastic, so you need to balance the output of your Wire Mill and Plastic Plant. Every investment is a decision about which part of the chain needs more capacity.

The visual theme is industrial opulence — royal maroon backgrounds with gold accents and clean black text. It feels like the office of a titan of industry who has profits to count and factories to build.

At a Glance

Genre Industrial supply chain (Adventure Capitalist style)
Visual Theme Royal maroon with gold highlights and black typography
Layout Centered 900px column — generators stacked vertically with visible progress bars
Scene Assets/Simple IDLE Forge/Scenes/SimpleFactoryTycoonScene.unity

12 Resources

The factory's economy is organized into three tiers that mirror a real supply chain:

Raw Materials (Tier 1):

  • Iron Ore — Extracted by the Iron Mine. Feeds into the Steel Foundry.
  • Copper Ore — Extracted by the Copper Mine. Feeds into the Wire Mill.
  • Oil — Extracted by the Oil Pump. Feeds into the Plastic Plant.

Processed Goods (Tier 2):

  • Steel — Refined from Iron Ore at the Steel Foundry. Used by the Machine Shop.
  • Copper Wire — Drawn from Copper Ore at the Wire Mill. Used by the Electronics Fab.
  • Plastic — Molded from Oil at the Plastic Plant. Used by the Electronics Fab.

Finished Products and Currencies (Tier 3):

  • Electronics — Assembled from Copper Wire and Plastic. High-value product.
  • Machinery — Assembled from Steel. Powers industrial upgrades.
  • Power — Generated by the Power Plant. Consumed by high-tier operations.
  • Cash — The primary currency. Earned from the Trade Depot and used for all purchases.
  • Research Points — Earned alongside Cash. Spent on technology upgrades.
  • Blueprint Tokens — Prestige currency earned through the Retool and Conglomerate layers.

10 Generators — Continuous Extractors + Timer Processors

This is where Factory Tycoon showcases one of Simple Idle Forge's most powerful features: mixing Continuous and Timer production modes in the same game. The three extractors run continuously, producing a steady flow of raw materials. The seven processors use Timer production — each crafting cycle takes real seconds, displays a visible progress bar that fills up, and delivers a batch of output when the timer completes.

Continuous Extractors (always running):

  • Iron Mine — Continuously extracts Iron Ore.
  • Copper Mine — Continuously extracts Copper Ore.
  • Oil Pump — Continuously extracts Oil.

Timer Processors (batch production with visible progress bars):

  • Steel Foundry — 8-second cycle. Consumes Iron Ore, produces Steel.
  • Wire Mill — 10-second cycle. Consumes Copper Ore, produces Copper Wire.
  • Plastic Plant — 8-second cycle. Consumes Oil, produces Plastic.
  • Electronics Fab — 15-second cycle. Consumes Copper Wire + Plastic, produces Electronics.
  • Machine Shop — 20-second cycle. Consumes Steel, produces Machinery.
  • Trade Depot — 12-second cycle. Converts finished goods into Cash.
  • Power Plant — 5-second cycle. Produces Power for high-tier operations.

The timer bars are the star of the show. Watching seven different progress bars fill at different rates, knowing that each one depends on having enough raw materials, creates a deeply satisfying management experience. When you buy a Speed upgrade and watch a timer that used to take 15 seconds drop to 10, the improvement is visceral and immediate.

24 Upgrades with Speed Bonuses

The upgrade system in Factory Tycoon is designed around the supply chain:

  • 10 Production Boosts — One per generator, increasing output per cycle.
  • 7 Speed Upgrades (Steel Speed, Wire Speed, Plastic Speed, Electronics Speed, Machine Speed, Trade Speed, Power Speed) — These directly reduce the timer duration on processors. A Steel Foundry with a Speed upgrade refines Steel faster, which means your downstream Machine Shop gets fed sooner. Speed bonuses are the most impactful upgrades in a timer-based game.
  • 5 Automation Triggers (Auto Iron, Auto Copper, Auto Refinery, Auto Assembler, Auto Trade) — Enable automatic purchasing for groups of generators.
  • 2 Global Bonuses (Factory Efficiency, Industrial Revolution) — Late-game upgrades that boost the entire factory at once.

2 Prestige Layers: Retool → Conglomerate

Factory Tycoon demonstrates stacked prestige layers — a more advanced system where the second prestige layer resets the first.

  • Retool — The first prestige layer. Resets your factory and awards Blueprint Tokens based on your total Cash earned. Blueprint Tokens buy permanent efficiency bonuses that make your next factory run significantly faster.
  • Conglomerate — The second prestige layer. Resets everything including your Retool progress and awards a more powerful prestige currency. This is the deep meta-game that gives Factory Tycoon its long-term legs. Players who have Retooled a dozen times eventually graduate to the Conglomerate layer for even greater permanent power.

25 Achievements

Achievements track progress across the entire supply chain: first profits, production milestones for each resource tier, speed optimization targets, generator level thresholds, prestige completions for both layers, and the ultimate "Singularity" achievement for players who master every aspect of their industrial empire.

What Factory Tycoon Teaches You

Timer Production

How to design generators that produce in batches on a countdown timer instead of continuously. Progress bars, cycle durations, and the feel of watching timers complete. This is the Adventure Capitalist model that millions of players love.

Supply Chain Design

How to create multi-resource economies where materials flow through processing tiers. Extractors feed refineries, refineries feed assemblers, assemblers feed the market. Bottleneck management becomes the core gameplay.

Two-Layer Prestige

How to stack prestige layers so the second layer resets the first. This is the standard pattern for mid-complexity idle games and creates weeks of additional progression depth.

Speed Bonuses

How Speed-type upgrades interact with Timer generators to reduce cycle durations. The most impactful upgrade type in timer-based games, and Factory Tycoon shows exactly how to configure them.

Survival Idle — The Decay Challenge

Survival Idle turns the idle formula on its head. In every other idle game, resources only go up. You accumulate, you grow, you buy more, and the numbers climb forever. In Survival Idle, three critical resources — Food, Water, and Warmth — are constantly draining. Every second that passes, your settlers get hungrier, thirstier, and colder. If any of these vital resources hits zero, you are in trouble.

This creates a fundamentally different emotional experience. Instead of the zen-like satisfaction of watching numbers grow, Survival Idle gives you urgency. You need to gather wood before the campfire goes out. You need to hunt before your food stores run empty. You need to balance production across multiple resource types simultaneously, because letting any one of them drop to zero means your settlement is in danger.

The visual theme reinforces this tension perfectly. A neumorphic black-and-white palette with no color except in the vital resource bars: green when you are safe (above 50%), amber when supplies are getting low (25–50%), and red when you are in danger (below 25%). The entire UI is built around the Melvor Idle sidebar pattern — a permanent 250-pixel sidebar on the left showing your vital resources at all times, with the main content area on the right.

At a Glance

Genre Survival with resource decay (Melvor Idle style)
Visual Theme Neumorphic black-and-white — no color except the vital resource bars
Layout Full sidebar (250px permanent left panel) + main content area — 1920×1080
Scene Assets/Simple IDLE Forge/Scenes/SimpleIdleSurvivalScene.unity

16 Resources

The survival economy is divided into vital resources that drain, basic materials, crafted goods, and prestige currencies across three layers:

Vital Resources (drain every second):

  • Food — Drains constantly. Produced by the Forager and Hunter Lodge. When Food hits zero, your settlers start to starve. The resource bar turns red well before this happens, giving you time to react.
  • Water — Drains constantly. Produced by the Well. Dehydration is faster than starvation in this game, making the Well one of your first priorities.
  • Warmth — Drains constantly. Produced by the Campfire. Without warmth, your settlers freeze. The Campfire needs Wood as fuel, creating a chain dependency: Woodcutter → Wood → Campfire → Warmth.

Basic Materials:

  • Wood — Gathered by the Woodcutter. Used for Campfire fuel, building materials, and crafting recipes.
  • Stone — Quarried by the Quarry. Used for construction and tool crafting.
  • Hide — Gathered by the Hunter Lodge. Used for clothing and leather goods.
  • Herbs — Cultivated by the Herb Garden. Used for Medicine crafting.
  • Iron Scrap — Scavenged from the environment. Used for advanced tools and trade goods.

Crafted Goods:

  • Medicine — Crafted by the Apothecary from Herbs. Essential for survival.
  • Tools — Crafted by the Workshop from Wood, Stone, and Iron Scrap. Boost gathering efficiency.
  • Clothing — Crafted by the Tannery from Hide. Provides warmth bonuses.
  • Stamina — A regenerating pool that gates special actions.

Prestige Currencies (3 tiers):

  • Survival Points — Earned from Season Reset (Layer 1).
  • Season Tokens — Earned from Season Reset. Secondary layer 1 currency.
  • Legacy Points — Earned from Migration (Layer 2).
  • Evolution Shards — Earned from Evolution (Layer 3). The ultimate currency.
The Vital Resource Bars The three vital resources (Food, Water, Warmth) display as color-coded slider bars in the sidebar. Green when above 50% capacity, amber when between 25% and 50%, and red when below 25%. When a vital resource hits zero, the demo displays a survival warning. These bars are the first thing you see when you open Survival Idle, and they create an immediate sense of urgency that drives the entire game's pacing.

12 Generators — 5 Continuous Gatherers + 7 Timer Crafters

Like Factory Tycoon, Survival Idle mixes both production modes — but with survival-specific logic:

Continuous Gatherers (always running):

  • Forager — Continuously gathers Food.
  • Well — Continuously produces Water.
  • Woodcutter — Continuously gathers Wood.
  • Quarry — Continuously extracts Stone.
  • Campfire — Continuously produces Warmth (consumes Wood).

Timer Crafters (batch production with progress bars):

  • Hunter Lodge — 12-second cycle. Produces Food and Hide.
  • Herb Garden — 10-second cycle. Cultivates Herbs.
  • Apothecary — 15-second cycle. Crafts Medicine from Herbs.
  • Workshop — 20-second cycle. Crafts Tools from Wood, Stone, Iron Scrap.
  • Tannery — 15-second cycle. Crafts Clothing from Hide.
  • Shelter — 8-second cycle. Provides Warmth and protection.
  • Trading Post — 25-second cycle. Converts surplus goods into valuable resources.

The continuous gatherers keep your vital resources from hitting zero while the timer crafters produce the goods you need for long-term progression. The tension between "keep my settlers alive right now" and "invest in better crafting for later" is what makes Survival Idle compelling.

24 Upgrades Including Decay Reduction

The upgrade system includes the standard production boosts, speed bonuses, and automation triggers — but Survival Idle adds a category that no other demo has:

  • 5 Continuous Boosts — Increase gathering rates for the five continuous generators.
  • 7 Speed Upgrades — Reduce timer durations on all seven crafting buildings.
  • 6 Automation Triggers — Enable auto-buying for gatherers, crafters, and trade.
  • 3 Decay Reduction Upgrades (Food Preservation, Water Purification, Insulation) — These directly reduce the drain rate on vital resources. Food Preservation slows how fast Food depletes. Water Purification slows Water drain. Insulation slows Warmth loss. These are game-changing upgrades that fundamentally shift the pressure from "constantly gathering to survive" to "comfortably stockpiling for the future."
  • 3 Specialty Upgrades (Medicine Stockpile, Survival Instinct, Apex Survivor) — Late-game upgrades that provide powerful global bonuses.

3 Prestige Layers: Season Reset → Migration → Evolution

Survival Idle demonstrates three stacked prestige layers, each one resetting more aggressively and rewarding more generously:

  • Season Reset — The first prestige layer. Represents surviving through a harsh season and starting a new one with the knowledge you gained. Resets generators and basic resources, awards Survival Points and Season Tokens for permanent survival bonuses.
  • Migration — The second prestige layer. Your settlement moves to a new location. Resets everything including Season Reset progress, awards Legacy Points that fund powerful permanent upgrades unavailable at the first layer.
  • Evolution — The third prestige layer. A fundamental transformation of your settlement. Resets everything including Migration progress, awards Evolution Shards — the most powerful permanent currency in the game. Reaching the third prestige layer requires significant investment in the first two, creating a deep progression chain.

30 Achievements

The achievement system tracks survival milestones, trading volumes, crafting totals, generator levels, speed optimization targets, and prestige completions across all three layers. Thirty achievements provide a comprehensive roadmap through early gathering, mid-game crafting, late-game optimization, and the deep prestige meta-game.

What Survival Idle Teaches You

Resource Decay

How to design resources that drain over time, creating urgency and tension. The vital resource system (Food, Water, Warmth) with color-coded bars is a pattern you can apply to any survival, colony management, or tower defense idle game.

Vital Resource Management

How to balance production against consumption, display critical resource levels with visual indicators, and create upgrades that modify drain rates. The decay reduction upgrades show how to give players meaningful control over the survival pressure.

Sidebar Layout Pattern

How to build a Melvor Idle style UI with a permanent sidebar showing critical information and a scrollable main content area. This layout works beautifully for games with many simultaneous systems that players need to monitor.

Three-Layer Prestige

How to design three stacked prestige layers where each one resets the previous layers' progress. Season → Migration → Evolution demonstrates the escalating risk/reward curve that keeps players engaged for weeks.

RPG Idle — The Cross-Forge Showcase

RPG Idle is the most ambitious of the four demos, and it exists to prove a point: Simple Idle Forge can handle anything. This is a dark, soulslike RPG where warriors venture into combat zones that drain their health and endurance while producing souls, crafting materials, and prestige currencies. Every expedition costs something. Every reward is earned through sacrifice. The numbers go up, but they also go down — and managing both sides of that equation is what makes RPG Idle feel like an actual RPG rather than just another clicker with a fantasy skin.

The visual theme matches the tone: dark neumorphic panels with a deep crimson accent color (#A4133C) that evokes blood, fire, and ancient power. The layout follows the Melvor Idle sidebar pattern, with a permanent navigation panel on the left and tabbed content pages on the right — four pages that players switch between without losing state (no destroying and recreating UI elements on tab switches, which is a pattern worth studying).

But the real reason RPG Idle exists is to showcase the cross-forge ecosystem. If you own other Simple Forge packages — Simple Quest Forge, Simple Enemy Forge, Simple Item Forge, Simple Skill Forge, or Simple Attribute Forge — the RPG demo detects them at runtime and enriches its interface with their data. Quests from Quest Forge appear as completable objectives. Enemies from Enemy Forge populate the combat zone descriptions. Items from Item Forge show up as lootable rewards. Skills from Skill Forge enhance your combat capabilities. And if you do not own any of these companion packages, RPG Idle works perfectly on its own — it just displays a friendly checklist showing which packages are available and what they would add.

At a Glance

Genre Dark soulslike RPG with cross-forge integration
Visual Theme Dark neumorphic with crimson (#A4133C) accent — soulslike aesthetic
Layout Melvor-style sidebar + 4-page tabbed content (no destroy/create on tab switch)
Scene Assets/Simple IDLE Forge/Scenes/SimpleIdleRPGScenes.unity

19 Resources

The RPG's economy is organized around combat, crafting, and soul currencies:

Combat Stats:

  • Health — Drained by combat zone generators based on their Stamina Drain numeric value. When Health drops too low, combat becomes dangerous.
  • Focus — Mental resource consumed by runic and ritual activities.
  • Endurance — Physical resource drained by combat and crafting. Limits how many zones you can run simultaneously.

Soul Currencies:

  • Souls — The primary currency, earned from combat zones. The beating heart of the RPG economy.
  • Humanity — A rare currency tied to the game's lore. Difficult to earn, powerful when spent.
  • Insight — Prestige currency from Awakening (Layer 1).
  • Echoes — Prestige currency from Reincarnation (Layer 2).
  • Void Essence — Prestige currency from Hollowing (Layer 3).
  • Divine Spark — Prestige currency from Apotheosis (Layer 4). The ultimate currency in the game.

Crafting Materials:

  • Bone Shards — Harvested from defeated enemies at the Graveyard Patrol.
  • Dark Essence — Collected from corrupted zones.
  • Runic Fragments — Forged at the Runic Forge.
  • Primordial Ash — Gathered from the deepest combat zones.
  • Forgeite — A rare crafting material from the Ember Sanctum.
  • Ember Resin — Processed material from bonfire rituals.

Progression Resources:

  • Experience — Earned from combat and used for level-gated upgrades.
  • Healing Draughts — Consumable resource for health recovery.
  • Bonfire Kindling — Fuel for the Bonfire generator.
  • Covenant Tokens — Earned from the Covenant Altar. Special faction currency.

14 Generators — Combat Zones + Crafting Stations + Passive Sources

The generator system in RPG Idle models the full RPG experience: venturing into dangerous zones, crafting powerful equipment, and maintaining passive resource flows.

Combat Zones (Timer production — each expedition takes time):

  • Graveyard Patrol — The introductory combat zone. Produces Souls and Bone Shards. Low Stamina Drain, suitable for new characters.
  • Cathedral Expedition — Mid-tier zone. Produces Souls, Dark Essence, and Experience. Moderate Stamina Drain.
  • Ironhold Raid — Advanced zone. Higher Souls output, produces Forgeite. Significant Stamina Drain.
  • Crimson Hunt — Elite zone. Produces Humanity and rare materials. Heavy Stamina Drain — only viable with upgrades that mitigate combat costs.
  • Abyssal Descent — The ultimate combat zone. Massive rewards, brutal Stamina Drain. The endgame challenge that players build toward across multiple prestige cycles.

Crafting Stations (Timer production):

  • Bone Workshop — Processes Bone Shards into usable materials.
  • Runic Forge — Crafts Runic Fragments from raw materials.
  • Ember Sanctum — Processes rare materials into Forgeite and Ember Resin.
  • Training Grounds — Produces Experience through combat practice.
  • Covenant Altar — Produces Covenant Tokens through ritual devotion.

Passive Generators (Continuous production):

  • Hollow Farm — Continuously generates a trickle of Souls.
  • Dark Ritual Site — Continuously generates Dark Essence.
  • Abyss Well — Continuously generates Void Essence (very slowly).
  • Bonfire — Continuously restores Health and provides Ember Resin. The central safe haven of the RPG, consuming Bonfire Kindling as fuel.

Combat Drain — The Stamina Drain System

What sets RPG Idle apart from every other demo is its combat drain mechanic. Every combat zone generator has a "Stamina Drain" numeric value defined in its database entry. When you level up combat zones, the total drain across all your active zones increases. This drain is applied against your Health and Endurance resources, meaning that expanding your combat operations has a real cost — you need to balance offense (more zones, higher levels) against defense (healing upgrades, bonfire maintenance, drain reduction).

This mechanic was built entirely with the toolkit's existing features — generator-level custom numerics, the runtime tick system, and the resource pool. No special code was written to support it. The demo's runtime controller reads the Stamina Drain numeric from each generator's database entry and applies it during the tick cycle. This is a powerful example of how custom numerics on generators can model game mechanics that go far beyond simple production.

28 Upgrades

The upgrade system covers every aspect of the RPG:

  • 4 Passive Boosts — Increase output from continuous generators.
  • 10 Speed Upgrades — Reduce expedition and crafting timer durations for all ten timer-based generators.
  • 7 Automation Triggers — Enable auto-expedition and auto-crafting across combat zones, crafting stations, and passive sources.
  • 7 Specialty Upgrades (Warrior Training, Sorcery Attunement, Covenant Blessing, Dragonslayer Pact, Kindled Strength, Lord's Resolve, First Flame Remnant) — Powerful themed upgrades that provide unique bonuses like drain reduction, global multipliers, and cross-system synergies.

4 Prestige Layers: Awakening → Reincarnation → Hollowing → Apotheosis

RPG Idle has the deepest prestige system of any demo, with four stacked layers that provide months of progression depth:

  • Awakening — Your first death and rebirth. Resets generators and basic resources, awards Insight. Insight buys permanent combat bonuses. Most players will Awaken dozens of times before moving deeper.
  • Reincarnation — A deeper reset that clears Awakening progress. Awards Echoes — a more powerful currency that buys bonuses unavailable through Insight. Requires significant Awakening investment to be worthwhile.
  • Hollowing — A dangerous transformation that strips away almost everything. Awards Void Essence, which provides multiplicative bonuses that stack on top of all previous prestige bonuses. This is where the exponential power growth begins.
  • Apotheosis — The final prestige layer. Complete transcendence. Resets everything, awards Divine Spark — the rarest and most powerful currency in the game. A single Divine Spark can provide bonuses that take hundreds of Awakenings to match. Reaching Apotheosis is a genuine accomplishment that represents mastery of every system in the game.

35 Achievements

The most extensive achievement set of any demo. Thirty-five milestones cover soul earning tiers (five levels from first souls to soul god), material collection, combat zone mastery, production rate targets, speed optimization, generator level milestones, prestige completions for all four layers, covenant devotion, and hidden achievements for players who discover secret interactions between systems.

Cross-Forge Integration

RPG Idle is the showcase for the Simple Forge ecosystem. The demo's runtime uses reflection-based bridge detection to check which companion packages are installed in your project, and it adapts its interface accordingly:

Companion Package What RPG Idle Does With It
Simple Quest Forge Quest codes from your quest databases appear as completable objectives. Achievement conditions can reference quest completion states.
Simple Enemy Forge Enemy and faction codes from your enemy databases populate combat zone descriptions and prerequisite conditions.
Simple Item Forge Item codes from your item databases appear as lootable rewards. Loot table references enrich the generator output descriptions.
Simple Skill Forge Skill codes from your skill databases enhance combat capabilities. Skill-based prerequisites can gate access to advanced combat zones.
Simple Attribute Forge Attribute names appear for stat-based scaling. Character templates provide additional metadata for the RPG experience.

If you do not own any companion packages, RPG Idle works perfectly on its own. On startup, the demo displays a friendly upsell panel that shows a checklist of detected packages with green checkmarks for installed packages and clear labels for packages that are not yet installed. This panel uses a carousel-style forge picker that lets you browse what each companion package would add — without being pushy or disruptive.

Zero Dependencies The cross-forge integration uses runtime reflection to detect companion packages. There are no hard dependencies, no compiler errors if a package is missing, and no configuration needed. Install a companion forge, and RPG Idle picks it up automatically the next time you play. Remove it, and RPG Idle gracefully falls back to standalone mode. This is the same bridge pattern that all five forge wizards use in the editor.

What RPG Idle Teaches You

Cross-Forge Ecosystem

How to detect and integrate companion forge packages at runtime using reflection-based bridges. No hard dependencies, no compiler errors, automatic detection. This is the pattern for building games that grow as your toolkit collection expands.

Deep Prestige Hierarchies

How to design four stacked prestige layers with escalating power curves. Awakening → Reincarnation → Hollowing → Apotheosis demonstrates months of progression depth in a single game.

Combat Drain Mechanics

How to use custom numerics on generators to model combat costs, stamina drain, and resource consumption. This pattern extends to any "generators that cost something to run" mechanic.

Tabbed Page Containers

How to build a multi-page UI where tab switching shows and hides pre-built page containers instead of destroying and recreating them. Four pages, zero instantiation on switch, no state loss.

Demo Comparison

The following table provides a side-by-side comparison of all four demo games, making it easy to see the scale and scope of each one at a glance. Use this to pick which demo to study first based on what your own game needs.

Feature Kingdom Factory Survival RPG
Resources 7 12 16 19
Generators 8 10 12 14
Upgrades 20 24 24 28
Prestige Layers 1 2 3 4
Achievements 20 25 30 35
Total Entries 56 73 85 100
Layout Centered column Centered column Sidebar + main Sidebar + tabbed pages
Visual Theme Dark navy + colorful Maroon + gold Neumorphic B&W Dark neumorphic crimson
Unique Mechanic Pure idle loop Supply chains Resource decay Combat drain
Timer Generators No Yes (7 of 10) Yes (7 of 12) Yes (10 of 14)
Cross-Forge No No No Yes (5 bridges)

Notice how the complexity scales deliberately across the four demos. Kingdom is the simplest — 7 resources, 1 prestige layer, all continuous production. RPG is the most complex — 19 resources, 4 prestige layers, combat drain, cross-forge integration. Each demo builds on the patterns established by the ones before it, creating a natural learning progression from simple to advanced.

What You Can Learn

The four demos are not just games to play — they are complete reference implementations that teach you everything you need to know to build your own idle game with Simple Idle Forge. Here is what you get access to when you study them:

Complete Generated Databases

Every demo's generated databases are included in the package under Assets/Simple IDLE Forge/Generated/. You can open any database in the Unity Inspector and see exactly how every resource, generator, upgrade, prestige layer, and achievement is configured. The custom editors provide search, filtering, and pagination for easy browsing — even with databases containing dozens of entries.

JSON Source Data

Every demo's original JSON source data is included. These are the exact JSON files that were fed into the forge wizards' import system to create the databases. You can study the JSON structure, modify it, and re-import it to see how changes affect the generated output. This is the fastest way to understand the JSON workflow — start with a working example and experiment from there.

Two UI Paradigms

The demos demonstrate the two most popular UI layouts in idle game design:

  • Centered Column (Kingdom, Factory) — A single scrollable column, typically 900px wide, centered on screen. Clean, focused, mobile-friendly. This is the layout that Cookie Clicker, Clicker Heroes, and most casual incrementals use.
  • Sidebar + Main Content (Survival, RPG) — A permanent sidebar on the left showing critical information (vital resources, navigation tabs) with a scrollable main content area on the right. This is the layout that Melvor Idle, Idle Slayer, and more complex incrementals use. It works best when your game has multiple simultaneous systems that players need to monitor.

Timer Production Examples

Three of the four demos use timer-based generators alongside continuous ones. Factory Tycoon, Survival Idle, and RPG Idle all demonstrate how to configure timer durations, how speed upgrades interact with timers, and how visible progress bars create a more engaging experience than pure continuous production. If your game uses the Adventure Capitalist timer model, these demos show you exactly how to set it up.

Prestige Layer Scaling

The demos provide examples of every prestige depth you might need:

  • 1 layer (Kingdom) — The minimum viable prestige system. Simple, effective, sufficient for casual games.
  • 2 layers (Factory) — The standard for mid-complexity idle games. The second layer resets the first, creating a meta-progression.
  • 3 layers (Survival) — Deep enough for games with weeks of content. Each layer introduces new currencies and bonuses.
  • 4 layers (RPG) — The maximum complexity demonstrated. Four stacked layers provide months of progression for dedicated players.

Same Runtime Components Everywhere

Despite looking completely different, all four demos use the exact same runtime components: IdleResourcePool for resource tracking, IdleGeneratorManager for production and purchasing, IdleUpgradeTracker for upgrade effects and prerequisites, IdlePrestigeManager for prestige resets and permanent bonuses, IdleMilestoneTracker for achievement checking, IdleBuffManager for temporary boosts, IdleProgressCalculator for offline progress, IdleStatisticsTracker for lifetime totals, and IdleAutoPurchaser for automatic buying. The only difference between demos is the data they load and the UI that displays it. This is the power of a data-driven architecture — your game logic is completely separate from your game content.

Using a Demo as a Starting Point

The fastest way to build your own idle game with Simple Idle Forge is to start from the demo that most closely matches your vision, study how it works, and then modify it to fit your design. Here is the recommended workflow:

1

Pick the Closest Genre

Look at the four demos and choose the one that best matches the kind of game you want to build. Building a classic idle clicker? Start with Kingdom. Building a factory or crafting game? Start with Factory Tycoon. Building a survival or colony management game? Start with Survival Idle. Building an RPG, adventure, or combat-focused idle game? Start with RPG Idle. You are not locked into the demo's theme — you are borrowing its structure, its progression curve, and its feature set as a starting point.

2

Study the JSON Source Data

Open the demo's JSON source files and read through them carefully. Pay attention to how resources are named and categorized, how generator costs scale, how upgrades reference specific generators and resources, how prestige formulas are configured, and how achievement conditions check against game state. The JSON files are the complete blueprint for the demo's game design — every number, every relationship, every progression curve is defined there.

3

Modify and Re-Import

Make a copy of the demo's JSON files. Change the resource names to match your theme. Adjust the generator costs and production rates to match your intended pacing. Add new upgrades, remove ones you do not need, and tweak the prestige formulas. Then import your modified JSON back into the forge wizards and generate new databases. You now have a custom idle game built on a proven foundation, created without writing any code.

4

Swap the Theme

The demo's visual theme is just UI styling — colors, fonts, layout. The game logic and data are completely independent. You can take the Factory Tycoon's supply chain structure and wrap it in a medieval blacksmithing theme. You can take the Survival Idle's decay mechanics and apply them to a space colony game. You can take the RPG Idle's four-layer prestige system and use it for a farming simulator. The data defines the game; the UI is just a skin.

Tip: Start Small, Then Expand Even if your final game is as complex as RPG Idle, consider starting from Simple Kingdom and adding complexity one layer at a time. Get the core loop working first (resources + generators + upgrades), then add prestige, then achievements, then timer production, then decay mechanics. Each demo represents a different level of complexity, and stepping through them in order is the fastest way to build confidence with the toolkit.
All Demos Use the Same Toolkit Every feature you see in any demo is available to your project. There are no locked features, no premium tiers, no "demo only" capabilities. The same five forge wizards, the same JSON workflow, the same runtime components, the same offline progress calculator, the same cost scaling formulas, the same prestige system, the same achievement tracker — everything that powers the demos is the exact same toolkit you use to build your own game. What you see is what you get.