Requirements
Simple Idle Forge has exactly one requirement: Unity 2021.3 or later. That is the Long-Term Support release that most production projects target, and everything from 2021.3 through the latest Unity 6 tech stream is fully supported.
There are no external dependencies. No third-party plugins to install first. No custom render pipeline requirements. No paid add-ons that you need to buy separately before the toolkit works. Import the package, wait for Unity to compile, and you are ready to go.
Simple Idle Forge is a pure editor-and-runtime toolkit. It does not touch your rendering pipeline, your input system, your physics settings, or your project configuration. It sits alongside whatever you already have and generates game data that you wire into your own UI and game loop.
Both Mono and IL2CPP are supported. The generated databases and runtime components work identically on both backends, on every platform Unity targets — desktop, mobile, console, and WebGL.
Import from Asset Store
The most common way to install Simple Idle Forge is through the Unity Asset Store. If you purchased it there, this is your path.
Open Package Manager
In the Unity Editor, go to Window → Package Manager. In the top-left dropdown, switch from "Packages: In Project" to My Assets. This shows everything you own on the Asset Store.
Find Simple Idle Forge
Search for "Simple Idle Forge" in the search bar, or scroll through your purchased assets until you find it. The publisher name is Living Failure.
Download and Import
Click Download if you have not downloaded it yet, then click Import. Unity will show an import dialog listing every file in the package. Make sure all files are checked — you want everything, including the demo scenes, documentation, and runtime components. Click Import at the bottom of the dialog.
Wait for Compilation
Unity will import all the files and trigger a domain reload to compile the new scripts. This takes a few seconds. When the progress bar disappears and the console shows no errors, the installation is complete.
The package installs to Assets/Simple IDLE Forge/ inside your project. Everything
the toolkit needs is inside that folder — runtime scripts, editor wizards, demo scenes,
and this documentation.
Import via Package Manager (UPM)
If you received Simple Idle Forge as a UPM package (for example, through a Git URL or a local package reference), installation goes through Unity's Package Manager instead of the Asset Store import flow.
Option A — Git URL
Add Package from Git URL
Open Window → Package Manager, click the + button in the top-left corner, and select Add package from git URL...
Enter the Package URL
Paste the Git URL you were given and click Add. Unity downloads and imports the package automatically.
Option B — manifest.json
You can also add the package directly to your project's Packages/manifest.json file.
Open the file in a text editor and add this line to the "dependencies" block:
"com.livingfailure.simple-idle-forge": "1.0.0"
Save the file and return to Unity. The package resolves automatically on the next domain reload.
Both installation methods give you the exact same toolkit with the exact same features. The only
difference is where the files live — UPM packages go into Library/PackageCache/
(read-only), while Asset Store imports go into your Assets/ folder (editable). If
you want to modify the source code or demo scenes, the Asset Store import is more convenient. If
you prefer clean separation, UPM is the way to go.
Verify Installation
After importing, verify that everything is working correctly. This takes about ten seconds.
Check the Menu
Go to Window → Living Failure → Simple Idle Forge. You should see five forge entries in the submenu:
- Resource Forge
- Generator Forge
- Upgrade Forge
- Prestige Forge
- Achievement Forge
If you see all five, the editor tools are installed and compiled correctly.
Open a Forge
Click Resource Forge. The wizard window should appear with Step 1 (Setup) displayed. You should see the database name field, the template dropdown with six genre templates, and the generated names preview at the bottom. If the window opens cleanly with no errors, the toolkit is fully operational.
Check the Console
Open Window → General → Console and look for any red error messages. A clean installation produces zero errors and zero warnings. If you see compilation errors, check Troubleshooting for common fixes.
If the menu shows five forges, the Resource Forge wizard opens without errors, and the console is clean, your installation is complete. You are ready to build idle games.
Folder Structure
Understanding where things live helps you navigate the toolkit and know what each folder contains. Here is what you get after importing Simple Idle Forge:
Runtime
Contains all the game logic that ships with your built game. This is the code that runs on your players' devices — resource pools, generator managers, upgrade trackers, prestige managers, achievement trackers, the buff system, the offline progress calculator, number formatting, cost scaling formulas, bonus stacking, condition evaluation, and the snapshot system for save/load. None of this code depends on the Unity Editor, so it compiles cleanly for every build target.
Editor
Contains the five forge wizards and all their supporting tools — the setup steps, definition editors, builder panels, settings pages, code generators, genre templates, JSON schema export and import, cross-forge bridge detection, and the shared helpers that the wizards use internally. This code only runs inside the Unity Editor and is automatically excluded from your game builds.
Generated
This is where your databases go after you click Generate. Each forge creates three files — a
type-safe enum, a database class, and a custom editor — plus one asset file containing your
actual data. You can configure the output path in each forge's Settings step, but by default
everything lands in a Generated folder organized by forge type. You will typically
have one folder per database you create.
Documentation
The pages you are reading right now. Fourteen HTML files covering installation, a quick start tutorial, detailed guides for each forge, the JSON workflow, the runtime API reference, demo walkthroughs, troubleshooting, and the about page. All offline, all included in the package.
Scenes
The Hub scene and four complete demo games. The Hub is a launcher that lets you jump into any demo with a single click. Each demo has its own scene, its own generated databases, and its own runtime manager that wires everything together. The demos are fully playable idle games that you can study, modify, or use as starting points for your own projects.
The Scenes, Documentation, and demo-specific folders are optional. If you want a minimal installation, you can delete them after studying the demos. The Runtime and Editor folders are required — they contain the toolkit itself.
Play the Demos First
Before you create anything, take five minutes to play the included demo games. This is the single most valuable thing you can do after installing the toolkit, because it shows you what Simple Idle Forge produces — not in theory, but as actual running games you can click through and explore.
Open the Hub Scene
Navigate to the Scenes folder and open the Hub scene. This is a launcher with buttons for all four demo games.
Press Play
Enter Play mode and click on any demo to launch it. Each demo has a Return to Hub button so you can switch between them without stopping Play mode.
Try All Four
Each demo teaches different features of the toolkit:
- Simple Kingdom — the classic Cookie Clicker loop. Tap, buy generators, buy upgrades, prestige. This is the "hello world" of idle games and the simplest demo to understand.
- Factory Tycoon — a supply chain game with timer-based production. Watch the progress bars fill as refineries process raw materials into finished goods. Two prestige layers give it depth.
- Survival Idle — a survival game where food, water, and warmth drain over time. The sidebar shows vital resource bars that change color as they deplete. Three prestige layers and resource decay make it the most mechanically complex demo.
- RPG Idle — a dark RPG with combat zones that drain health and stamina while producing souls and crafting materials. Four prestige layers, timer production on combat and crafting, and a cross-forge integration panel if you own other Simple Forge packages.
Every one of these demos was built with the same five forge wizards and the same JSON pipeline that you have access to. There is no hidden code, no special editor magic, nothing that you cannot reproduce yourself. The demos exist so you can see the finish line before you start building.
Companion Packages
Simple Idle Forge works completely standalone. It has zero required dependencies. You can build a full idle game — resources, generators, upgrades, prestige, achievements, offline progress, and everything else — without installing anything else.
However, Simple Idle Forge is part of a family of no-code database generators called the Simple Forge Ecosystem. If you own other forges, Simple Idle Forge detects them automatically and enriches its wizard dropdowns with their data. No configuration, no setup steps, no toggling anything on. Install a companion package, and its codes and names appear in your forge wizards the next time Unity reloads.
| Companion Package | Package Name | What It Adds to Idle Forge Wizards |
|---|---|---|
| Simple Attribute Forge | com.livingfailure.simple-attribute-forge |
Attribute names appear in wizard dropdowns for stat-based references and scaling targets |
| Simple Item Forge | com.livingfailure.simple-item-forge |
Item codes and loot table codes appear for crafting and reward references |
| Simple Enemy Forge | com.livingfailure.simple-enemy-forge |
Enemy codes and faction codes appear for combat zone and encounter references |
| Simple Quest Forge | com.livingfailure.simple-quest-forge |
Quest codes appear for milestone conditions and unlock triggers |
| Simple Skill Forge | com.livingfailure.simple-skill-forge |
Skill codes appear for ability-based generator and upgrade references |
How Detection Works
Simple Idle Forge uses two detection methods that work together seamlessly:
- UPM detection: The assembly definition files include
versionDefinesentries that set scripting define symbols (likeSIMPLE_ATTRIBUTE_FORGE,SIMPLE_ITEM_FORGE, etc.) when companion packages are present in the Package Manager. This handles UPM-installed packages. - Reflection detection: Bridge classes probe for companion types at runtime using safe reflection lookups. This handles Asset Store imports and manual installations where UPM version defines do not apply.
Between these two methods, every installation scenario is covered. It does not matter how you installed the companion package — Simple Idle Forge will find it.
You can install and remove companion packages at any time without breaking anything. When a companion is removed, the enriched dropdowns gracefully revert to plain text fields. No compile errors, no data loss, no manual cleanup. The cross-forge reference fields on your entries just become regular string fields that you type into instead of selecting from a dropdown.
Assembly Definitions
Simple Idle Forge uses two assembly definitions to keep runtime and editor code properly separated. This is standard Unity practice and ensures that editor-only code never ends up in your game builds.
| Assembly | Namespace | What It Contains |
|---|---|---|
SimpleIdleForge.Runtime |
SimpleIdleForge |
All runtime types: struct definitions, interfaces, calculators, formatters, managers, trackers, snapshot types, buff system, offline progress, API hook interfaces, enums |
SimpleIdleForge.Editor |
SimpleIdleForge.Editor |
All editor types: forge wizard windows, wizard steps, wizard data, code generators, genre templates, JSON schema export/import, cross-forge bridges, shared helpers |
Referencing Simple Idle Forge in Your Code
If your project uses assembly definitions (which most production projects do), you need to add a reference to the runtime assembly so your scripts can access the toolkit's types.
In your runtime .asmdef file, add SimpleIdleForge.Runtime to the
references list:
{
"name": "MyGame.Runtime",
"references": [
"SimpleIdleForge.Runtime"
]
}
For editor scripts that need access to forge wizard types (which is uncommon — you typically only need the runtime types), reference both assemblies:
{
"name": "MyGame.Editor",
"references": [
"SimpleIdleForge.Runtime",
"SimpleIdleForge.Editor"
]
}
The .asmdef files must remain in their original locations. Moving or renaming them
will break compilation. If you see unexpected compilation errors after importing, check that
the assembly definition files have not been accidentally moved or deleted.
No Assembly Definitions in Your Project?
If your project does not use assembly definitions at all (everything compiles into
Assembly-CSharp), you do not need to do anything. Unity automatically resolves
references to packaged assemblies, and you can use using SimpleIdleForge; in any
script without additional setup.