A cosmic idle RPG inspired by Melvor & RuneScape. Train skills, run 18 story quests across Act I & II, talk to NPCs, and progress even while you're away.
Crafting Queue & WYWA Report: You can now queue up multiple consecutive skilling or crafting actions. The While You Were Away report now properly displays your defeated enemies count natively.
New account hub! Identity, progress snapshot, rewards & entitlements, quick actions. Optional selected title.
A full auto-battler engine with 4 combat zones, 12 prayers, loot tables, and loadout management.
Explore the World Map with 6 unique locations including Frostvale and Fey Markets. instant travel and NPC interactions.
Custom tabs (emoji + name), type filters, and long-press item → "Create new tab with this item".
Gather herbs across 7 nodes and brew 7 distinct potions from Healing to Void Resistance.
10 spots from Shrimp to Cosmic Jellyfish. Area-grouped UI and bobbing animation.
Smithing: smelt ore → bars (Bronze to Runite). Forging: 5 weapon types (dagger, shortsword, longsword, scimitar, 2H Longblade) + armour. 54 recipes. Metal-tier grouping.
14 altars, essence consumption, two-stage production. Backbone for future magic combat.
10 recipes: raw fish → cooked food. Bank Food filter, daily quests (Cook Shrimp, Cook Trout), Stats tracking.
Loop consumes inventory inputs; tasks auto-stop when you run out of materials.
Act I & II quests with requirements, steps, and difficulty. Available list gated by level, flags, and completed quests.
Earn 1 point per level-up per skill. Spend in Settings → Mastery on permanent buffs (+5% XP per level, up to 5 levels per skill). Stacks with Patron.
Theme, Gameplay (Confirm Task Switch, Battery Saver, Horizon HUD), Mastery, Audio, Idle Cap Reached, Idle Soundscapes. Easter egg: "Don't Push This" → title "The Stubborn".
18 story quests across Act I and Act II. Steps auto-complete when you meet requirements (e.g. have the items); hand in for gold, XP, and flags. Narrative gating, difficulty tiers, Cosmic Comedy tone.
Awaken in the Crownlands and find someone who knows what's going on. The start of the Cosmic Comedy.
Bring Nick the merchant copper ore to earn his favour. Unlocks further trading quests.
Catch shrimp for a fisherman by the dock. Your first step into the Fishing skill.
Mine essence and craft air runes at the Air Altar. The gateway to Runecrafting.
A scholar wants cursed ores for research. Requires knowing about the Sneeze Cult.
Complete the Cult's initiation. Offer cosmic runes and receive their blessing.
Strange whispers drift from the mines. A cosmic shard may reveal their meaning.
Nick pays premium for gold ore. Mine a sizable haul and cash in.
In-app: Quests tab shows Available (gated by level, flags, completed quests), Active with step tracking, and Completed archives. More quests and radiant dailies planned.
Arteria is a fully modular monorepo. Each layer of the game is a self-contained, independently testable system.
A pure TypeScript package with zero React dependencies. Houses the RuneScape-style XP table, the delta-time tick processor (TickSystem), and the GameEngine orchestrator that handles both realtime and offline batch processing. Independently unit-tested with Jest.
The single source of truth for all game state. Built with Redux Toolkit's gameSlice, managing player skills, inventory, active tasks, and gold. Fully typed with RTK and react-redux hooks. Wired into the UI layer via typed useAppSelector / useAppDispatch.
Synchronous C++ key-value storage powered by react-native-mmkv v4. The usePersistence hook listens to React Native's AppState. On background, it snapshots Redux state + timestamp to MMKV. On foreground, it loads the save, calculates elapsed time, and hydrates the store.
useGameLoop drives the realtime experience — a 100ms setInterval that feeds delta-time into the engine and dispatches results to Redux. On first load it calculates offline catch-up via a timestamp diff, capped at 24 hours for F2P fairness.
Built on Expo SDK 55 with Expo Router v6 for file-based navigation. Features a dark Melvor-inspired theme with 30+ design tokens, 5 tab screens (Skills, Combat, Bank, Shop, Settings), skill cards with animated XP bars, and real-time train/stop dispatch buttons.
Multi-project Jest at monorepo root. Unit tests for XPTable (RuneScape XP curve), TickSystem (partial tick
carryover, RNG, offline batching), and GameEngine (createNewPlayer, processOffline).
npm run test:coverage for engine coverage. Integration and E2E placeholders. Target: 80% on
business logic.
Everything you'd expect from a premium idle RPG, built from scratch on mobile-first architecture.
A cosmic peninsula where bright Luminar energy and dark Voidmire essence clash — and reality itself sometimes glitches.
Five interconnected pillars — every skill level opens new recipes, areas, and story content.
Hire Wandering Souls — NPCs with their own skills who train, fight, and occasionally cause explosions on your behalf.
You aren't just a randomly chosen hero. You are a cosmic accident—an Anchor whose soul is unusually heavy, immune to the chaos of the Unraveling.
Combat occurs in pocket dimensions where time moves differently, allowing offline progression. Auto-combat learns your preferences and auto-flees to save your loot.
Short 5-10 minute active experiences, or 1-hour offline auto-clears. Perfect for a quick lunch break or queuing up right before a meeting.
Multi-floor gauntlets spanning up to 30 minutes active or 4 hours offline. Prepare your loadout and limited consumables wisely before heading in.
Dungeons rotate modifiers weekly. "Gravity's Suggestion" reverses fall damage (falling up hurts). "Blibbertooth's Blessing" makes enemies explode into confetti on crits.
Designed to respect your time. Progress happens whether you play for 2 minutes or 2 hours.
Production-grade tooling, built for performance on every Android device.
Every version from foundation to current. Kept in sync with DOCU/CHANGELOG.md and in-app Patch Notes.
From engine to endgame — every milestone is tracked and nothing is deleted from this history.