feat: add transcendence second prestige layer

Implements the full Transcendence system — the ultimate endgame
mechanic, unlocked by defeating The Absolute One (requires Prestige 90).

Nuclear reset model: wipes resources, prestige, runestones, upgrades,
equipment, bosses, quests, zones, and achievements. Codex entries and
lifetime profile stats are preserved. Transcendence data is permanent
and accumulates across all future resets.

Echo formula: floor(853 / sqrt(prestigeCount)) × echoMetaMultiplier
Fewer prestiges = more Echoes, rewarding optimised play.

15 Echo upgrades across 5 categories:
- Income multipliers (×1.25 → ×5): 5 tiers, cost 5–80 echoes
- Combat multipliers (×1.25 → ×2): 3 tiers, cost 5–35 echoes
- Prestige threshold reductions (×0.9, ×0.8): cost 8–20 echoes
- Prestige runestone multipliers (×1.5, ×2): cost 8–20 echoes
- Echo meta multipliers (×1.25 → ×2): cost 10–50 echoes

New files: Transcendence.ts types, transcendence service, route,
data files (API + web), TranscendencePanel.tsx component.

Modified: GameState, Api, types/index, prestige service (carries
transcendence through resets, applies echo multipliers), boss route
(echoCombatMultiplier), game.ts anti-cheat (echo cap), tick.ts
(echoIncomeMultiplier), GameContext, API client, GameLayout (new tab),
ResourceBar (transcendence badge alongside prestige badge), styles.css,
AboutPanel, IDEAS.md.
This commit is contained in:
2026-03-07 02:22:45 -08:00
committed by Naomi Carrigan
parent 298e1f4604
commit e8881a81d5
21 changed files with 1022 additions and 10 deletions
@@ -59,6 +59,10 @@ const HOW_TO_PLAY = [
title: "☁️ Cloud Saves",
body: "Your progress is automatically saved to the cloud every 30 seconds whilst you play. You can also force a manual save at any time using the sync button in the resource bar. Your save is protected by HMAC validation to ensure data integrity.",
},
{
title: "🌌 Transcendence",
body: "Transcendence is the ultimate prestige layer, unlocked by defeating The Absolute One (requires Prestige 90). Transcending performs a nuclear reset — wiping resources, prestige, runestones, upgrades, and equipment — but grants Echoes based on your prestige count (fewer prestiges = more Echoes). Echoes are permanent and survive all future resets. Spend them in the Echo Shop on lasting multipliers: passive income, combat power, prestige quality-of-life, and Echo meta upgrades that amplify future Echo yields.",
},
];
const formatDate = (dateStr: string): string =>
+5 -1
View File
@@ -14,12 +14,13 @@ import { EditProfileModal } from "./EditProfileModal.js";
import { EquipmentPanel } from "./EquipmentPanel.js";
import { OfflineModal } from "./OfflineModal.js";
import { PrestigePanel } from "./PrestigePanel.js";
import { TranscendencePanel } from "./TranscendencePanel.js";
import { QuestPanel } from "./QuestPanel.js";
import { StatisticsPanel } from "./StatisticsPanel.js";
import { UpgradePanel } from "./UpgradePanel.js";
import { DailyChallengePanel } from "./DailyChallengePanel.js";
type Tab = "adventurers" | "upgrades" | "quests" | "bosses" | "equipment" | "achievements" | "prestige" | "statistics" | "daily" | "codex" | "about";
type Tab = "adventurers" | "upgrades" | "quests" | "bosses" | "equipment" | "achievements" | "prestige" | "transcendence" | "statistics" | "daily" | "codex" | "about";
const BASE_TABS: { id: Tab; label: string }[] = [
{ id: "adventurers", label: "⚔️ Adventurers" },
@@ -29,6 +30,7 @@ const BASE_TABS: { id: Tab; label: string }[] = [
{ id: "equipment", label: "🗡️ Equipment" },
{ id: "achievements", label: "🏆 Achievements" },
{ id: "prestige", label: "⭐ Prestige" },
{ id: "transcendence", label: "🌌 Transcendence" },
{ id: "statistics", label: "📊 Statistics" },
{ id: "daily", label: "📅 Daily" },
{ id: "codex", label: "📖 Codex" },
@@ -66,6 +68,7 @@ export const GameLayout = (): React.JSX.Element => {
resources={state.resources}
runestones={state.prestige.runestones}
prestigeCount={state.prestige.count}
transcendenceCount={state.transcendence?.count ?? 0}
profileUrl={profileUrl}
onEditProfile={() => { setEditingProfile(true); }}
lastSavedAt={lastSavedAt}
@@ -112,6 +115,7 @@ export const GameLayout = (): React.JSX.Element => {
{activeTab === "equipment" && <EquipmentPanel />}
{activeTab === "achievements" && <AchievementPanel />}
{activeTab === "prestige" && <PrestigePanel />}
{activeTab === "transcendence" && <TranscendencePanel />}
{activeTab === "statistics" && <StatisticsPanel />}
{activeTab === "daily" && <DailyChallengePanel />}
{activeTab === "codex" && <CodexPanel />}
@@ -0,0 +1,224 @@
import type { TranscendenceUpgradeCategory } from "@elysium/types";
import { useState } from "react";
import { useGame } from "../../context/GameContext.js";
import {
TRANSCENDENCE_UPGRADES,
TRANSCENDENCE_UPGRADE_CATEGORY_LABELS,
} from "../../data/transcendenceUpgrades.js";
const ECHO_FORMULA_CONSTANT = 853;
const FINAL_BOSS_ID = "the_absolute_one";
const calculateEchoPreview = (prestigeCount: number, echoMetaMultiplier: number): number => {
const safeCount = Math.max(prestigeCount, 1);
return Math.floor((ECHO_FORMULA_CONSTANT / Math.sqrt(safeCount)) * echoMetaMultiplier);
};
const CATEGORY_ORDER: TranscendenceUpgradeCategory[] = [
"income",
"combat",
"prestige_threshold",
"prestige_runestones",
"echo_meta",
];
export const TranscendencePanel = (): React.JSX.Element => {
const { state, formatNumber, transcend, buyEchoUpgrade } = useGame();
const [characterName, setCharacterName] = useState("");
const [isPending, setIsPending] = useState(false);
const [result, setResult] = useState<{ echoes: number; count: number } | null>(null);
const [error, setError] = useState<string | null>(null);
const [buyingId, setBuyingId] = useState<string | null>(null);
const [activeTab, setActiveTab] = useState<"transcend" | "shop">("transcend");
if (!state) return <section className="panel"><p>Loading...</p></section>;
const { bosses, prestige: prestigeData, transcendence } = state;
const hasDefeatedFinalBoss = bosses.some((b) => b.id === FINAL_BOSS_ID && b.status === "defeated");
const echoMetaMultiplier = transcendence?.echoMetaMultiplier ?? 1;
const echoPreview = calculateEchoPreview(prestigeData.count, echoMetaMultiplier);
const currentEchoes = transcendence?.echoes ?? 0;
const transcendenceCount = transcendence?.count ?? 0;
const handleTranscend = async (): Promise<void> => {
if (!characterName.trim()) return;
setIsPending(true);
setError(null);
try {
const data = await transcend(characterName.trim());
setResult({ echoes: data.echoes, count: data.newTranscendenceCount });
} catch (err) {
setError(err instanceof Error ? err.message : "Transcendence failed");
} finally {
setIsPending(false);
}
};
const handleBuyUpgrade = async (upgradeId: string): Promise<void> => {
setBuyingId(upgradeId);
try {
await buyEchoUpgrade(upgradeId);
} finally {
setBuyingId(null);
}
};
const upgradesByCategory = CATEGORY_ORDER.map((category) => ({
category,
label: TRANSCENDENCE_UPGRADE_CATEGORY_LABELS[category] ?? category,
upgrades: TRANSCENDENCE_UPGRADES.filter((u) => u.category === category),
}));
return (
<section className="panel transcendence-panel">
<h2>🌌 Transcendence</h2>
<div className="prestige-tabs">
<button
className={`prestige-tab ${activeTab === "transcend" ? "active" : ""}`}
onClick={() => { setActiveTab("transcend"); }}
type="button"
>
Transcend
</button>
<button
className={`prestige-tab ${activeTab === "shop" ? "active" : ""}`}
onClick={() => { setActiveTab("shop"); }}
type="button"
>
Echo Shop ({formatNumber(currentEchoes)} echoes)
</button>
</div>
{activeTab === "transcend" && (
<>
<p className="transcendence-intro">
Transcendence is the ultimate reset. It wipes{" "}
<strong>everything</strong> resources, prestige, runestones, upgrades,
and equipment but grants <strong>Echoes</strong>, a permanent currency
that survives all future resets. Echoes power upgrades that permanently
amplify every run from this point forward.
</p>
<p className="transcendence-intro">
<em>
Fewer prestiges = more Echoes. Optimise your run for maximum yield!
</em>
</p>
<div className="transcendence-status">
{transcendenceCount > 0 && (
<p>Transcendence count: <strong>{transcendenceCount}</strong></p>
)}
<p>Current Echoes: <strong>{formatNumber(currentEchoes)}</strong></p>
<p>Current prestige count: <strong>{prestigeData.count}</strong></p>
{hasDefeatedFinalBoss && (
<p className="echo-preview">
Echoes on transcendence: <strong>+{formatNumber(echoPreview)}</strong>
{echoMetaMultiplier > 1 && (
<span className="echo-meta-bonus">
{" "}(×{echoMetaMultiplier.toFixed(2)} meta bonus applied)
</span>
)}
</p>
)}
</div>
{!hasDefeatedFinalBoss && (
<div className="transcendence-locked">
<p>🔒 <strong>Defeat The Absolute One</strong> to unlock transcendence.</p>
<p className="transcendence-hint">
The Absolute One is the final boss of The Absolute zone, requiring
Prestige 90 to challenge.
</p>
</div>
)}
{hasDefeatedFinalBoss && (
<div className="prestige-form">
<p>You are ready to transcend. This action is <strong>irreversible</strong>.</p>
<p>Choose your new character name for the next cycle:</p>
<input
disabled={isPending}
maxLength={32}
onChange={(e) => { setCharacterName(e.target.value); }}
placeholder="Character name..."
type="text"
value={characterName}
/>
<button
className="transcendence-button"
disabled={isPending || !characterName.trim()}
onClick={() => { void handleTranscend(); }}
type="button"
>
{isPending
? "Transcending..."
: `🌌 Transcend (+${formatNumber(echoPreview)} Echoes)`}
</button>
{error && <p className="error">{error}</p>}
{result && (
<p className="success">
Transcended! Earned{" "}
<strong>{formatNumber(result.echoes)} Echoes</strong>. This is
Transcendence {result.count}. A new cycle begins.
</p>
)}
</div>
)}
</>
)}
{activeTab === "shop" && (
<div className="echo-shop">
<p className="shop-balance">
Balance: <strong>{formatNumber(currentEchoes)} Echoes</strong>
</p>
<p className="echo-shop-description">
Echo upgrades are <strong>permanent</strong> they survive all future
prestiges and transcendences.
</p>
{upgradesByCategory.map(({ category, label, upgrades }) => (
<div key={category} className="shop-category">
<h3>{label}</h3>
<div className="shop-upgrades">
{upgrades.map((upgrade) => {
const purchased = (transcendence?.purchasedUpgradeIds ?? []).includes(upgrade.id);
const canAfford = currentEchoes >= upgrade.cost;
const isLoading = buyingId === upgrade.id;
return (
<div
key={upgrade.id}
className={`shop-upgrade-card echo-upgrade-card ${purchased ? "purchased" : ""} ${!canAfford && !purchased ? "unaffordable" : ""}`}
>
<div className="shop-upgrade-info">
<h4>{upgrade.name}</h4>
<p>{upgrade.description}</p>
<p className="upgrade-cost">
{purchased
? "✅ Purchased"
: `${formatNumber(upgrade.cost)} Echoes`}
</p>
</div>
{!purchased && (
<button
className="buy-upgrade-button echo-buy-button"
disabled={!canAfford || isLoading || buyingId !== null}
onClick={() => { void handleBuyUpgrade(upgrade.id); }}
type="button"
>
{isLoading ? "Buying..." : "Buy"}
</button>
)}
</div>
);
})}
</div>
</div>
))}
</div>
)}
</section>
);
};
@@ -6,6 +6,7 @@ interface ResourceBarProps {
resources: Resource;
runestones: number;
prestigeCount: number;
transcendenceCount: number;
profileUrl: string;
onEditProfile: () => void;
lastSavedAt: number | null;
@@ -29,6 +30,7 @@ export const ResourceBar = ({
resources,
runestones,
prestigeCount,
transcendenceCount,
profileUrl,
onEditProfile,
lastSavedAt,
@@ -63,6 +65,11 @@ export const ResourceBar = ({
<span className="resource-value">{formatNumber(runestones)}</span>
<span className="resource-label">Runestones</span>
</div>
{transcendenceCount > 0 && (
<div className="transcendence-badge">
🌌 Transcendence {transcendenceCount}
</div>
)}
{prestigeCount > 0 && (
<div className="prestige-badge">
Prestige {prestigeCount}