Each adventurer tier now has a unique baseCost that scales ~7x per
tier (L1: 10 → L32: ~2.5e27). The per-count scaling factor (1.15×)
is unchanged.
Closes#10
- Expand content to 18 zones, 72 bosses, 95 quests, 32 adventurer tiers
- Add prestige shop with 24 runestone upgrades across 5 categories
- Add PrestigeUpgrade type, data files, API routes, and frontend panel
- Fix offline earnings to include equipment and runestone multipliers
- Add offline essence calculation alongside offline gold
- Update OfflineModal to display both gold and essence earned
- Add IDEAS.md for tracking planned features
- Add 6 new zones (Celestial Reaches through Eternal Throne) with sequential unlock chain
- Add 30 new bosses (5 per zone) scaling to 3e24 HP for true endgame challenge
- Add 36 new quests (6 per zone) with timers up to 96h for long-term progression
- Add 6 new adventurer tiers (seraph_knight through eternal_champion) requiring prestige 6-25
- Add ~36 new equipment pieces with boss drops and purchasable essence/crystal sinks
- Add new upgrades including endgame click/global multipliers and adventurer-specific unlocks
- Add 17 new achievements covering clicks (100K/1M), gold (quadrillion/quintillion), bosses (20/30/60), quests (30/50/72), adventurers (50K), prestige (5/10/25), and equipment (25/40)
- Extend formatNumber to support Q/Qt/S/Sp suffixes for numbers up to 1e24
- 6 zones (up from 3): Shadow Marshes, Volcanic Depths, Astral Void
- 18 bosses (up from 4): 3 per zone with zone-based sequential unlock
- 24 quests (up from 9): 3-4 per zone, reorganised by zone
- 15 adventurer tiers (up from 10): Shadow Assassin through Divine Champion
- 28 equipment pieces (up from 12): boss drops + purchasable with essence/crystals
- 24 upgrades (up from 13): crystal-cost upgrades + new adventurer upgrades
- 22 achievements (up from 14): new milestones for bosses, quests, gold, armies
- Purchasable equipment system: buy items directly with essence or crystals
- Crystal-cost upgrades: spend crystals on global and click power boosts
- Zone-based boss progression: defeating a zone's last boss unlocks the next zone
- Equipment system: 12 items across weapon/armour/trinket slots with
common/rare/epic/legendary rarities; starter commons auto-equipped,
higher tiers drop from boss victories
- Achievement system: 15 milestones with typed conditions; checked
each tick and crystal rewards applied automatically
- Achievement toast: slide-in notification, auto-dismisses after 4s
- Floating click text: +X gold floats on each manual click
- Expanded quests (9 total) and upgrades (12 total)
- Upgrade panel now shows locked upgrades so players can see their
progression path
- formatNumber utility (K/M/B/T) used consistently across all panels
- Backfill logic for existing saves to add new content gracefully
- types package now emits .d.ts declarations
Sets up the full monorepo with pnpm workspaces. Includes shared types
package, Hono API with Discord OAuth/JWT auth, Prisma v6 + MongoDB
Atlas, and React + Vite frontend with game loop, five tabs, and
Discord-linked save/load.