Projects · 5 live · 1 in development

Original games
and worlds.

Each project is an excuse to push a system harder. Some are tight arcade loops, some are long-running roguelikes, one is an anime universe.

— 01 / Featured

Elemental Rift

v2.4.4
— Changelog

Version history

33 releases
v2.4.4

Simulate waves fix

Try/catch wrapper surfaces errors inline. Player can now die mid-simulation and sees a proper inline death result instead of a crash. Wave base calculation corrected for first-run state.

May 2026Bugfix
v2.4.3

Retire button fix

Undefined trinityRank variable caused the retire overlay to crash silently. Fixed with proper variable declaration.

May 2026Bugfix
v2.4.2

Simulate waves — real survival check

Simulation now calculates actual HP loss per wave based on enemy attack, defense, and lifesteal. If the player dies on wave 3 of 5, simulation stops and shows partial results.

May 2026Feature
v2.4.1

Simulate waves on map screen

Moved wave simulation from the Cosmic menu to the wave selection screen where it belongs. Input a count, hit Simulate — XP, gold and auto-equipped loot apply immediately.

May 2026UX
v2.4.0

Cosmic Alignment system

Full Trinity Force redesign. Six alignments (Inferno, Storm, Void, Nature, Order, Chaos), node trees per class, mutations every 10 levels, ascension for permanent stat boosts. XP earned from total damage dealt — slow progression by design. Extreme difficulty replaces Infinite (25 waves, boss every 5, all loot tiers). Batch level-up screen — invest all points on one screen with repeated taps.

May 2026Major
v2.3.5

Basic attack rate limiting

Manual taps are now rate-limited to the same interval as auto-toggle. No advantage from spamming vs using auto — both fire at identical speed.

May 2026Balance
v2.3.4

Attack speed overhaul

Base attack speed raised from 1.0 to 2.0 (500ms between hits at start). Self-scheduling setTimeout replaces fixed setInterval — speed recalculates every hit so buffs and gear apply immediately. Minimum interval lowered to 100ms for high-speed builds.

May 2026Balance
v2.3.3

Level-up popup pauses combat

G.combatActive set to false immediately when level-up triggers, not just when the popup opens. Closed the 900ms window where enemy could still attack.

May 2026Bugfix
v2.3.2

Zindigon loading screen

Branded loading screen matching zindigon.com — dot grid, mint glow, film grain, Z mark, Instrument Serif title. Dismisses on auth ready with 6s failsafe.

May 2026Polish
v2.3.0

Dark/light element removal

All remaining dark and light element logic removed — draw shapes, sound cases, particle color maps. Sound key map now routes by imbue instead of class name.

May 2026Cleanup
v2.2.9

Mage particle crash fix

Particle spawn used ab.class ('mage') as the element key. elementParticleColor('mage') returned undefined, producing undefinedff as a canvas color — corrupting the 2D context. Fixed by using ab.imbue instead.

May 2026Bugfix
v2.2.8

Arrow particle canvas corruption

Arrow particle handler placed inside particles.filter() called ctx.restore() without a matching save, corrupting the canvas save/restore stack after a few shots. Moved drawing to drawParticlesLayer.

May 2026Bugfix
v2.2.5

Classes start at level 3

All classes now start at classLv 3 so the first skill is immediately usable. Loadout picker always shows currently equipped abilities regardless of level requirement.

May 2026Balance
v2.2.4

Enemy scaling — power curve

Replaced 1.18^level exponential (blows up past lv40) with lv^1.85 HP and lv^1.4 attack. Level range widens from ±5 to ±12 at high player levels. Consistent 8-35 hits to kill across all stages.

May 2026Balance
v2.2.3

Auto-slots persist between enemies

Root cause: stopAllAutoSlots called multiple times in the kill chain overwrote saved state with empty. Fixed to only save when slots are actually running. All interruptions (vendor, item drop, level-up) now restore slots on next spawn.

May 2026Bugfix
v2.2.2

Damage variance + color coded numbers

Every hit rolls 80-120% of average. White = normal, Blue = near-max roll (top 13%), Red = crit, Gold = max roll + crit. Enemy levels now roll playerLevel-2 to playerLevel+8.

May 2026Feature
v2.2.1

True idle mode

Next Wave always visible (dimmed when unavailable). Ability slots stay on between waves — saved and restored across vendors, item drops, and level-up popups. Auto-wave toggle persists across the entire run.

May 2026Feature
v2.2.0

Full class overhaul — 85 abilities

Each class now has 2 basics, 5 skills, 3 ultimates per imbue path. New passive buff system — abilities trigger timed stat boosts (Phoenix Surge, Storm King, Shadow Realm, Absolute Zero etc). Arrow projectile animation for rogue bow. Enemy lunge animation on attack.

May 2026Major
v2.1.1

Gear upgrading + boss milestones extended

Equipment can be upgraded +1 to +5 (50→1800g per tier). +5 rolls a star bonus on a random stat (+25-50%), rerollable for 2500g. Boss milestones extended to 50M damage with exclusive titles: Decimator (10M), Dragonslayer (30M), World Ender (50M).

May 2026Feature
v2.0.9

XP system rework

XP per kill = wave × 12. XP to level = playerLevel × 80. Always ~7 kills to level regardless of wave. Boss XP = wave × 12 × 5 (~80% of a full level).

May 2026Balance
v2.0.7

Enemy level scales with player

Enemies roll between playerLevel-2 and playerLevel+5. No more restarting on easy mode — enemies always match your progression. Enrage chance scales with level gap.

May 2026Balance
v2.0.0

The Great Restructure

Three playable classes (Mage, Warrior, Rogue) with imbue selection. New creature-based enemy roster with enraged variants. Defense replaces Armor+MagicResist. New imbue effects (burn, poison, electric, ice, slow, heal-on-hit). Title system with Season 1 awards. Leaderboard wipe — Season 2 begins.

May 2026Major
— Catalog

All games

04 titles
— Worlds

Original IP

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