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Afterlife Inc.

  • idle
  • incremental
  • management
  • mobile
  • dark-fantasy
  • simulation
0
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How to play

Click the game above and it runs right here in your browser. No download, no installer, no account needed. StyleDish games built it with Cinevva, so it works on a phone or a tablet too.

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Make your own game

Afterlife Inc. was built by StyleDish games with the Cinevva game creator: describe the game you want in chat, watch it get built, and play it in your browser minutes later.

Remix Afterlife Inc. opens the real game in the creator and forks its actual files, chat and design doc, so you start from the code rather than from a description.

Read the build brief for Afterlife Inc.

Cinevva's analyzer read this game's design doc and its source, then wrote the brief below. "Make your own" hands it to the game creator as your opening message, so you start from a real spec rather than a one-line idea.

Create a mobile-first dark idle/incremental management game titled “Afterlife Inc.”, subtitled “Eternal Processing Division.” The player runs a supernatural corporate soul-processing office with cold bureaucratic presentation. Make it a single-page responsive web game with a fixed atmospheric background and a scrollable foreground interface.

VISUAL STYLE AND CAMERA:
Use a nearly black navy background with subtle 3D ambient depth behind a 2D courtroom illustration. The 2D scene is a dark supernatural courtroom: a large arched court wall, deep blue-black pillars, a central bench, four vertical glowing soul tubes behind the bench containing cyan and violet orbs, and a faint occult geometric sigil on the floor. Center a stern horned demon judge in a dark suit behind the bench; its eyes glow cyan and violet and it wears a purple tie and occult badge. Put a row of black crowd silhouettes with rounded heads across the bottom foreground, with a faint cyan/violet rim light. The judge should subtly bob and flicker with a restrained blue glow. Add a very subtle Three.js-like ambient layer: dark floor and blocky office forms, four translucent cylindrical tubes, floating cyan/purple soul orbs, fog, blue ambient lighting, violet rim light, and slow camera drift. The UI must remain clearly readable over this scene.

Use a restrained palette: black/navy panels, pale lavender-white text, muted lavender descriptions, electric cyan and purple accents, green for ready/active status, and pink-red for danger or unavailable status. Panels have thin translucent blue-violet borders, rounded corners, soft shadows, and occasional radial cyan/violet highlights. Use uppercase labels and a clean system sans-serif font. Add small counter bump animations whenever resources increase, floating “+X Essence” text over the STAMP button, and short cyan/violet particle bursts when stamping, buying upgrades, hiring managers, and successfully expanding.

TOP HUD:
At the top show the large uppercase brand “AFTERLIFE INC.” on the left and “Eternal Processing Division” on the right. Below it, show two rows of three resource cards. The first row is Essence, Fragments, Energy. The second row is Souls, Processed, Research. Each card displays an uppercase muted label and a large numeric value, initially zero. Format small values with sensible decimals, thousands with commas, and very large values in scientific notation.

NAVIGATION AND OPS SCREEN:
Below the resource cards show four large navigation buttons: Ops, Upgrades, Managers, Expansion. Ops is active initially and has a violet outline/glow. Only one panel is visible at a time; panels are vertically scrollable.

On Ops, place a prominent horizontal action row. On the left is a large cyan/violet glowing button labeled “STAMP.” On the right is a dark card titled “Manual Processing” with the description “Early on, stamping forms forces Judgment throughput.” Tapping STAMP manually processes a burst of waiting souls. The burst is 0.55 × 1.15^Judgment level × 0.85 × Stamp Rigor multiplier, capped by currently waiting Souls. It converts the judged souls into Processed Souls, gives 0.15 Soul Fragments per soul, and grants a small filing-fee of 0.12 Essence per soul, modified by permanent Essence multiplier. If no souls are waiting, show “No souls waiting in Intake.” Otherwise show floating Essence gain, particles, and a metallic/low synthetic stamp sound if audio is available.

Below, show four department cards in a one-column mobile grid and two-column wider layout: Intake, Judgment, Extraction, Research. Each card shows its level, a rate/capacity description, an Upgrade button, an Automation button, a status pill (MANUAL or AUTOMATED), an Essence cost pill, and a manager multiplier pill.

GAMEPLAY SIMULATION:
Run a continuous simulation at roughly 20 updates per second, with automatic saving. Souls arrive in Intake at 0.65 × 1.15^Intake level × Intake manager multiplier × permanent Intake multiplier × Intake policy multiplier per second. Judgment consumes waiting Souls and produces Processed Souls plus 0.12 Fragments per soul. Its base capacity is 0.55 × 1.15^Judgment level × Judgment manager multiplier × Judgment policy multiplier per second; while manual it operates at 25% of this capacity, and while automated at full capacity multiplied by permanent Automation multiplier. Extraction consumes Processed Souls and produces Essence: extracted amount × 1.25 × permanent Essence multiplier × Extraction Accounting multiplier. Its base capacity is 0.50 × 1.15^Extraction level × Extraction manager multiplier × Extraction policy multiplier per second, operating at 25% while manual and full capacity with permanent Automation multiplier when automated. Research accrues independently at 0.18 × 1.15^Research level × Research manager multiplier × Research policy multiplier per second, at 30% while manual and full capacity with permanent Automation multiplier when automated. Extraction also produces Eternal Energy at 0.002 per extracted soul, but only after lifetime Essence exceeds 50,000. Track lifetime Essence separately from current Essence.

Department upgrade costs are exponential and paid in Essence: Intake starts at 15 with 1.18 growth, Judgment starts at 20 with 1.19 growth, Extraction starts at 25 with 1.19 growth, and Research starts at 30 with 1.20 growth. Upgrading increases the relevant department level and therefore its production/capacity. If the player lacks Essence, show “Insufficient Essence.” Automation cannot be toggled until that department’s manager is hired; otherwise show “Hire a manager first.”

UPGRADES TAB:
Show the title “Upgrades” and description “Global policies and dark optimizations. These stack permanently for this branch (until Expansion).” Display cards with level, description, Purchase button, currency/status pill, and a horizontal progress-to-cost bar showing the percentage of the required currency currently owned. Include:
- Intake Compliance Policy: “+10% Souls/sec per level.” Paid in Essence, base cost 60, growth 1.55.
- Extraction Accounting: “+12% Essence gain per level.” Paid in Fragments, base cost 25, growth 1.60.
- Judgment Throughput Forms: “+10% Judgment capacity per level.” Paid in Essence, base cost 90, growth 1.60.
- Extraction Pipeline Audit: “+10% Extraction capacity per level.” Paid in Essence, base cost 120, growth 1.62.
- R&D Black Budget: “+15% Research/sec per level.” Paid in Fragments, base cost 45, growth 1.65.
- Stamp Rigor Training: “STAMP is stronger (+20% per level).” Paid in Research, base cost 25, growth 1.75.
- Offline Ledger Procedures: “Increases offline cap (+30 min per level).” Paid in Research, base cost 35, growth 1.85. Apply it as a 1 + 0.5 × level multiplier to the six-hour base offline cap.
Purchasing a policy consumes its currency, increments its level, says “Policy ratified.” and triggers cyan/violet particles and a short confirmation sound. Show insufficient-currency feedback when appropriate.

MANAGERS TAB:
Title it “Demon Managers” with description “Hire managers to automate departments. Upgrade them for passive multipliers.” Show one card each for Manager: Intake, Manager: Judgment, Manager: Extraction, and Manager: Research. Each card explains its function, shows LOCKED or HIRED, level, a “Hire / Upgrade” button, Research cost, and bonus multiplier. A manager’s first hire costs 60 Research and unlocks it at level 1. Later levels cost 60 × 1.65^(current level + 1) Research and increase its multiplier by 25% per level (1 + 0.25 × level). The manager descriptions are: “Automates Intake and boosts soul arrival.”, “Automates Judgment and increases throughput.”, “Automates Extraction and amplifies Essence yield.”, and “Automates Research and accelerates unlocks.” Hiring says “Contract signed. Automation protocols available.”; upgrading says “Manager upgraded. Compliance improves.” Hiring/upgrade creates particles and sound. Once hired, the related department’s Automation button can toggle MANUAL/AUTOMATED. On boot, if the Intake manager was previously hired, automatically enable Intake automation as a small convenience.

EXPANSION TAB:
Title it “Corporate Expansion” with description “Reset your branch to open a new office and gain permanent multipliers.” Show an expansion card with Expansion Credits, Next reset gain, Permanent Intake, Permanent Essence, and Permanent Automation values, plus a red/pink “OPEN NEW BRANCH” button and hint “Requires meaningful lifetime Essence. This will reset your current office.” Expansion gain is zero until lifetime Essence reaches 10,000; after that calculate gain as floor((log10(lifetime Essence) - 3.8)^1.8), minimum zero. On a successful expansion, add the gain to Expansion Credits, reset Essence, Fragments, Energy, Souls, Processed, Research, all department levels and automation toggles, all upgrade levels, and all hired manager levels, but retain manager unlock availability. Keep permanent multipliers: Intake = 1 + 0.05 × Credits, Essence = 1 + 0.05 × Credits, Automation = 1 + 0.03 × Credits. Show “New branch opened. +N Expansion Credits.” and a larger pink/violet particle burst. If not eligible, show “Insufficient lifetime Essence to justify expansion.”

PERSISTENCE AND FEEDBACK:
Save all state to local storage, including resources, lifetime Essence, credits, department levels and automation, manager unlocks/levels, upgrades, and last-save timestamp. On reload, calculate elapsed time since the last save and simulate offline production, capped at six hours multiplied by Offline Ledger Procedures. Show a toast such as “Offline processed: Ns.” Include a small persistent footer phrase: “Cold. Efficient. Eternal.” Toast messages should fade after a short delay. Add procedural browser-safe synthetic sounds on first user interaction: a low metallic stamp for STAMP, light tones for purchases/upgrades, a contract tone for hiring, and a rising confirmation sound for expansion. Ensure the interface works well by touch, prevents accidental mobile rubber-band scrolling outside the main panel, and keeps the courtroom scene fixed behind the UI.

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