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HellForge

  • 3d
  • idle
  • incremental
  • factory
  • mobile
  • hell
  • 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.

Discussion

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Make your own game

HellForge 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 HellForge 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 HellForge

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 3D idle/incremental factory game titled “HellForge Factory,” subtitled “Mobile infernal idle sim.” The game is set in a dark infernal workshop viewed from a slightly elevated perspective, with a draggable orbit camera. Render a Three.js-style scene behind the interface: a cracked/dark basalt circular floor, a glowing orange-red lava fissure ring, a purple glowing soul portal on the left, a dark box-shaped furnace with a hot orange-red mouth on the right, and a short dark conveyor belt with raised rails connecting them. Use deep near-black purple as the overall background, with purple soul light, hot pink accents, and orange lava/furnace lighting, soft shadows, fog, emissive materials, and subtle pulsing portal/furnace glow.

The central loop is: tap a large “Collect Souls” button to gain souls, spend souls to hire demons, and buy upgrades that increase production. Start with 0 souls, no demons, Portal level 1, Furnace level 1, and Training level 1. Display a prominent top HUD with a left rounded dark translucent brand panel showing “HellForge Factory” and “Mobile infernal idle sim,” and right-side rounded stat panels showing “Souls” and “Souls/sec.” Format large numbers with compact suffixes such as K, M, B, T, Qa, and Qi, while small values are whole numbers.

Put a bottom mobile-friendly translucent dark sheet over the scene, centered with a maximum width around 720px, rounded top corners, blur, and safe-area padding. It has two tabs, “Factory” and “Upgrades,” with Factory selected by default and the last selected tab persisted. On the Factory tab, place a wide bright pink-to-dark-pink primary button with a glowing purple soul-orb icon, label “Collect Souls,” and a right-side dynamic amount such as “(+1)” based on the current tap power. Below it, show a full-width dark rounded action card with a demon icon, dynamic title “Hire Imp” (changing to the best unlocked demon type), a cost pill such as “Cost: 25 S,” and a small hint announcing the next demon unlock when applicable. At the bottom show a “Demons” count pill and an orange-red “Reset” pill/button. Disabled purchase buttons should appear faded when the player lacks enough souls.

The Upgrades tab contains three upgrade cards in a responsive two-column layout on wider screens and one column on narrow screens: “Portal Lv 1,” “Furnace Lv 1,” and “Training Lv 1,” each with a glowing SVG-like icon and a dynamic soul cost pill. Include a small explanatory hint: “Upgrades scale tap income and demon speed/output.” Use readable bold system UI typography, pale lavender text, muted lavender secondary text, glowing pink/purple/orange controls, rounded borders, and strong but soft shadows. Buttons should have press feedback and work well with touch and mouse input.

Economy rules must match these mechanics. Souls are the primary currency. Souls per tap equals (1 + 0.85 × (portal level − 1)) × (1 + 0.12 × (furnace level − 1)). Portal upgrade cost is floor(40 × 1.35^(portal level − 1)); Furnace cost is floor(60 × 1.42^(furnace level − 1)); Training cost is floor(55 × 1.38^(training level − 1)). Furnace multiplies production, while Training increases demon output and movement speed. Factory level is 1 + (Portal level − 1) + (Furnace level − 1) + (Training level − 1).

There are three tiered demon worker types. Imps unlock at Factory level 1, cost 25 souls initially, have a cost growth factor of 1.17 per Imp owned, and produce 0.35 souls/sec before upgrades. Reapers unlock at Factory level 6, cost 220 initially, grow by 1.19 per Reaper, and produce 1.10 souls/sec before upgrades. Archdemons unlock at Factory level 14, cost 1800 initially, grow by 1.22 per Archdemon, and produce 3.25 souls/sec before upgrades. For hiring, automatically offer the highest unlocked type; the cost is based on the number already owned within that type. Demon output is base output × (1 + 0.22 × (Training level − 1)) × (1 + 0.12 × (Furnace level − 1)). Total Souls/sec is the sum of all owned demons’ output. Hiring a demon immediately adds it to the visible factory.

Make the factory feel alive. Represent demons as small animated sprite-like workers with red/pink bodies, horns, dark eyes, grins, tails, shadows, and a two-frame walking animation. Tint the Imp pink-red, Reaper purple, and Archdemon orange-red. Place workers in several narrow lanes on the conveyor route. They continuously walk from the portal pickup point on the left, along the conveyor, toward the furnace on the right, then return to the portal. When a worker reaches the furnace, grant a soul packet equal to that demon’s current Souls/sec multiplied by the one-way travel time, and animate a glowing purple soul orb from the worker/furnace area into the furnace mouth. Training increases their travel speed; the base one-way trip is 3.2 seconds and is reduced by a speed multiplier of 1 + 0.10 × (Training level − 1), with a minimum trip time of 1.6 seconds. Workers should bob subtly, face their travel direction, and avoid overlapping by using lanes.

Before any demons exist, tapping the Collect button should spawn a glowing purple soul orb traveling in a curved path from the portal to an elevated point above the factory, and the scene may show ambient soul orbs traveling toward the furnace in proportion to production. Once demons exist, their visible deliveries provide the production feedback. The portal ring should pulse subtly, the portal core should shimmer, the purple rim light should vary, and the furnace mouth/glow should flicker and intensify with Furnace level. Allow pointer/touch dragging on the 3D background to rotate camera yaw and pitch slightly; constrain pitch to a low-to-moderate elevated range and keep the factory framed.

Add light synthesized feedback sounds after the first user interaction: a soft triangle synth tone for collecting and upgrades, and a low membrane-like thump for hiring and resetting. Show brief rounded toast messages for actions and insufficient funds, including an initial prompt such as “Tap ‘Collect Souls’ to start the factory.” Include an optional reset confirmation that wipes souls, demons, and upgrades. Persist game state in local storage, including souls, demon counts by type, upgrade levels, last timestamp, and whether the player has collected; grant offline progress based on stored Souls/sec when reopening, capped at six hours. Auto-save periodically and when the page becomes hidden. There is no hard win condition: the long-term goal is exponential production growth and a visibly busier, brighter, more active hell factory.

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