Enjin Forge II

The forge went cold. The mountain remembers why.

A dark-fantasy classless idle RPG. Descend the mountain, rebuild the town at its foot, reignite the forge.

This is a reference, not a pitch. The game is in development and there is no public build yet — nothing here can be downloaded or played. The four labels below describe what exists in the working build, not what is available to you. Act I is the part that is finished, and nothing on this page is dressed up to look further along than it is.

What it is

You wash ashore with a crate and no plan. Above the beach there is a ruined mine town at the foot of a mountain called Azhar, and under the town there is a forge that has been cold long enough for people to stop talking about why. Everything after that is the work of finding out.

Enjin Forge II is an idle game in the sense that it keeps running while you think, not in the sense that it plays itself. Combat is zero-input — no rotations, no cooldown juggling, no ability bar. Your fights are decided before they start, by what you carried in: your gear, your skill web, the weapon you chose to master. Losing means you were underprepared, and the game tells you so in plain language rather than hiding it behind a level requirement.

The other half is the town. Ore is mined, never dropped — monsters carry monster parts, and metal comes out of rock you swung a pick at. The forge, the crusher, the mill, the kiln and the stonecutter are machines you rebuild and then feed, and they keep working while the game is closed. Rebuilding the settlement is not a side activity that pays out currency. It is how you get anything worth taking back down the mountain.

It is built by one person, in plain JavaScript, with no framework and no bundler. That shows up in the design: systems are small, legible, and slow to change, because there is nobody to hand the mess to.

Enjin Hollow beneath the mountain Azhar
The eastern reaches, as the game draws them — the abandoned mining village, and past it the note that all beyond the mists is uncharted. Every image on this page is art from the build.

The game itself

Captures from a real save, not mock-ups. Click any of them to see it full size.

The locked pillars

Seven commitments the game is built around. They are not aspirations; they are the constraints every new system gets checked against, and they have survived every rework so far.

Classless

You are an Adventurer, and that is the whole job title. Identity comes from the skill web and the gear you assembled — never from a class you picked in the first five minutes and then lived with.

Zero-input combat

Combat runs itself. There are no abilities to mash — the statistics screen tracks Skills Cast and it is designed to read 0 forever. Depth lives in what you bring to a fight, not in how fast you press during one.

No big numbers

No billions, no trillions, no scientific notation creeping into the damage log. Numbers stay small enough to hold in your head for the entire game, because a number you cannot compare is not information.

Honest power

Anything that makes you stronger is declared to your Power Rating. Economy stats — gold find, experience bonus — sit in a separate lane and are never required to progress. Nothing makes you secretly stronger or secretly worse.

A locked visual language

Enjin is blue: ore, veins, masterwork glow. The forge and every action are ember-orange. Gold is ornament and nothing else. A colour never means two things, which is why the interface can be read at a glance.

A finite, gold-only economy

One currency, with copper as the unit of truth underneath it. Ore is mined, never dropped. The gold supply is designed to have a single source rather than a faucet on every screen, so prices can mean something.

Loot that never walls you

Epics help; epics are never required. Reliable progress rides on common, uncommon and rare drops. The rarity roll happens at drop time and is decoupled from item tier, so the thrill of a lucky drop is reachable at every level rather than only at the top.

The world

The campaign is a descent. You start on the surface — a stretch of grey coast and the woods above it — cross to the town at the mountain's foot, and then go down, one depth at a time, each unlocked permanently by clearing the last.

There is no level gate at the door. Any depth will let you walk in. What stops you is Crushing Defense: if your gear is too far behind the area, your accuracy and damage collapse, and the game says so directly rather than refusing entry. Being turned back is information, not a locked door.

The five Acts

Five acts are authored as a shape for the whole game. Only the first exists in the build — the rest are design intent, stated here so the arc is legible, not because they are close.

  1. I

    The Descent In the build

    Nine depths of Azhar. Combat, loot, gear, and the gear-check that replaces level locks. Ends by recovering three components and relighting the forge.

  2. II

    Rebuilding Enjin Hollow Not committed

    Crafting and smelting come into their own; the settlement grows past machines into a place with residents. Intended to open the dungeons.

  3. III

    The Age of Exploration Not committed

    Dungeons running a deliberately different combat model — exploration, random encounters, turn-based fights against several enemies, and a party recruited from a rebuilt tavern. The largest promise in the design docs and the one with the least behind it.

  4. IV

    Into the Abyss Not committed

    An endless scaling depth for build optimisation, once there is a build worth optimising.

  5. V

    The Convergence Not committed

    Deliberately not completable by campaign progress alone. Intended to require something from every system in the game.

Act I — the nine depths

Descriptions below are the in-game text, unedited.

  1. 01

    Brakka Hollow

    The active mine front. Timber supports groan in the dark. Coal dust coats everything.

  2. 02

    Veyr'Thal

    Ancient tunnel network predating the village. Something vast weaves its web in the dark.

  3. 03

    Khoruun Reach

    A vast glowing crystal expanse. The walls pulse with cold light. Nothing here is natural.

  4. 04

    Draal'Mor

    A collapsed labyrinth claimed by troll-kin and things that burrow. The floor trembles.

  5. 05

    Narthuun Vaults

    Ruins of an ancient mining civilization carved directly into the mountain. Their golems still walk.

  6. 06

    Kael'Rhaz Forgeworks

    A forgotten underground forge district. Dead furnaces, ancient machines — and something that still guards them.

  7. 07

    Ul'Mareth

    Spectral depths where lost miners and forgotten smiths wander without rest or purpose.

  8. 08

    Azh'Korum

    The deepest known mines. The walls pulse with Enjin energy so intense it blinds.

  9. 09

    The Heartvein

    The mountain's beating heart. A colossal vein of living Enjin pulses through the mountain's core. Every fragment ever mined traces its origin to this place.

Act I finale — Reignite the Enjin Forge

Clearing all nine depths is not the ending. Three components have to be recovered from key bosses — the Ancient Bellows, the Heartstone Core and the Forgefire Ember — and carried back up to a forge that has been cold for a long time. Relighting it closes the act.

Systems

Grouped the way the game groups them in its own menu. Status labels are read out of the build, not written by hand.

Adventure

Everything that happens below ground.

The Act I campaign

In the build

Nine authored depths with their own enemies, arrival text, clear quotas and resources. Clearing a depth is permanent. Bosses are an explicit choice at the quota rather than an automatic gate — the regular enemies keep spawning if you would rather keep grinding.

Zero-input combat

In the build

Swing timers, regeneration, critical hits, death and respawn, all running on their own. You choose the fight and the gear; the fight resolves itself. Damage numbers, floating combat text and a full pause are all in.

Crushing Defense

In the build

The gear check that replaces level requirements. Your power rating is compared against the area's, and a deficit costs you accuracy and damage on a fixed curve. You are never shown the numbers — just a verdict, Undergeared or Badly undergeared. It is the reason the game has no locked doors.

The rare merchant

In the build

A small chance, after an ordinary kill in the mountain, that something other than another monster is waiting. Table-driven, so more encounters are a data change rather than a code change.

Dungeons

Not committed

Flagged off in the build. Designed as a different mode entirely — turn-based, multi-enemy, party-based — rather than more of the same combat in a new room.

Raids

Not committed

Flagged off. High-stakes encounters intended to sit behind dungeon and abyss progression.

The Abyss

Not committed

Flagged off. The endgame idea: infinite scaling depth, no authored content, purely a measure of how good your build actually is.

Hero

What you carry, and what you have learned.

Character and derived stats

In the build

Every stat on the sheet is derived from equipment, skill web and masteries rather than stored, so nothing can silently drift out of sync with its source.

Gear generation and rarity

In the build

Gear is generated from a power budget across sixteen slots and nine tiers rather than hand-authored piece by piece, so the curve stays honest. Anything above an ordinary common also rolls an individual quality value that sets its item level — two swords of the same name are not the same sword.

Inventory and the storage vault

In the build

Bags, stacking, two-handed conflict rules, and a drag-and-drop vault with sorting and deposit-all. Machine recipes count what is in storage, not just what is on you, so a full bag never stops a job.

Masteries

In the build

Four ladders, not one: every gathering node, every production recipe, every weapon type and every dish carries its own mastery track to 99, with rungs at 25, 50, 75 and 99 that cut action time or add a bonus-output roll. Doing the same thing for a long time is a progression system, not just a wait.

Weapon mastery

Partly built

Kills are counted per weapon type and levels are awarded, and the ladder already gates what you can forge at the Enjin Forge. The wider prestige and access layer designed on top of it does not exist yet.

The Skill Web

Partly built

A pannable, zoomable web of around fifty nodes with real effects, draft allocation and cascade removal. Respec is free once a day and costs silver after that, so changing your mind is cheap but not weightless. The engine is complete; the layout is an early one rather than the full designed web, and a few node effects are stored but not yet read.

The town

Six machines, one settlement, and the reason to come back up.

Village restoration

In the build

Rebuild the settlement project by project — home, storage, the machines, the trade post, and finally the forge itself. Each is a card you open: pour gathered wood, stone and rope into it against a live requirements bar, and complete it once the bar is full. Costs are materials you mined and cut, never gold. Progress is banded by act, and only Act I is open in this build.

The Enjin Forge

In the build

Smelting ore into bars, with a heat system, a hopper and fuel to manage. Unlocked once the forge foundation is restored — and relighting it is what closes Act I, so every other project in the town is on the way to this one.

Weapon forging

In the build

Nine weapon types, each forgeable at any bar tier you have the mastery for, costed in bars and gated by your weapon mastery — including a masterwork rung at the top of each ladder. This is where mastery stops being a number and starts being access.

Ore Crusher

In the build

Crushes raw ore into dust. Reserve-on-start, refund-on-stop job queues and an output bin, like every machine in town.

Lumber Mill

In the build

Saws felled logs into planks. Its own experience curve, its own mastery, its own queue.

Stonecutter

In the build

Cuts raw stone into dressed slabs for the building projects that need them.

Charcoal Kiln

In the build

Burns logs slowly into charcoal — the fuel the forge runs on.

The Campfire

In the build

Cooks monster scraps into simple food. As the game itself puts it: a campfire can only do so much.

Milo's Emporium

In the build

The shop, and the closest thing the game has to a second character. Categories, a rotating daily special, buyback, and a stock tier that improves as you rebuild the trade post.

Gold Coin Press

Designed, not built

Designed as the single place gold is minted, by pressing rare pure gold ore into coin. The currency it would feed is live; the mint itself is a document.

Trade orders

Not committed

Flagged off. Working code exists but no route reaches it, and the design has not been settled.

Progress

The long record.

Quests and quest chains

In the build

Daily, weekly, monthly and yearly quests with their own refresh cycles, plus a multi-chain story engine. The descent itself is a quest chain, read out loud by Milo, depth by depth.

Compendium

In the build

Creatures, items and lore, discovered by encountering them, with a flip reveal and filters. Kept per save file — a new game starts the collection over.

Achievements

In the build

Around fifty entries awarding achievement points, claimed automatically. The milestone system was folded into this one rather than kept alongside it.

Statistics

In the build

A permanent lifetime record — kills, gathering, crafting, gold, playtime — with the per-weapon and per-profession rows generated from the registries rather than hand-listed. Including, permanently, Skills Cast: 0.

Offline progress

In the build

Every machine keeps working while the game is shut, up to an eight-hour cap, depositing through inventory to storage to overflow so nothing is ever lost to a full bag. Combat is deliberately not included — crediting kills while away would bypass the gear check and make closing the game strictly safer than playing it.

The Living Calendar

In the build

Each weekday carries a themed economy buff, read by loot, gathering, mastery and village contribution alike. Deliberately power-neutral: it greases the economy, it does not make you stronger.

Byproducts and collectors

Partly built

Upgrades that make a machine yield something extra — gems from crushed ore, resin from milled logs — and they work online and offline alike. Two collectors exist against a longer designed list, and both are currently unreachable: buying one costs tech points, and nothing in the game grants tech points yet.

  • Campfire Campfire
  • Lumber Mill Lumber Mill
  • Stonecutter Stonecutter
  • Charcoal Kiln Charcoal Kiln
  • Ore Crusher Ore Crusher
  • Enjin Forge Enjin Forge
The six machines, as the game renders them. You rebuild each one project by project, then feed it — and they keep running while the game is closed.

Professions

Two kinds: gathering professions that pull material out of the world, and production professions that turn it into something else. Each has its own experience curve and its own mastery.

The table below is generated at build time from the game's own profession registry, so it cannot fall behind the build the way a hand-written list does. Anything marked as not committed is declared in the registry with no content behind it yet.

Read straight out of data/skills/gatheringSkills.js at build time — 8 live, 7 still to come.
ProfessionKindChainStatus
Mining gathering In the build
Woodcutting gathering In the build
Fishing gathering Not committed
Farming gathering Not committed
Smithing production Ore → Bars In the build
Sawmilling production Logs → Planks In the build
Masonry production Stone → Slabs In the build
Charring production Logs → Charcoal In the build
Crushing production Ore → Dust In the build
Cooking production Scraps → Food In the build
Alchemy production Not committed
Runecrafting production Not committed
Hunting gathering Not committed
Herbalism gathering Not committed
Excavation gathering Not committed

What is to come

Everything that has been written down, sorted by how real it is. No dates appear anywhere on this page, because there are none.

The tiers describe commitment, not timing. Something in the first tier is being worked on now; something in the third is an idea that has survived being written down, which is a much weaker claim than it sounds.

On the anvil

Being built right now, or built and awaiting verification.

  • The Shore and the opening hour

    A surface prologue before the first descent — you wash ashore with a crate, cross the coast and the woods above it, and reach the town having already used most of the things the game will ask you to use.

  • Milo as narrator, and naming the town

    The merchant talks you through the opening and you answer him, ending with naming the settlement you are about to rebuild. The name you choose is then used everywhere the game refers to the town.

  • Lessons that stop once learned

    Short anchored explanations that appear the first time something bites you — an enemy type, retreating, dying, the potion belt — and never appear again.

  • The multi-chain quest engine

    Quests can now be story chains with area steps and boss-drop components. The nine-depth descent was rebuilt as one.

  • Combat area navigation

    Stepping between depths from inside combat rather than backing out to a menu. Built, pending verification.

  • The character experience curve critical

    Levelling past roughly 28 is currently unreachable — the curve outruns any available source of experience. The replacement is verified but not yet in.

  • The combat and gear rework, stages B4–B10

    The largest single programme in flight. Remaining ability scaffolding becomes passives; auto-equip is replaced by a real side-by-side compare and a "your power against this area" readout; the talent tree goes fully passive with free respec; the gear catalogue is derived from a power budget with set bonuses; and the new-game flow is rebuilt end to end.

In the queue

Design settled and written down. No implementation yet.

  • Node upgrades and pure ore

    A one-time expensive upgrade on a mining node so it starts yielding pure ore, which smelts one-to-one instead of two-to-one. The pure ore items already exist in the game as inert glowing variants, waiting for the mechanic that gives them a reason.

  • Byproducts, properly

    Gems, leathers and resin finally get a source, which closes several recipes that currently point at items you cannot obtain.

  • Mastery milestones

    Mastery levels currently pay very little. The fix is to make them grant access — new recipes, new nodes, new rungs — rather than invisible percentages.

  • The full skill web

    The live web is an early layout. The designed one is a larger constellation carrying the stats that gear deliberately excludes, so the two systems stop overlapping.

  • Defensive nodes that scale

    Flat health nodes become a percentage of maximum health, so the defensive branch stops being worth a rounding error at high level.

  • The compendium as an incentive

    Discovering creatures and items starts unlocking achievements and story. Explicitly power-neutral — collection never becomes a combat requirement.

  • Tutorial entries

    A permanent in-game reference explaining each mechanic, so the one-time lessons have somewhere to live afterwards.

  • Living Calendar, phases B and C

    A full calendar panel, festivals on real dates that stack with the weekday themes, and eventually content that only opens on certain days.

  • Achievement and level-up stamps

    Notable moments land on the screen with some weight instead of appearing as another notification in the corner.

  • The material pass

    Panels and cards get a forged finish — framed plates rather than outlined boxes — and every interactive thing gets a visible, fast response. The stated goal is that the interface stops reading like a spreadsheet.

  • Save durability

    Hardening after an unclean shutdown zeroed both a save and its backup. Unglamorous and near the top of the list.

Embers only

Nothing here is promised. These are ideas that have survived being written down. Most of them will not ship, and the ones that do will not look like this.

  • Acts II through V

    The four unbuilt acts. The town becomes a living place with returning residents; dungeons arrive with an entirely different combat model and a recruited party; the abyss and the raids follow. The design documents describe the shape and almost none of the detail.

  • Seven more professions

    Fishing, farming, alchemy, runecrafting, hunting, herbalism and excavation are declared in the registry with no content behind them. Several would need entirely new places to exist — the woods and the water — before they could mean anything.

  • Gemcrafting and sockets

    Sockets in gear, and a profession that fills them. Named in the vision document as the headline feature of that whole direction, and estimated there in months.

  • An economy for monster materials

    Hides, rune fragments and cores currently exist mostly to be sold. Giving them a real destination is an open problem, not a plan.

  • Profession hubs

    Each profession as a self-contained page with its station on it. Explicitly parked as an idea for some later build.

Still undecided

Design decisions that are genuinely unresolved. They are listed because a reference that only shows the settled parts is not much of a reference.

Editions & tech

Two editions, planned

Two editions are planned. This is a design intention rather than a shipped feature — today there is one build, and it behaves as the first of them.

  • Steam Edition Designed, not built

    No blockchain, no tokens. This is the balance baseline: the whole game is designed to be complete and fair here, and every number is tuned against it.

  • Enjin Edition Not committed

    An optional blockchain layer behind a single switch. Anything it grants is a bonus and never a requirement — the baseline above is the game.

How it's built

Vanilla JavaScript, HTML and CSS on Electron. No framework, no bundler, no module system — every file loads as a plain global script in a fixed order. It is an unusual choice in 2026 and a deliberate one: the whole codebase stays directly readable, and there is no build step between what is written and what runs.

A single feature registry is the one source of truth for what is live. Shipping a system is one flag flip, and the same flag drives the menu, the quests, and the notices that explain why something is not available. The status labels on this page are read out of that registry when the page is built.

Platform
Electron, desktop
Language
Vanilla JavaScript — no framework, no bundler
Save format
Version 40, forward-only migration with a backup taken before every upgrade
Acts built
1 of 5
Professions
8 live, 7 declared and empty
Team
One person