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⛏️ Deepcore

Idle Mining Co.

A browser idle/incremental mining game — strike ore, build an empire, descend forever.

Mine → sell → automate → fight your way to the Ender → prestigedescend into infinite depth. Tuned for a real weeks-long, multi-prestige grind (think Clicker Heroes × Cookie Clicker), with the whole economy validated by an in-repo simulation harness.

React Vite Tailwind Vitest Status License


✨ What is it?

Deepcore is a single-page idle game built with React + Vite. You start with a wooden pickaxe and one ore worth $1. From there you compound: better pickaxes, a passive crew, research, an army to slay bosses, a portal to the Ender, and a permanent Descent into ever-deeper, ever-richer layers — all gated behind a carefully balanced economy designed to last weeks, not an afternoon.

The numbers aren't guessed. The core economy lives in pure, unit-tested modules and is stress-tested by a deterministic economy simulator (pnpm test economy.sim) that plays a greedy optimal player through ~60 simulated days and asserts the pacing never runs away or stalls.

🔁 The core loop

   MINE ore ──► SELL for $ ──► PICKAXES · CREW · UPGRADES ──► mine faster & deeper
     │  └──► RESEARCH POINTS ──► in-run tech tree (yield · sell · speed · luck)
     │
     ▼ ($50k) the ZOMBIE attacks ──► build an ARMY ──► BOSS CURRENCY ──► slay bosses
     │                                                   └─► Soul Orbs · Portal parts
     ▼
   4 Portal parts ──► open the ENDER ──► Endore & Anti-Matter (the deepest ore)
     │
     ▼ enough lifetime earnings ──► PRESTIGE: reset the run for permanent % bonuses
     │                                          + a Soul-Orb meta-tree
     ▼
   spend $ to DESCEND ──► permanent depth layers (richer ore + Soul Orbs), forever

Two progression loops run in tandem: a fast inner loop (prestige — reset for a permanent √PP multiplier) and a slow outer loop (Depth — a permanent, infinitely-scaling descent).

🎮 Systems & currencies

System What it does
⛏️ Mining Click (or AutoPilot) to swing. 10 ore types, value-weighted drop rolls, crits & luck.
👷 Crew Hire miners for passive income that scales with the real ore market + your depth.
🧰 Upgrades One-time milestone upgrades plus repeatable, geometric-cost lines (a perpetual sink).
🔬 Research An in-run RP tech tree: +yield, +sell, +speed, crit, deep-ore odds, repeatable capstones.
🗄️ Storage & Vault Capacity tiers, auto-sell, and per-ore reserve sliders to bank materials.
⚔️ Army & Attack Recruit units, fight the Zombie and a boss ladder up to the 500B-HP Singularity.
🌀 Portal → Ender Assemble 4 parts to unlock the Ender phase: Endore, Anti-Matter, deep bosses.
🏚️ Village & Items Ore-trades (incl. the escalating Soul-Orb mage) and timed consumable buffs.
🌌 Prestige Ascend to reset the run for permanent global % bonuses + a Soul-Orb meta-tree.
🕳️ Depth / Descend The infinite axis: spend money to breach permanent layers — richer ore + Soul Orbs.
🏆 Achievements Permanent yield bonuses for milestones, plus an infinite depth-badge series.
💾 Persistence Autosave (20s + on hide/unload) and offline earnings while you're away.

Currencies: $ Money · RP Research Points · BC Boss Currency · ◆ Soul Orbs · % Prestige · ▾ Depth

🚀 Getting started

Prerequisites: Node.js 18+ and pnpm 9+.

pnpm install      # install dependencies
pnpm dev          # start the dev server (http://localhost:5173)
pnpm build        # production build → dist/
pnpm preview      # preview the production build
pnpm test         # run the vitest suite (incl. the economy simulator)
pnpm lint         # eslint

Progress saves to localStorage. Use Reset in the top bar to wipe and start fresh.

🧪 Testing & the economy simulator

The economy is simulation-driven. Pure math lives in src/utils/*Data.js / *Logic.js with vitest coverage, and src/sim/economy.sim.test.js is an integrated harness that imports the real data modules and plays a greedy player through mining, crew, upgrades, research, prestige and depth — printing a full multi-prestige timeline and asserting pacing guard-rails (first prestige is a real arc, prestige count stays bounded, progression spans weeks).

pnpm test                 # everything
pnpm test economy.sim     # print the pacing timeline + guard-rails

It has already earned its keep, catching two would-be-fatal feedback runaways in the prestige and depth loops before they shipped.

📁 Project structure

src/
├── App.jsx                # game state + the wiring hub for every system
├── components/            # UI panels (Mine, Crew, Upgrades, Research, Army, Prestige, Depth…)
│   ├── mining/            #   MiningHero, DropsFeed, PickaxePath
│   └── toast/             #   toast provider/stack
├── utils/                 # pure economy data + logic (one module per system) + tests
│   ├── oresData · pickaxeData · workerData · upgradesData · researchData
│   ├── prestigeData · depthData · achievementsData · villageData · itemsData
│   ├── armyData · attackData · bossData
│   └── miningLogic · vaultLogic · workerEconomy · offlineProgress · purchaseMath · saveGame
├── sim/                   # the integrated economy simulator (runs under vitest)
└── styles/                # design tokens + theme
docs/design/               # economy audit, system map, and the depth/meta design spec

🛠️ Tech stack

  • React 18 + Vite 6 (Babel Fast Refresh)
  • Tailwind CSS 3 + custom design tokens
  • prop-types, clsx, tailwind-merge
  • Vitest 2 + Testing Library / jsdom for the integration smoke test
  • pnpm, ESLint 9

🎨 Design notes

This started as a Minecraft-flavored clicker and was deliberately re-balanced into a long-haul idle game. The design rationale — currency web, pacing targets, the prestige and depth loops, and every tuning decision — is documented under docs/design/:

📜 License & credits

Released under the MIT License — see LICENSE for the full text. © 2026 Hank Wyatt.

Sprites are Minecraft-inspired placeholders — Deepcore is an unofficial fan/hobby project, not affiliated with or endorsed by Mojang or Microsoft.


Built with ⛏️ and a lot of spreadsheet math.

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