Text-based Cultivation idle RPG open-source

Hey.

I’m finishing work on a project I’ve been building during the last month.

It was a fun experiment where I tried building a small text-based Idle RPG and tested different ideas, mechanics, and Rails tools.

There is a live version if you want to check it out:

https://www.daogame.online/

The live demo will be available until the end of 2026.

And I’m making the source code fully open:

https://github.com/Kagayakashi/dao

Was a really good learning experience, and now I have a much better understanding of how I would build similar projects in the future.

reddit.com
u/kagayakashi — 9 days ago
▲ 0 r/PBBG

Text-based Cultivation idle RPG open-source

Hey.

I’m finishing work on a project I’ve been building during the last month.

It was a fun experiment where I tried building a small text-based Idle RPG and tested different ideas, mechanics, and Rails tools.

There is a live version if you want to check it out:

https://www.daogame.online/

The live demo will be available until the end of 2026.

And I’m making the source code fully open:

https://github.com/Kagayakashi/dao

Was a really good learning experience, and now I have a much better understanding of how I would build similar projects in the future.

reddit.com
u/kagayakashi — 9 days ago
▲ 1 r/PBBG

DaoGame release patch

Hey everyone.

I decided to push one more major update for my small text-based Idle cultivation game inspired by xianxia worlds.

You can check it here: DaoGame

This update adds quite a lot compared to the first MVP:

• New adventure locations
• New in-game currencies
• New Expeditions activity where you can earn currency (while in expedition, all other actions and Qi gain are paused)
• Item reroll system to improve equipment stats using in-game currency
• PvP battles between players
• Daily reward system

The project started as a fast experiment to see if I could build an interesting text-based idle game around long-term progression and competition.

Big thanks to everyone who tested the game earlier and shared ideas — a lot of this update came from that feedback.

At the moment I’m not sure if I will continue developing it further unless I see enough interest, but it was a really fun sprint and experiment.

Profile

Gameplay is built around long-term progression, randomness, and strategic choices.

Main mechanics:

Offline progression — your character keeps gaining Qi (experience) even while you are away.

Dual level system — Qi increases Stars (sub-levels), and after reaching 9 Stars you can advance your main cultivation stage called Realm.

Random world events — most game content comes from events happening automatically every 30–60 minutes.

• Events can be positive, negative, or PvP encounters, all happening automatically without player interaction.

Duel system — players can manually search for a random opponent and challenge them in battle.

Equipment system — items can be found from random events and upgraded later in the forge to improve stats.

Expeditions — send your character on long expeditions to earn valuable in-game currency. While on expedition, your character cannot gain Qi or perform other actions, but other players can still attack you.

This creates an important choice: focus on cultivation and progression, or sacrifice experience gain to farm currency for upgrades.

reddit.com
u/kagayakashi — 10 days ago
▲ 0 r/PBBG

Text-based idle cultivator

Hey everyone.

I’m currently building a small browser-based Idle Cultivation RPG as a personal project, inspired by Chinese fantasy stories like Battle Through The Heavens and other xianxia worlds.

The idea is to make a long-term progression game focused mostly on cultivation and character growth rather than active gameplay.

Main game information

Inventory

Current MVP features:

• Passive offline Qi generation (experience)
• Cultivation progression through Realms and Stars (level/sublevel system)
• Manual breakthrough attempts with success/failure chances (I wanted at least one important manual action)
• Risk of losing Qi during failed breakthroughs
• Random world events that can reward or punish you with Qi
• PvP encounter events where players can randomly meet and fight automatically (stronger player wins)
• Random item discovery events with simple equipment progression
• Long-term idle progression loop

Right now I’m mostly experimenting with the core progression loop before adding larger systems like sects, advanced combat, alchemy/pills, crafting, world bosses, and other progression layers.

This is still a very early MVP, so I’m mainly trying to figure out one thing:

Would a cultivation-based progression system be enough to make a PBBG feel engaging long-term?

I’d genuinely like feedback from people who play browser games or incremental games — especially what systems you think would make this kind of game more interesting.

https://daogame.online/

reddit.com
u/kagayakashi — 17 days ago

I really love the vampire theme.
A friend of mine recommended that I watch The Vampire Diaries and The Originals.
I spent the last 5 months watching them, and after finishing them, I felt really sad. I even fell into a small depression after the ending of these stories.

The acting was so good, the world felt alive, and there were so many emotions and events.
You get very attached to the characters and the atmosphere over time. And then suddenly, it all comes to an end.

reddit.com
u/kagayakashi — 2 months ago