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💀 Relish

A cozy undead-automation idle RPG. Build massive undead armies, manage a sprawling necromancer empire, and challenge death gods — playable in 2-minute sessions or 2-hour marathons.

About the Project

Relish is an ongoing game project exploring idle/incremental RPG mechanics with a necromancer theme. The core fantasy: you're a necromancer building exponentially growing armies — thousands to millions of undead — while balancing town management with dangerous quests.

The project is being developed through iterative prototypes, each testing different mechanics and approaches. Each prototype is independent and throwaway — exploring a specific design question before committing to an approach.

Dual-layer Gameplay
Town management for passive growth, adventure mode for risky quests with permanent losses
Mobile-first
Glanceable progress, offline progression, meaningful 2-5 minute sessions
Undead Construction
Forms, cores, and augments combine into custom minions with quirks and instability
Prototypes
Casting
Gesture-based rune drawing on canvas to summon minions with randomized behaviors. Minions auto-fight enemy waves in timed combat, then survivors get assigned to town buildings for bonuses.
Does gesture-casting feel satisfying enough to be the primary player action?
Vite + Canvas TypeScript live
Horde Scale
GPU-accelerated massive army rendering. Hundreds to thousands of units with flocking behavior, zoom mechanics, and visual density experiments.
Can 10,000 units feel meaningfully different from 100 without becoming noise?
PixiJS + WebGL TypeScript new
Quest Loop
Roguelike quest loop. Fill your Jar of Death, fight and summon mid-quest, pick the best undead to bring home. Iterate toward a perfect army without prestige resets.
Does jar-based curation feel like meaningful progression or tedious inventory?
Vite + Canvas TypeScript new
Essence Casting
Gesture-casting with battlefield essence drops. Enemies die and drop colored essences that light up runes — swipe between lit runes to summon undead mid-combat.
Does gesture-casting with essence-gating feel good as the core combat loop?
PixiJS + WebGL TypeScript new