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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
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
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
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
Raid & Raise
Two-thumb tomb raid: lasso-command your undead with one thumb, hold the trance and circle-summon chaff from battlefield essence with the other. Force-field steering (Charm pulls, Dread pushes), the sacrifice chain, a 5-chamber tomb with a boss climax — plus debug playrooms isolating each mechanic.
Does tracing circles in bullet-time feel good enough to be the heart of combat?
Godot 4 + WebGL GDScript
The Slab
The raising screen (Phase 2 of Raid & Raise). In the crypt where Relish woke, place a form on the slab, slot remnants into its blooming rune slots, and watch the creature — and its Adjective-Noun name — take shape, then raise it and name your new friend. Plus the bone pit: feed scraps, pull undead, never hit zero.
Does building a creature from a form and remnants feel like making something that's yours?
Godot 4 + WebGL GDScript
The Crypt
Horde management as the game. Raise a wall of expendable Hollows, kit the precious few into aspect-slotted champions, then sort/filter/tag the population and pick a raid party — composition decides who lives. A mobile-first command center: read your army's shape, shape it toward the death-god Vei.
Can managing the horde — organizing, shaping, picking who marches — be fun on its own?
Godot 4 + WebGL GDScript
Graveshift
The town as a self-running machine. A bird's-eye yard where dumb, tireless undead scatter between stations — quarry bone, haul it, craft it into goods — while the living mill at the inn and market. Drag an undead onto a station to crew it; their stats decide who's good at what. Watch the line, spot the bottleneck, fix it. Cozy + Factorio, fighting handwaved.
Is running a settlement of needless, tireless undead fun to watch and tune on its own?
Godot 4 + WebGL GDScript