A ground-up gameplay & UI rebuild. The old project had a solid forge→equip→fight core buried under five parallel progression systems (forge levels, player XP, tech tree, skills, milestones) and three currencies (gold, diamonds, essence), plus dead "Coming soon" tabs and multi-day real-time timers. New players couldn't tell what mattered.
Reforged keeps the working backend (auth, JWT, sockets, save system, PvP engine, stat math, database) and rebuilds the game on top of it around one tight loop.
┌─────────────────────────────────────────────┐
│ FORGE gear ─► EQUIP the best ─► POWER ↑ │
│ ▲ │ │
│ │ gold ▼ │
│ ARENA (PvE ladder) ◄──► PvP (live ladder) │
│ └──────────► CLAN (shared progress) ◄────┘
└─────────────────────────────────────────────┘
- Forge — Tap the anvil for a random item with a punchy rarity reveal. Upgrade the forge with gold (instant — no timers) to improve rarity odds.
- Equip — Every drop shows a side-by-side comparison with a single, honest Power delta. Equip it or trash it (gear can't be sold for gold). A forge occasionally drops a gold nugget alongside the gear.
- Arena — A PvE ladder. Auto-resolved duels against scaling opponents. Win → climb a rank, but only bosses drop gold. Your gear is the only thing that gets you deeper.
- PvP — Live duels against real players over the existing Socket.io engine. Elo ladder + leaderboard.
- Clan — Create or join a clan and play together to raise the clan level, which is driven by clan XP — never gold (deliberately non-pay-to-win). XP comes from cooperative Expeditions (timed, slot-based runs) and Missions (clan goals tracked from real play). Level grants passive perks to every member: +gold, +forge luck, +forge speed, best-of-N forge, and +HP & damage. A 4-tier rank ladder (Leader/Co-Leader/Officer/Member) governs who can manage members and launch activities. Expeditions are free to launch (gated by clan level + a concurrent-run cap, never gold). The gold treasury is a non-power "clan bank" kept dormant for future perks. Clans rank on a global leaderboard by clan XP.
Gold does everything: forge upgrades and clan contributions. It's deliberately scarce — you start with a small purse (100) and every in-game payout is a tiny gift: a few coins from boss kills and the occasional lucky forge nugget. Normal mobs pay nothing and gear can't be sold back for gold. Costs are kept small to match, and real gold quantity is meant to come from the gold shop (later), not grinding. Diamonds, essence, shards, and the IAP shop are gone.
server/— Express + Prisma + Socket.io, auth (guest/OAuth/password), JWT refresh rotation, game-state save/load, the live PvP match engine, chat, admin/moderation.shared/stats.js— item stat & power-score math (single source of truth, also used by the server for matchmaking & PvP). Item shape is unchanged, so existing saves and the PvP engine keep working.src/api.js,src/auth.js,src/socket-client.js,src/events.js— client plumbing.
server/routes/clans.js+Clan/ClanMemberPrisma models — the collaborative layer.- A clean client under
src/game/(model) andsrc/screens/(views) with a single cohesive stylesheetcss/reforged.css.
src/
main.js entry: wires events → screens, boots the app
api.js auth.js ─┐
socket-client.js ├─ kept infra (JWT, sockets, event bus)
events.js i18n/ ─┘
game/ model layer (no DOM)
config.js constants: forge odds, arena & clan scaling
items.js item naming, icons, rarity helpers
forge.js roll an item (reuses shared stat math)
state.js game state + debounced save/load via /api/game/state
arena.js PvE duel simulation
clan.js clan REST client
pvp.js live PvP socket client
screens/ view layer (DOM)
app.js shell: header, bottom-nav, routing, toasts/modals
forge.js arena.js pvp.js clan.js profile.js
components.js shared renderers (item card, power delta, modal)
css/
reforged.css one stylesheet, dark-fantasy theme
- Real-time clan chat (the chat socket already supports channels — easy follow-up).
- Re-wiring i18n across the new screens (kept for the auth screen; new UI is English-first with strings centralized for later extraction).
- Seasonal PvP resets, achievements, item enchanting.