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rope c64e28fc38 Arrows under Hardware, not Copper
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-21 09:28:23 +01:00
static Knife and fork for cheapest-first food 2026-10-21 09:23:19 +01:00
tests Tools on the tier ladder 2026-10-21 07:59:22 +01:00
tools Icons: game-icons.net glyphs tinted per tier, built into one sprite 2026-10-19 10:04:38 +01:00
.gitignore Guildhall alpha: co-op idle game 2026-10-18 13:48:56 +01:00
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CLAUDE.md Recipe inputs show have / need 2026-10-20 19:49:30 +01:00
flake.lock Guildhall alpha: co-op idle game 2026-10-18 13:48:56 +01:00
flake.nix Guildhall alpha: co-op idle game 2026-10-18 13:48:56 +01:00
game.py Arrows under Hardware, not Copper 2026-10-21 09:28:23 +01:00
LICENSE Guildhall alpha: co-op idle game 2026-10-18 13:48:56 +01:00
module.nix Guildhall alpha: co-op idle game 2026-10-18 13:48:56 +01:00
package.nix Guildhall alpha: co-op idle game 2026-10-18 13:48:56 +01:00
README.md Tools on the tier ladder 2026-10-21 07:59:22 +01:00

Guildhall

A co-op idle game for a handful of friends. Everyone is an adventurer in the same young frontier city: train skills Melvor-style (your character keeps working for up to a day while you're away), supply the city council, and get the city ready for bandit raids that arrive at times the game picks.

Alpha. One season, bandit raids plus two friendly events, six buildings.

What's in it

  • Skills: mining, woodcutting, farming, hunting, fishing, smithing, jewelcrafting, construction (with masonry), cooking, leatherworking, tailoring, herblore, combat, prayer and reconnaissance. Smiths also make hardware for builders, one kind per metal (copper rivets to rune locks), which fittings and buildings need.
  • Combat: every fight is played out swing by swing: you and the enemy each have HP, a swing timer, accuracy and a max hit, and swings hit, miss or crit. Every blow has a damage type (slashing, blunt, piercing, magic); each enemy is vulnerable to some (+25%) and resists others (-25%), shown as tinted icons. Armour stops physical blows, ward stops magic. Below half health you eat from your bank, and each bite holds back your next swing; out of food you retreat, losing nothing but the fight. HP recovers 25% an hour. The Combat page replays the fight live. Fights are split into the Frontier (bandits, sabotage, drilling, the city's troubles) and expeditions: Greenwood to start, then one area per tier (Old Watchtower, Sunken Barrows, Iron Hills, Frostpeak, Dragon's Spine), each with four races and a boss (the dragons at the top). Every kill is one of the race's variants (a brute, a skirmisher, a caster, now and then a rare elite), so each encounter mixes damage types: spirit races lean on magic, golems and trolls on blows. Races drop rare trophies (3%, 6% from bosses) for stronger weapons and the area's armour reagents (10%, far more from dragons). Each kill is followed by a 2-second pause.
  • Weapons: four styles, one per trade, and anyone can use any of them. Sword and shield (slashing, 2.4s swings, the shield blocks 15% of hits; swords from Smithing, shields from Construction), warhammer (blunt, Smithing; slow, heavy, twice the crits), staff (magic, Herblore; accurate) and bow (piercing, Leatherworking; fast, strikes first). The last three take both hands and carry a shield's power. Your trade's weapon does 15% more damage. Past copper, each weapon needs its tier's trophies.
  • Armour: three weights. Heavy plate (Smithing) is strong against blows and weak to magic, light cloth (Tailoring) the other way round, medium leather (Leatherworking) a bit of both. Every trade gathers its own base material at every tier (ore, hunted hides, farmed fibres), and past copper each piece also needs reagents from that tier's area: plating, lacing or thread.
  • Jewellery: Jewelcrafting sets a gem in a band. Each tier's rock turns up its gem 2% of the time (quartz, garnet, amethyst, sapphire, emerald, diamond), and jewellers prospect spare ore for more (5 ore, 15%). Bands are copper, then silver and gold, which the jeweller mines and smelts without a smithy. Past quartz each piece needs a shard from that tier's area. Rings for offence (swing speed, crit, power), amulets for defence (max HP, ward, regen), trinkets for the rest (XP, double gathering, double crafting), each in its own tab.
  • Tools and stations: smiths make every tool: one per gathering skill and one per crafting skill (chisel, gem drill, hammer, cleaver, mortar and pestle, awl, shears). Builders make every station, a second slot for each crafting skill (anvil stand, jeweller's bench, workbench, hearth, alembic, tanning rack, loom), from the tier's planks and hardware and another trade's bars, leather or cloth. Both run 15–60% faster by tier, and a station speeds what's made at it, not the building site.
  • Storage: builders make strongboxes (+2 to +14 bank slots) and homesteaders sew bags (+250 to +2,000 per stack); each has one slot on the Bank page, and a smaller one can't go on while the bank holds more than it would.
  • Tiers: six RuneScape-style tiers (copper, iron, steel, mithril, adamant, rune at levels 1–75) of ore, trees (up to enchanted), hides (deer, boar, bear, elk, sabrecat, mammoth) and fibres (flax, cotton, silk, moonpetal, starbloom, spiritvine). Every metal tier has a sword, shield, helmet, greaves, cuirass and five tools; every leather tier a cap, trousers and jerkin; every cloth tier a hood, leggings and robe. Higher bars need coal; each metal past copper needs a Smithy level (rune needs level 5, so a city). Gear needs the combat level of its tier (15, 30, 45, 60, 75) to wear, and the areas open at the same levels; tools need the same level in their skill.
  • Classes are trades, from gathering to finished goods, so each player has a quiet gathering side and a busier crafting side: miner (mining, smithing, jewelcrafting), builder (woodcutting, construction), homesteader (farming, cooking, herblore, tailoring) and ranger (hunting, fishing, leatherworking, cooking). A trade's skills are 20% faster, 1 in 10 of its crafts make double, and each has one bonus of its own. Homesteaders farm differently: two plots, either one crop 30% faster or two crops at once sharing a 20% faster pace. Every class can train every skill, scout and drill. Building costs draw on all four trades: thatch, flax for rope, hide glue, leather and provisions as well as wood, stone and metal.
  • Work orders: players post requests on a board. A crafting order names the item and lets the requester put in any of its reagents; one crafter claims it and makes it with their own materials for the rest, and each piece goes straight to the requester. A materials request is open to anyone with the items. Reagents and the reward are held by the order, paid out as it's filled and refunded if it's cancelled or expires (3 days, 5 open each). Players who can take an order see a badge, a toast and a banner on the skill.
  • Bank: 12 slots of 1,000 each to start; more than a stack of one item spills into another slot. When something doesn't fit it goes to the city stockpile (or the action stops, if you prefer). Raids never touch your bank. Players can give items to each other.
  • City: each building collects its own fund, from players' banks or the city's stockpile and treasury. Funds are safe from raiders, and a funded building joins the construction queue by itself, then rises by labour: players working the site with Construction (more labour per action every 20 levels, faster with a hammer), plus a slow trickle from the townsfolk. Construction also saws planks, which higher building levels need, and builds fittings from them: one-off upgrades a building takes once it's high enough (shelving, a well pump, weapon racks, enchanted chests…). Population eats food, pays taxes, and fills the houses (empty homes draw settlers, half of them a day, so it slows as the houses fill, plus slow family growth); it promotes the settlement (hamlet, village at 40, town at 90, city at 150), which raises building level caps and gives everyone bank slots.
  • Prayer: enemies drop bones; burying them gives prayer points and Prayer XP. Up to two prayers (eight unlock from level 1 to 60) boost each fight while their points last, and praying trains Prayer too. A Temple adds points per bone and lets players offer bones as devotion, which wards the city in the next raid.
  • Herblore: farmers grow six herbs (guam to snapdragon), one per tier. Every potion is a ladder of up to six tiers (I–VI): the tier's herb plus the matching rung of the skill's own resources (copper ore → runite ore, logs → enchanted logs, copper bar → rune bar…), at Herblore 1, 15, 30, 45, 60 and 75. Gathering and Construction potions are 10–35% faster, crafting potions a 10–35% chance to keep materials, Prayer more points from bones, and combat has Strength and Defence ladders. Potions last 50 uses, one per skill at a time; an empty one is replaced from the bank automatically.
  • Events: raids are announced a day or two ahead. Reconnaissance from scouts, informants and the spymaster's guild narrows down when, how strong, and finally where their camp is, so fighters can sabotage it. Fighters can also drill the militia before any raid: a full drill takes as much work as full intel on that threat and adds one defence per townsperson. Favour never buys results directly: master builders, informants and drill sergeants double what players put in for a while, XP included. Each intel level takes more scouting than the last and more for a bigger band, and levels 2 and 3 only open about a day and eight hours before the raid arrives. Defeat kills or drives off people, loots the stockpile and treasury, and may damage a building. Damaged buildings stop working until repaired but keep their level. Every fight uses up arrows and breaks some of the swords and shields handed out (worst first), more in a close fight or a defeat. Now and then a dragon comes instead of bandits. Sentries raise the alarm five minutes out, and everyone watches the battle play out once, live or on their next visit, before the report.
  • Happenings: three more tracks run on their own cooldowns. Minor threats (wolves, a mine collapse, goblin thieves…) slow or block a skill until players deal with them; hardships (sickness, locusts, rot, storms, fire, harsh winters, drought) hit the stores and buildings, softened by a granary, lumber shed, well and water barrels; fortunes (visiting masters, harvests, festivals, nobles, mercenaries…) give windows of plenty. Weather changes every few hours, and a game season lasts a week.

Running

nix run . -- --dev --speed 60     # http://127.0.0.1:8098, time runs 60x
python3 -m unittest discover -s tests

Without --dev the server trusts the Remote-User header from the authenticating proxy (Authelia). With --dev it reads a gh_user cookie instead, so the dev bar can switch between players and fast-forward time.

The world is one JSON document in SQLite. --backup-to DIR writes a dated snapshot and exits; the NixOS module runs it nightly when services.guildhall.backup.directory is set.

Layout

  • game.py: content tables and the rules. Pure functions of (world, now).
  • app.py: stdlib HTTP server, persistence and the background ticker.
  • static/: the client (vanilla JS, no build step).

Credits

Icons are from game-icons.net by Lorc, Delapouite and contributors, used under CC BY 3.0. tools/build_icons.py fetches the glyphs the game uses into static/icons.svg.