Guild Manager
A single-player mobile game where you run a fantasy adventurers' guild: a hands-on tactical card-battler paired with an idle guild manager whose progress accrues while you're away.
September 2026
- TypeScript
- React Native
- Expo
- Zustand
- Jest
Working title. The fantasy is being the guildmaster, not the hero: you don’t collect a thousand characters, you curate a hard-capped roster and decide who goes where. Allocate champions across dungeons, farming, crafting, and raids; progress accrues offline; then step into a tactical card battle you pilot yourself.
Early in development for iOS and Android. Recruitment, guild renown, and guild level are in; gear, inventory, and the champion panel are next.
Design pillars
- Curation, not collection: a capped roster you shape, not a gacha you fill
- Buildings pass the slot-or-dial test: every building adds an allocation slot or bends a system; nothing is a flat “+X% power”
- No pay-to-win: crafting and the market refine and trade gear; they never mint top-tier power
- A fixed combat verb set: no drafting or deck-building; signature moves are charge-gated, never cooldown-gated
Engineering
- The rules engine is pure TypeScript with no React, no I/O, no wall clock, and a seeded random number generator. Same inputs, same outputs, which makes seeded challenges, bug reproduction, and spec-parity tests possible
- Zustand stores and Expo Router screens sit over that engine and only call into it; idle systems resolve from elapsed time on resume rather than a live tick
- Content is data: verbs, races, buildings, and missions are tuning dials in data files, not engine logic
- React Native via Expo with NativeWind, local-first persistence, Jest with React Native Testing Library, and EAS builds for device playtests