The Ecosystem Overhaul · most of it is live now

MIN-MAXXED

One hero became a whole world.

Min-Maxxed has grown from a single-hero climb into a no-reset, forward-only idle ecosystem: multiple characters fight, fish, forge, cook, mine, chop, gather and farm in parallel — every system feeding every other, funnelling into a shared bank, a guild, and a player-run marketplace. Progress only ever moves forward — there has never been a reset.

Native Android No reset, ever Multi-character 8+ live systems
The Arena — absolute curveE(s)=BASE·(g·ρ)s-1·Φ(s)
Stage120
Enemy HP—
Stage type—
Reach funded bybuild only

The arena survives the overhaul unchanged: every player faces the identical enemy at a stage, and tier-n fractal bosses sit at every multiple of 10ⁿ. It's now one system among many — feeding, and fed by, the whole ecosystem.

∞
Forward-only, no reset
multi
Characters per account
8+
Games & resource zones
live
Guild & player marketplace

The turn

From a climb you reset — to a world you grow

The old loop asked you to climb, then throw it away for a multiplier. That reset is gone for good. Long-horizon goals now come from breadth and depth — more characters, an expanding talent tree, side-game mastery, ever-harder stages — never from a prestige wipe. The permanent multiplier stays; it's fed by mastering the world now, not by starting over.

➡️

Only ever forward

No prestige reset, no soft-reset, no seasonal wipe. Min-Maxxed is an idle game where nothing you build is ever taken away.

👥

A stable, not a hero

Run several characters at once — one active in the arena while others idle in a side-game, all sharing one account-wide bank and depot.

🔄

Everything feeds everything

Ore becomes bars, bars become gear; fish and crops become meals that buff every activity; wood, herbs and phosphorus cross-feed farming. A real circular economy.

What you can play today

The arena, Forge, talent tree, character roster, guilds, marketplace, and the full side-game set — fishing, running, blacksmithing, cooking, mining, woodchopping, gathering and farming — are all live in the current build. The Infinite Rift roguelike and a brand-new pet-companion system are the newest additions. Player helpers, co-op, and the Colosseum mode are still ahead — see the Roadmap for what's shipped versus what's next. Grab the build on the Play tab.

The world

Live systems, one loop

Each system is a real game with its own mastery, and almost all of them are already in the build. What makes the ecosystem is the overlap: outputs of one are inputs to another, so mastering the whole is a web, not a checklist. Here's the resource loop, then every piece — marked live where it's already in your hands.

The circular economy — hover a node to trace what it feeds.

The plan · most of it has already shipped

How the ecosystem got built

The overhaul landed in phases, each a real update on its own — no year-long dark period. Ascension came out first, the multi-character foundation followed as the keystone, and the world filled in from there. What's below is genuinely ahead — everything else is in your hands now.

Workstreams

Where every track stands

Independent modules built in parallel where the data model allowed — one lane per agent, sequenced only where a later track genuinely depended on an earlier one.

WSTrackStatus
LiveIn testing Designed, not built

The load-bearing rules

What makes the ecosystem tick

🍲

Timed meal buffs live

Cooking produces real stat buffs with an absolute expiry — they tick down in real time and can't be extended by closing the app. They stack with everything else your character is doing, in the arena or a side-game.

🗺️

Infinite Rift live · roguelike

A floor-based roguelike run of its own, separate from the arena climb: duo boons and dynamic elite affixes change each run, and Void Codex metaprogression carries what you learn into the next one.

🌾

Resource zones live

Mining, woodchopping, gathering and farming each deploy a character to earn that zone's resources over time — ore, wood, herbs, produce — feeding blacksmithing, cooking and each other.

🔗

Cross-system stat bus live

Your character sheet matters everywhere, not just the arena: the same resolved stats drive side-game yield rates, so gearing up your hero pays off in every activity, not just combat.

🧑‍🌾

Helpers planned

The next step for the character roster: deploy a spare character as a stat-only worker instead of an idle side-gamer. Designed, not yet built.

🌌

Expanding talent tree live

Eight branching skill categories built on a grid-cell layout rather than a fixed tree — cost climbs with distance from the centre, so there's always a next node worth reaching for and it never truly maxes out.

Steady since the reset was removed

The core rules the whole game runs on

  • The absolute enemy curve and fractal bosses — the arena is one system among many now, but the curve itself is unchanged.
  • The permanent prestige multiplier (1 + 0.01·totalCrystalsEarned) — never resets, and is now fed by every side-game's mastery, not by ascending.
  • The crystal currency, perk shop and transmutes — the dormant-perk bug that never applied its bonus is fixed.
  • The six rarity tiers, enhancement, substats, and the Museum of collectibles — unchanged.

For the theorycrafters

The math behind the world

Min-Maxxed doesn't hide its formulas — legible, fair math is the point. Real constants from the engine and the overhaul design.

Arena — enemy strength at stage s
E(s) = BASE · (g·ρ)s-1 · Φ(s)
g = 1.035 gear growth · ρ = 1.015 excess growth · Φ(s)=1.6^tier(s) fractal boss spike. The gear term cancels from reach — only what you deliberately build moves you forward.
Permanent prestige multiplier (kept)
mult(C) = 1 + 0.01 · C // C = totalCrystalsEarned, never resets
Forward-only compatible: it only ever grows. In the overhaul, C is fed by side-game mastery — mastery trickles, roguelike lump-sums, running milestones, arena boss drips — not by ascending.
Talent tree — cost curve
cost = BASE · costGrowthdistanceFromCentre
The tree is a grid of cells across eight categories, not a fixed list of nodes — cost climbs with distance from the centre, so the tree is effectively unbounded without ever being trivially maxed.
Farming — fruit-tree rarity
chance = 1 / (base · 10N) // N = living trees of that type
Each additional same-type tree is 10× rarer, so realistically you'll ever have 1–3 of a type. Bases set the tier: lime 100 · lemon 1000 · orange 4000 · apple 7000 · pineapple 14000. High-tier fruit is extremely scarce — a strong trade driver.
Rating → effect (diminishing returns)
effect = maxCap · rating / (rating + K) // K = 1500
A soft cap — the first 1500 points of a rating give half its max effect. Spreading beats tunnelling.
XP-curve targetTime / levelNote
L1 → L2~1 mingentle onboarding
~L60~30 minsettling in
L499 → L500~1–2 hmid-game grind
L1169 → L1170~4 hdeep game
24h idle @ L1000+1–2 levelsidle floor
24h active @ L1000+~10 levelsactive ≈ 5–10× idle

Overhaul targets are design goals to tune on playtest — XP stays a big-number (InfinityValue) type, cap-safe.

Currencies & resources

What flows through the world

Everything is a big-number type, so nothing overflows as you climb. One crystal wallet is fed by every source; resources move through a shared depot.

CurrencyFed bySpent on
Gold & Shardsarena + side-gamesgear, enhancement, the marketplace
Crystals (one wallet)mastery trickle · roguelike rewards · running milestones · arena dripsthe permanent upgrades that never reset
Astral Stardustsmithing perfect-strikes + mining rare dropsthe Astral Constellations tree
4 rarity gemsmining rare drops + the forgeStarlight cores

Resources in the shared depot — Ore, Coal, Wood, Bait, Herbs, Fruit & Veg, Fish (rarity + size), Bars and Meals — are all big-number and cross-feed between zones.

The player-run economy

Live now: guilds and the marketplace

🤝

Guilds live

Join a guild, contribute gold, and build the social layer underneath the economy. Mastering everything solo is still possible — guilds accelerate rather than gate it.

💱

Marketplace live

List equipment for gold and buy from other players, with escrow protection so a listing can't quietly vanish an item. The first real player-to-player trading layer.

Still on the roadmap — not live yet

A wider player-run economy — trading raw resources and meals, not just gear — and a one-directional premium currency (real money in, never cashed back out, Play-Store-compliant by construction) are both design goals, not shipped features. Server-authoritative trade validation has to land first: player-to-player trading is the highest-value dupe target, so widening it happens deliberately, not by default.

Get in the game

Play the current build

This is a live, actively-updated development build — the arena, Forge, talent tree, guilds, marketplace, the full side-game set, and the Infinite Rift roguelike are all playable today. The version number never changes build to build (it's a fixed placeholder in this dev build), so this download always serves whatever is newest — check back rather than trusting the number on the tin.

🤖

Android ~112 MB

The native build. Installs by sideload — you'll approve "install from an unknown source" once. Cloud save via Firestore; no local save file, so nothing is lost by reinstalling.

Download for Android
🌐

Web version play in browser

A browser build of where it all started — no install. Kept alive as a playable piece of the game's history, not kept in sync with the Android build above.

Play the web version →
1

Let the arena run

Your hero auto-battles the current stage and advances on a kill. Idle or offline, you keep earning.

2

Gear up, then branch out

Gold and shards buy and enhance gear in the Forge. Once you've got a foothold, deploy a second character into fishing, mining, or the Infinite Rift.

3

Feed the loop

Cook meals for real timed buffs, craft gear from mined ore, join a guild, and trade on the marketplace — everything you build feeds something else.

Development build — read before installing

This is an active development build, updated frequently and not on the Play Store. Found something broken, or have an idea for the ecosystem? The Feedback tab goes straight to the developer.

Help shape the build

Report a bug or suggest a feature

You're testing a game in active development — every report and idea goes straight to the developer. Be specific; specifics get fixed.

🐞 Report a bug

Something crashed, softlocked, or didn't add up? Tell us how to see it.

💡 Suggest a feature

A mechanic, a quality-of-life win, a system for the ecosystem.

Submissions open your email app addressed to the developer — no account needed. Prefer another channel? Email directly.