v0.1 ⌊ALPHA⌉
On this page
  1. Building costs
  2. Related
  3. References
  4. Sources

A Dark Room is a browser game by Michael Townsend’s doublespeak games, announced on 10 June 2013 as “a minimalist text adventure”1. Its economy grows around a village, with housing at 4 villagers per hut2, so the atlas files it with incremental games. The source is public under MPL 2.0.

#Building costs

Buildings get dearer linearly, the contrast case for exponential cost scaling. A hut costs 100+50n wood3 and a trap 10+10n wood4, where n is the number already built. With income that grows with the count owned, the wait for the next building settles to a constant. A hard cap, enforced by the build action, ends each run instead5.

References

  1. ^doublespeak games announced A Dark Room as “a minimalist text adventure” in a blog post dated 10 June 2013. T2Townsend 2013
  2. ^Each hut adds room for 4 villagers; the maximum population is huts × 4. T3doublespeakgames/adarkroom · script/outside.js L177–179, L11
  3. ^A hut costs 100+50n wood, with n already built, up to 20 huts (11,500 wood for all 20). T4doublespeakgames/adarkroom · script/room.js L43–58probe probes/idle-costs/a-dark-room.mjs
  4. ^A trap costs 10+10n wood, and at most 10 can be built. T4doublespeakgames/adarkroom · script/room.js L13–28probe probes/idle-costs/a-dark-room.mjs
  5. ^The build action does nothing at the item's maximum count, so the cap, not the price, ends each building's run. T3doublespeakgames/adarkroom · script/room.js L1025–1027

Sources

Code

Primary