A token-agnostic, no-code onchain dungeon creator written in Cairo.
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- Base Adventurer System: Pre-built character mechanics with stats, progression, and combat
- Configurable Dungeon Parameters: Customizable difficulty, obstacles, beasts, and loot tables
- Tokenized Interfaces: Seamless integration with any ERC20/721/1155 tokens
- Composable Architecture: Build complex game mechanics on top of the base layer
- No Built-in Economics: Intentionally neutral - developers define entry costs and rewards
- Node.js 18+
- pnpm
- Cairo 2.10.1
- Dojo 1.5.1
# Clone the repository
git clone https://github.com/Provable-Games/death-mountain
cd death-mountain
# Install frontend dependencies
cd client
pnpm install
# Build contracts
cd ../contracts
sozo buildcd client
pnpm dev # Start development server (port 5173)
pnpm build # Build for production
pnpm lint # Run ESLint
pnpm preview # Preview production buildcd contracts
sozo build # Build Cairo contracts
sozo test # Run contract testsDeath Mountain's contracts provide core game mechanics:
Complete character management with RPG mechanics:
- 7 Core Stats: Strength, Dexterity, Vitality, Intelligence, Wisdom, Charisma, Luck
- 8 Equipment Slots: Weapon, Chest, Head, Waist, Foot, Hand, Neck, Ring
- Progression System: XP-based leveling with stat point allocation
- Health System: Starting HP of 100, scalable with Vitality
- Bag Inventory: Carry additional items beyond equipped gear
- Coming Soon: Multi-purpose Stats, Consumables, and Spells
Dynamic enemy encounters with 75 unique beast types:
- Tiered Difficulty: Beasts scale with adventurer level
- Combat Types: Starter beasts (Gnome, Troll, Fairy, Bear) matched to weapon types
- Special Abilities: High-level beasts unlock critical hits and special attacks
- Reward System: XP and gold drops based on beast level and type
- Flee Mechanics: Dexterity-based escape chances
- Coming Soon: Ability to add custom beasts to your dungeons
Environmental hazards with 75 unique obstacle types:
- Three Categories:
- Magical (25 types): Demonic Altar, Vortex of Despair, Curse, Hex
- Sharp/Blade (25 types): Pendulum Blades, Poison Dart, Hidden Arrow
- Crushing/Bludgeon (25 types): Collapsing Ceiling, Rockslide, Rolling Boulder
- Damage Mechanics: Type-based damage reduced by matching armor types
- Intelligence Dodging: Higher INT increases chance to avoid damage entirely
- XP Rewards: Both adventurer and equipped items gain experience
- One-Time Events: No combat loop, instant damage application
- Coming Soon: Ability to create custom obstacles for your dungeons
Comprehensive item generation with 101 unique base items:
- Tier System: T1-T5 items with inverse pricing (T5 cheapest but common)
- Type Triangle: Magic/Cloth > Hide/Blade > Metal/Bludgeon > Magic/Cloth
- Item Evolution: Items gain "greatness" (levels) unlocking:
- Suffix at level 15 (e.g., "of Power" +3 STR)
- Prefix at level 20 (e.g., "Demon Crown")
- Special Powers: 16 unique suffixes providing stat bonuses
- Coming Soon: Ability to add custom items
Deterministic marketplace without hardcoded economics:
- Rotating Inventory: Market refreshes on level up
- Charisma Discounts: CHA stat reduces prices for items and potions
- Seed-Based Generation: Reproducible market states
- Configurable Size: Adjustable items per market instance
- No Base Pricing: Developers set their own economic models
- Coming Soon: Ability to buy erc20 and erc721s using in-game currency
Core game loop orchestrating all systems:
- Action Types: Explore, Attack, Flee, Buy, Equip, Drop, Upgrade
- State Management: Battle states, market seeds, action tracking
- Event Emission: Comprehensive logging for all game actions
- VRF Integration: Optional true randomness for critical events
- Gas Optimization: Packed storage reducing transaction costs
- Coming Soon: Ability to define objectives for the dungeon run