Blueprint is a browser incremental about drafting a factory on an engineering sheet. Mine ore, smelt ingots, press parts, assemble circuits, forge cores, and refine prototypes across six tiers. When a run is mature, Prestige to bank Schematics and unlock the radial research tree. Push deeper to Publish for Patents that persist across every reset — then unlock Exhibitions for Legacy Marks, a third currency that survives every reset including Publish.
What's inside
- Six production tiers with 28 machines (base + MK-IV + MK-V variants)
- Radial research tree — six branches: Speed, Logistics, Yield, Automation, Efficiency, Power
- Three prestige layers — Schematics (per-run), Patents (meta-reset), Legacy Marks (endgame, survives every reset)
- 14 Challenge modes with unique constraints and permanent rewards
- 15 Blueprints — random per-run modifiers rolled after each prestige for run-to-run variance
- 8 Exhibitions + a 10-item Archive of permanent Legacy upgrades (unlocks at 30 lifetime Patents)
- 71 Achievements — progress, scale, hidden twists, plus a ◆◆◆ PERFECTIONIST capstone that requires earning every other one
- Stats tab with live production, schematics, and patents graphs
Built for long sessions
- Target play arc: 25–40 hours to complete the Archive
- Runs in the background — production keeps accumulating (and time-based events still fire) even with the tab hidden, thanks to a Web Worker heartbeat
- Offline progress capped at 8 hours (extendable via patents / legacy upgrades)
- Save / load via base64 export string (one-tap copy to clipboard)
- Reduce-motion and colorblind-safe palette in the accessibility settings
- Works on desktop and mobile (touch-first factory grid, pinch/drag research tree)
What's new in v0.9.4 — patent curve softcap
patentsForPublishnow softcaps above 100 patents per publish. The v0.9.2cbrt × 2curve was tuned for normal-pace runs but stayed unbounded — a player idling for 24–48 h could stockpile trillions of prototypes and cash out 10 000+ patents in one publish, collapsing the whole mastery layer into a single overnight run. The cube-root shape is preserved for normal play (100 K prototypes is still ~92 patents); aboveraw = 100, the surplus is compressed with a 0.65 exponent so extreme proto counts can't inflate past a few thousand patents per publish.
Before / after at a glance:
| Prototypes | Old patents | New patents | | --- | --- | --- | | 100 K | 92 | 92 | | 1 M | 200 | 119 | | 1 B | 2 000 | 235 | | 1 T | 20 000 | 722 | | 1 e14 | 92 831 | 1 793 | | 1 e15 | 200 000 | 2 889 |
Normal first-publish range (1 K – 500 K prototypes) is unchanged. Moderate idlers (10 M – 100 M) lose ~40 %. Overnight-farm exploits lose 95 – 99 %. Full mastery (~904 patents) still takes the intended 8–12 publishes — a stockpile run now shaves 2–3 publishes off rather than ending the meta-layer outright. No save migration — existing patents and progress are preserved.
What's new in v0.9.3 — code audit pass
importSave()now runs the same migration pipeline asload(). A v0.6 base64 export imported into v0.9.3 now picks up every new field and default exactly like a reload would. Extracted into a sharedmigrateState()helper so the two paths can't drift.- DRAFTING HEIRLOOM clamped under TALL. The Legacy upgrade adds +1 starting drill unconditionally; combined with
fast_startit could have violated TALL's 3-per-type cap if either side was bumped in a future balance pass. Defensive clamp added so the opening state can never violate the cap regardless of other changes. - A full 33-item audit ran across the v0.7–v0.9 additions (gating, migrations, interactions, logic). The two items above were the only real bugs; everything else verified clean.
What's new in v0.9.2 — pipeline rebalance
- T6 prototype production rates halved. Refiner 0.01 → 0.005, Compactor 0.05 → 0.025, Prototyper 0.2 → 0.1 proto/s. Doubles the real time to accumulate prototypes without touching costs or consumption ratios.
patentsForPublishtightened fromcbrt × 3tocbrt × 2. Same cube-root shape, 33 % lower coefficient. First publishes still feel meaningful (100 K protos ≈ 92 patents) but full mastery now takes 8–12 publishes instead of 3–5, matching the 25–40 h target play arc. Existing patents and progress are preserved — only future rewards are affected.
Full changelog: github.com/Real-Fruit-Snacks/blueprint/blob/main/CHANGELOG.md
Earlier updates (v0.9.1 through v0.6.1) — click to expand
v0.9.1 — regression fixes
- Research tree no longer becomes unbuyable after Publish.
doPublish()was wipingstate.research.levelsto{ origin: 0 }instead of{ origin: 1 }, which made every node say "origin required" with no hint to re-click the centre node. Fixed. - Background-tab simulation is now capped at the offline limit. The v0.9.0 Web Worker had no budget — leaving the tab hidden for 24 h ticked 24 h of production, while closing the tab capped at 8 h. Hidden and closed tabs are now treated identically.
v0.9.0 — true background simulation
sim-worker.js— a tiny Web Worker that posts tick messages at 1 Hz from its own thread. Workers aren't subject to the main tab's visibility throttling, so the heartbeat keeps firing at full speed even when the game tab is hidden.- When the tab is visible, rAF handles simulation at 60 Hz as before. Worker messages are only processed when the tab is hidden — no double-counting.
v0.8.2 — catch-up on return
- Added
applyOffline-style catch-up onvisibilitychange → visible. Before this, background time that didn't quite trigger a reload was leaked entirely.
v0.8.1 — endgame achievement fill
- Twelve new achievements covering the Exhibitions / Archive flow, plus a ◆◆◆ PERFECTIONIST capstone that requires earning every other achievement and carries a flat +50 % / +50 % / +50 % bonus.
v0.8.0 — Exhibitions endgame
- Third prestige layer. 8 Exhibition objectives that resolve at prestige time + a 10-item Archive of Legacy upgrades bought with Legacy Marks, spanning production, research, tier-inheritance, and quality-of-life buffs.
- Unlocks at 30 lifetime Patents. Everything here survives every reset, including Publish.
v0.7.0 — content drop
- 5 new Challenges (austere, glassware, overclock, echo, famine) and 5 new Blueprints (vanguard, harvest, parallel, critical, archivist), for 14 / 15 total. Every challenge now carries a permanent reward on completion.
v0.6.3 — polish pass
- Save-safety hardening (backup reminder, last-backup pill), settings / achievements cohesion pass, version footer, and a long list of mobile fixes: settings modal no longer clips, tap highlights removed, haptic floor at 20 ms, focus rings suppressed on mouse clicks, topbar cleaned up in landscape phone.
v0.6.2 — auto-prestige soft-lock fix
- Auto-prestige and auto-publish now require minimum run times (30 s / 60 s) to prevent the game from prestiging itself before the Research tab loads. Research tab lifetime-gated so it never disappears after a Publish.
v0.6.1 — initial prototype nerf
- Switched
patentsForPublishfrom linear to cube-root scaling after the first cohort reported earning 100+ patents on their first publish.
Credits
Vanilla HTML/CSS/JS — no framework, no build step, no trackers.
Source: github.com/Real-Fruit-Snacks/blueprint
v0.9.4