Stained Glass Odyssey: Endless (formerly Endless-Autofighter / Midori AI AutoFighter) is a web-based auto-battler that blends tactical party management, elemental systems, collectible characters, and deep progression systems into a compact, replayable experience. Built with a Svelte frontend and a Python Quart backend, the project supports both lightweight local play and optional LLM-enhanced features for narrative and chat.
Quick snapshot
Platform: Web (Svelte frontend, Python Quart backend)
Deployment: Runs with Docker Compose; optional LRM profiles for CPU/GPU
Core Features
Strategic Party Combat
Combat runs automatically, but depth comes from pre-run party composition, relics, and upgrade choices. Party size, element synergies, and relic combinations all materially change how a run plays out.
Elemental Damage Types and Effects
Each damage type (Fire, Lightning, Ice, Wind, Light, Dark, etc.) is implemented as a plugin providing unique DoT/HoT mechanics and signature ultimates. The system supports stacking DoTs, multi-hit ultimates, and effects that interact in emergent ways.
Action Queue & Turn Order
Every combatant uses an action gauge system (10,000 base gauge) to determine turn order. Lower action values act first; action pacing and visible action values help players plan and anticipate important interactions.
Relics, Cards, and Rewards
Wins award gold, relic choices, and cards. Players pick one card (or relic) from curated choices after fights. Relics unlock passive and active synergies and can alter run-level mechanics like rare drop rate (RDR).
Roster & Character Customization
Playable characters are defined as plugin classes in backend/plugins/characters/. Each fighter exposes passives, signature moves, and metadata (about and prompt) for future LRM integration. An in-game editor lets players distribute stat points, choose pronouns, and set a damage type for the Player slot.
Procedural Maps & Rooms
Each floor contains 45 rooms generated by a seeded MapGenerator and must include at least two shops and two rest rooms. Rooms types include battle (normal/boss), rest, shop, and scripted chat scenes (LRM-dependent).
Optional LRM Enhancements
When LRM extras are enabled, the game supports:
LRM-powered chat with party members (per-run scoped memory via ChromaDB)
Foes scale by floor, room pressure, and loop count. Each defeated foe temporarily boosts the run’s rdr by +55% for the remainder of the battle, increasing relic and gold expectations.
Boss rooms have increased relic drop odds and unique encounter rules (always spawn exactly one foe).
Effect hit rate and resistance interact such that very high effect hit rates can apply multiple DoT stacks by looping in 100% hit chunks.
Damage types and canonical behaviors
Fire: Scales with missing HP, applies “Blazing Torment” DoT, ultimate scorches all foes at the cost of self-burn stacking.
Lightning: Pops DoTs on hit and applies “Charged Decay” (stun on final tick); ultimate scatters DoTs and grants Aftertaste.
Ice: Applies Frozen Wound (reduces actions per turn) and cold wounds with stack caps; big ultimates hit multiple times with scaling.
Wind: Repeats hits and applies Gale Erosion (reduces mitigation); ultimates strike many targets repeatedly.
Light / Dark: Support and drain mechanics (heals, shields, HP siphon, and field-wide status effects).
Progression and economy
Gold, relics, card picks, and upgrade items form the core progression loop. Shops heal a fraction of party HP and sell upgrade items and cards.
Pull tickets are extremely rare but can be earned via very low odds; relics and card star ranks can be improved by extremely high rdr values.
Plugin-based architecture
The backend auto-discovers plugin modules (players, foes, relics, cards, adjectives) and wires them through a shared event bus. Plugins expose metadata like about and optional prompt strings to support future ML features.
Playable Roster (high-level)
A large roster lives in backend/plugins/characters/ with defined rarities and special signature traits. Story-only characters like Luna remain encounter-only; others are gacha recruits. See the README and ABOUTGAME.md for the full table of characters and signature abilities.
Contributing
We welcome contributions. If you’d like to help:
Check AGENTS.md and .codex/ for contributor guides and implementation notes
Run tests before opening a PR
Keep imports and coding style consistent with repo conventions (see AGENTS.md)
Assets & Screenshots
Screenshots used in docs live in .codex/screenshots/.
This page was autogenerated from repository docs (README.md & ABOUTGAME.md). If you’d like changes, edit the source documents or open a PR.
Stained Glass Odyssey: Idle
Stained Glass Odyssey: Idle
Stained Glass Odyssey: Idle is a PySide6-based desktop idle game set in the shared Stained Glass Odyssey universe. Build your party of characters, deploy them to onsite and offsite positions, and watch them battle automatically while earning experience and progression rewards—even when you’re not actively playing.
The game features the same beloved characters from Stained Glass Odyssey: Endless, including Luna, Carly, Becca, and many others, each with unique damage types, stats, and abilities. Built with Python 3.13+ and a stained-glass aesthetic UI theme, the game offers a relaxing but strategic idle experience.
Key Features
Idle Progression System - Characters gain experience and stats automatically over time
Party Management - Organize characters across onsite (active combat), offsite (support), and standby slots
Merge Mechanics - Combine duplicate characters to increase their power
Shared Universe - Same characters and lore as Stained Glass Odyssey: Endless
Multiple Game Modes - Switch between active battles and idle farming
Persistent Saves - Progress is saved automatically with JSON-based save files
Death Stat Bonuses - Characters that fall in battle return slightly stronger
Risk/Reward System - Adjust idle difficulty for better rewards
Character System
Roster
The game features a diverse roster of characters from the Stained Glass Odyssey world, including:
Character
Stars
Damage Type
Role
Luna
⭐⭐⭐⭐⭐⭐⭐ (7★)
Generic
Summoner with lunar swords
Lady Fire and Ice
⭐⭐⭐⭐⭐⭐ (6★)
Fire/Ice
Dual-element attacker
Lady Storm
⭐⭐⭐⭐⭐⭐ (6★)
Wind/Lightning
Storm controller
Carly
⭐⭐⭐⭐⭐ (5★)
Light
Guardian with protective barriers
Becca
⭐⭐⭐⭐⭐ (5★)
Light
Offsite support with menagerie bond
Lady Lightning
⭐⭐⭐⭐⭐ (5★)
Lightning
Chain damage specialist
Lady Wind
⭐⭐⭐⭐⭐ (5★)
Wind
Multi-hit attacker
…and many more
Damage Types
Each character specializes in a damage type that affects their combat behavior:
Fire - Scales with missing HP, applies burning damage over time
Lightning - Pops DoTs on hit, applies charged decay with stun effects