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Cascade

Cascade

5
0

A Discord roguelite RPG: procedural dungeons, turn-based combat, and Gacha where every character's kit scales differently.


CascadeBot is a Discord-native roguelite RPG, played entirely through slash commands, buttons, and dropdowns — no bot prefixes, no raw message parsing. Players create a character, descend into procedurally generated dungeons floor by floor, and fight through turn-based combat that runs on an ATB (speed-based) gauge rather than a fixed rotation. Combat has three action types on a turn: a free Attack that builds Energy and Mana (scaled by your Recharge stat), a Skill from an equipped weapon or artifact (costs Mana), and an Ultimate drawn from your character's own kit once Energy hits 100. There's no dodge, miss chance, or fleeing — every hit lands and is mitigated purely by Defense, and switching targets is free. Every battle is fully serialized to the database after each action, so a fight survives a bot restart or a player walking away for a week. Characters are the heart of the game's identity. Rather than differing only in flavor art, each named character's skill, ultimate, and passive scale off a different stat on purpose: FAX stacks damage and speed together as a pilot fantasy; Nexus buffs the whole team's Recharge; Sader Vorae stacks Crit Damage; Nebula delivers a team-wide Speed ultimate; Bee Jee and Refender both heal the team off their own Defense stat, expressing a "balance" philosophy in Refender's case. Characters range from 3★ to 5★ and are obtained through a gacha system alongside gear. Loot follows a Diablo-style rarity ladder — Common, Uncommon, Rare, Epic, Legendary, Mythic, and Divine — but rarity isn't just a random coat of paint on a fixed item pool. Every crafting material has its own rarity band: humble materials like leather can only ever produce Common–Uncommon gear, while exotic materials like void or entropy can roll all the way to Mythic–Divine. The loot generator rolls rarity first, then filters equipment templates down to ones compatible with that roll, so lootboxes, gacha pulls, dungeon drops, and admin test gear all obey the same consistent rule about what a given material is capable of producing. Economy and progression run alongside combat: a gold/shard currency system, passive-income harvesters that can be bought and upgraded, daily login rewards with streak bonuses, and lootboxes of varying tiers that can be opened individually or in bulk. A three-page /profile view covers stats and currency, every equipment slot, and your full ability kit (weapon/artifact skills, ultimate, passives), while /inventory lets you browse, equip, level up, reroll, or open anything you own from one compact list. Architecture-wise, the bot treats Discord's UI components as thin, stateless views over server-side truth: every button and select interaction reloads the player's state from the database, mutates it, and saves it back before responding, and persistent views are registered once at startup rather than per-message, with callbacks always resolving the interacting user's own data by Discord ID. Mutating commands (gacha pulls, harvester purchases, lootbox openings, inventory actions) all check whether the player is mid-combat first, to avoid state corruption from overlapping actions. The project is still early — there's no shop yet, top.gg vote rewards aren't wired up, HP doesn't yet persist between encounters within the same dungeon run, and the character/item catalogs are intentionally small starter sets. But the core systems — persistent turn-based combat, stat-diverse character kits, and a materially-grounded loot economy — are built and playable today.

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