Rust / Ratatui / Idle MMORPG

Glyphbound runs in a terminal pane.

Train skills, queue work, bank loot. Close the pane and it catches up when you return. Glyphbound is a keyboard-first idle RPG built for people who want the OSRS grind without another launcher stealing a workspace tile.

7
trainable skills
6
authored zones
6h
offline cap
TOML
content layer
Chapter I / Input Model

Everything important is a typed command.

The palette is the control surface. Start an action, append to the queue, move inventory through shops and banks, or save the run without leaving the keyboard.

Command referencepress / in game
start <action> [qty]Begin a skilling or combat action.
queue <action> [qty]Append work after the current action finishes.
stopCancel the active action immediately.
cancelAlias for stop.
Chapter II / Progression

Seven skills with a long tail.

Glyphbound keeps the recognizable MMO rhythm: unlock nodes, refine materials, equip better gear, and let the XP curve stretch across weeks instead of minutes.

Delving

Mining analogue

Extract ore from rock nodes in Rustfall Quarry, then feed bars into Forging upgrades.

Timbercraft

Woodcutting analogue

Harvest mossbark and ashwood in Mosswold. Logs fuel Hearthwork fires and early crafting loops.

Forging

Smithing analogue

Smelt ore into bars and forge weapons or armour at a zone forge.

Hearthwork

Cooking analogue

Cook raw food at fires or hearths so Bladework runs can last longer.

Bladework

Melee accuracy

Fight monsters, collect drops, and keep permanent collection log credit. Improves your chance to land a hit.

Ferocity

Strength analogue

Raw striking power. Higher Ferocity increases the damage you deal per hit.

Warding

Defence analogue

Endurance and resilience. Raises your maximum HP and reduces incoming damage.

Chapter III / World State

A small map that behaves like a system.

Each tile carries resource, shop, bank, monster, and exit tags. Movement uses WASD and cancels the active action, so route choice matters.

Hearthmere Mosswold Rustfall Quarry unassigned edge

Hearthmere

bankshophearth

The starter village. Bank inventory, restock from the general shop, and cook safely before leaving town.

Mosswold

timbercraftcombatdrops

Forest north of Hearthmere with mossbark and ashwood nodes. The outer tiles introduce early combat pressure and useful loot.

Rustfall Quarry

delvingforgingcombat

Eastern ore pit with copper, tin, iron, and coal nodes, a forge route, and deeper enemies around the best veins.

Thornfen

timbercrafthearthworkcombat

Black water and standing reeds south of the village. Bogwood and ironbough grow here, alongside boar and marsh eel to cook up.

Emberdeep

delvingforgingshop

Cavern galleries east of the quarry where the rock never finished cooling. Emberstone ore, a trader, and hostile ember wisps.

The Ashvault

endgamecombat

Below Emberdeep. Something was sealed in here, and it is still keeping watch.

Chapter IV / Resource Loop

Every skill feeds the next one.

Nothing trains in isolation. Logs become fuel, fuel becomes food, food buys you more time fighting, and the loot you drag home turns back into a sharper axe.

Timbercraft logs Delving ore Forging bars + gear Hearthwork food Bladework drops
Timbercraft → Hearthwork

Logs keep the fires lit. No fuel, no cooked food, no long Bladework runs.

Delving + Bladework → Forging

Ore from the quarry and drops from combat both land on the forge. Bars in, gear out.

Forging → Timbercraft + Delving

Better axes and picks come back out of the forge, so the loop tightens every time you upgrade.

Chapter V / Engine Notes

Idle-first simulation, terminal-first interface.

The game loop and TUI are separate. Tokio advances the simulation, Ratatui renders the current state, and save files stay recoverable.

Offline progression

Close mid-action. On reopen, elapsed ticks are calculated and applied up to the configured offline cap.

game/offline.rs

Action queue

Queue multiple jobs in sequence. The engine resolves the next action as soon as the current one completes.

game/action_queue.rs

TOML content

Items, actions, maps, zones, drops, and quests live in TOML data files loaded into the content store.

data/loader.rs

Atomic saves

Player state persists on quit or Ctrl-C. Writes are atomic and auto-save every 300 ticks.

saves/player.json

Collection log

Every unique item looted is recorded permanently, separate from the inventory that gets sold or banked.

game/collection_log.rs

Dev mode

Fast ticks, boosted XP, and higher drops make quest chains and balance passes testable without grinding.

config.rs / dev_mode.rs
Dev mode
cargo run -- --dev --xp-multiplier 25 --action-speed 50 --drop-multiplier 5
50msrender frame interval, independent of the simulation tick.
25xXP multiplier used while checking progression paths.
5xdrop multiplier for validating inventory and collection log states.

The terminal is the world.

Glyphbound is still private and early, but the shape is clear: a small, persistent RPG that belongs in the same workspace as your editor.