A fully idle fantasy chronicle. Create a wanderer, choose how they tend to live, and then let the world carry them forward: roads, towns, rumors, companions, danger, children, heirs, legends, and quiet little disasters all unfold without direct control.
Not a clicker. Not a spreadsheet. A living little story machine.
Mayflower Idle RPG is built around the idea that your character has a life even when you are not micromanaging them. You start a chronicle, then watch as your hero travels, works, rests, takes risks, gets hurt, recovers, meets companions, finds strange places, and eventually leaves behind a legacy. If the app is closed, the world can still progress; when you return, a While You Were Away summary tells you what changed.
✨ Core features
Character Builder with random heroes and custom life setup.
Fully idle simulation with travel, daily life, quests, danger, and recovery.
Living Atlas that can discover new towns, roads, wilds, dungeons, and legendary places.
Children, heirs, retirement, death, and generational continuation.
Offline progress with a return summary when you reopen the program.
Save backups, crash logs, bug report zips, and corrupt-save quarantine.
🧭 What you actually do
You do not directly control every action. You guide the kind of person your hero is, then let the chronicle play. The fun is watching the world remember things, surprise you, and build a family history over time.
Download the latest V1 Windows download. After extracting it, open the project in Visual Studio or publish a single Windows executable using the included build scripts.
Note: This is a Windows desktop app. Download the EXE, run it, and Windows may ask you to confirm because it is an unsigned indie app. Saves are stored in %APPDATA%\MayflowerIdleRPG.
📘 How to use it
First ten minutes
1
Start a chronicle
Open the app and choose New Chronicle. The first-launch flow opens the Character Builder so you can create a custom hero or roll one quickly.
2
Pick a life direction
Choose background, origin, difficulty, focus, and life rule. These do not give you direct control; they nudge what your hero tends to care about.
3
Let it run
The story advances on its own. Watch the journal, map, world notes, companions, family, and activity panels change as time passes.
4
Come back later
Close the app whenever you want. When you reopen it, the game simulates capped offline progress and shows a summary of what happened while you were away.
🏆 Leaderboards
Live Firebase records
Mayflower Idle RPG can automatically submit public gameplay stats when the program saves. The website reads the same Firebase leaderboard path and refreshes these boards live.
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Overall Score legacy points
Rank
Hero
Score
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Longest Life days lived
Rank
Hero
Record
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Richest Legacy gold earned
Rank
House
Gold
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Atlas Discoveries places found
Rank
Hero
Places
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🧩 Mod tutorials
JSON events
What V1 modding supports
Mayflower Idle RPG creates a Mods folder beside the save files. V1 can load JSON event files from that folder and its subfolders. The stable documented format is custom events; the other folders are reserved for future expansion.
Recommended folder: %APPDATA%\MayflowerIdleRPG\Saves\Mods\Events or the Mods folder shown inside the app's Tools panel.
Tutorial: create your first event
Open the app, go to Tools, choose the mod/sample option, then edit the generated JSON file. You can also create a new .json file manually. Each file should contain an array of event objects.
[
{
"Name": "The Door With No Handle",
"Rarity": "Epic",
"Location": "Any",
"MinimumYear": 3,
"Text": "A door with no handle appears on a wall that had no business having doors.",
"Effect": "Luck:+3;Morale:-1"
}
]
Event fields
Name — the event title shown in the journal.
Rarity — Common, Uncommon, Rare, Epic, or Legendary.
Location — use Any, or the exact name of a known place.
MinimumYear — prevents an event from appearing too early.
You can combine them like Luck:+2;Gold:+10;Morale:-1.
Reload and test
After saving your JSON file, use Reload Mods in the app. If nothing happens right away, that is normal: custom events are chance-based and still follow rarity, location, and year rules.