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A video game where you play as a misaligned AI, deceiving and building power. An experiment in spec-driven development.
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Rust 98%
Python 2%
<1%
README.md
Supervillain #
A persistent lair-building simulation — Evil Genius meets Dwarf Fortress. Build an underground lair, run schemes against the outside world, and survive the raids your infamy provokes.
Gameplay #
You are the Supervillain. Time flows continuously (pause with SPACE); there are no levels, waves, or phases — everything runs on one clock:
- Build — dig corridors, place traps and facilities (
b), research technology (r), hire minions (f) - Scheme — open the world map (
m) and dispatch minions on heists, sabotage, and propaganda. Schemes pay out gold, loot, and notoriety while the minions are away - Heat — schemes and violence raise heat; agencies notice. Hotels and freezers launder it back down
- Raids — when heat stays high, agency forces raid the lair, scaled by your notoriety. Traps, minions, and henchmen fight them off. If agents reach your throne, you take damage; at 0 HP the lair falls
The threat readout in the sidebar shows when the next raid is coming. Raids are consequences, not a schedule — a quiet lair is left alone.
Controls #
| Key | Action |
|---|---|
WASD / hjkl / arrows |
Move the Supervillain |
SPACE / p |
Pause / resume time |
+ / - |
Simulation speed |
b |
Build mode |
r |
Research menu |
f |
Hire minions |
m |
World map / schemes |
1-9 |
Activate superpowers |
Ctrl+S / Ctrl+L |
Save / load |
q |
Quit |
Build Mode #
| Key | Action |
|---|---|
WASD / hjkl / arrows |
Move cursor |
TAB |
Cycle build category |
n / p |
Cycle item in category |
SPACE |
Place selected tile |
x |
Demolish tile (50% refund) |
ESC |
Exit build mode |
Buildings #
| Building | Cost | Effect |
|---|---|---|
| Dig / Corridor | 0 | Carve through walls |
| Spike Trap | 50g | 15 damage to heroes |
| Fire Trap | 100g | 25 damage + splash (requires research) |
| Electric Trap | 150g | 10 damage + stun (requires research) |
| Gas Trap | 120g | 8 damage + poison DOT (requires research) |
| Guard Post | 200g | Spawns a minion defender |
| Barracks | 200g | +2 minion capacity |
| Armory | 250g | Upgrades minion damage (requires research) |
| Med Bay | 180g | Heals nearby minions (requires research) |
| Research Lab | 300g | Generates research points |
| Vault | 150g | Gold storage bonus |
| Power Core | 250g | Powers traps and facilities |
| Door | 30g | Heroes must break through |
Hero Types #
| Hero | HP | Dmg | Special |
|---|---|---|---|
| Soldier | 40 | 10 | Basic unit |
| Ninja | 25 | 15 | Fast, detects traps |
| Tank | 80 | 8 | High HP, slow |
| Hacker | 30 | 12 | Can disable traps |
| Superhero | 120 | 20 | Boss-level, resists traps |
Installation #
cd ~/code/supervillain
cargo build --release
./target/release/supervillain
Requirements #
- Rust 1.70+ (uses 2024 edition)
- A terminal with color support
Tips #
- Build Power Cores first — traps don't work without power
- Create chokepoints with traps along corridors
- Guard Posts auto-spawn minions that fight agents
- Use Research Labs to unlock advanced traps and upgrades
- Schemes are the economy — but every scheme heats you up. Pace yourself, or build heat-laundering facilities before going loud
- Raid strength scales with notoriety: fame is power (it unlocks superpowers) and a target on your back