Welcome to Scapewatch Wiki
Scapewatch is an idle/incremental game inspired by RuneScape, featuring 24 skills, automated gameplay, and extensive progression systems.
Key Features
- 24 unique skills with 1-99 progression (200M XP cap)
- Automated AI gameplay with task-based system
- RuneCred system for customization and speed bonuses
- Pet system with regular and shiny variants
- Skill capes and trimmed variants
- Clue scrolls with 5 difficulty tiers
- Banking and inventory management
- Online save system with Firebase integration
- Hiscores and leaderboards
Game Resolution & UI
Fixed Internal Resolution: 2560x1440 (scales to fit screen)
Layout:
- Full-screen map with camera following player
- Bottom-right UI panel (500x900px) with tabs
- Floating current task display (top center)
- Floating completed clues display (top left)
- Account info in top right (when logged in)
Keyboard Shortcuts
- ESC: Close popups
- C: Toggle collision overlay
- N: Toggle node text
- +/-: Zoom in/out
Skills
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Items Database
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Activities
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Nodes & Locations
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Game Mechanics
XP System
Level Range: 1-99
XP Cap: 200,000,000 (displayed with formatting)
Trimmed Status: Achieved at 50,000,000 XP
Special Note: Hitpoints starts at level 10
XP Drops: Show with skill icon and formatted amount
Milestones: Celebrated at every 10,000,000 XP
Task System
Tutorial Tasks (First Two Tasks)
- First: Chop 28 Logs at Draynor Willow
- Second: Mine 14 Tin Ore at South East Varrock mine
Task Structure
- Current task (active)
- Next task (queued)
- 5 regular task slots with 3 options each
- Players can select between options by clicking skill icons
Task Ranges
- Gathering skills: 20-100 items typically
- Processing skills: 20-50 items typically
- Movement skills: 2-10 laps/trips
Task Rerolling
- Costs 1 Rune Cred
- Can reroll all 3 options or just non-selected options
- Disabled if insufficient Rune Cred
Banking System
- 28 inventory slots maximum
- Bank has unlimited storage
- Deposit all functionality
- Withdraw specific amounts
- Processing skills require banking before starting tasks
- Gathering skills bank when inventory is full
- Bank nodes scattered throughout the map
- Banking animation: 600ms duration
- Items sorted by items.json order
Movement & Pathfinding
Movement Speeds
- Base land speed: 3 tiles/second (scales with Agility)
- Base water speed: 5 tiles/second (scales with Sailing)
- Speed formula: base × (1 + (level - 1) × 0.025)
- Speed bonuses from RuneCred system stack
Pathfinding
- A* algorithm for dynamic pathfinding
- Pre-computed waypoint paths between nodes
- Hub-and-spoke routing through banks
- Line-of-sight optimization
- Path smoothing
Pet System
- 1/1000 drop chance on task completion
- 1/10 chance for shiny variant
- Multiple pets can be obtained per skill
- Provides speed bonuses (5% regular, 10% shiny)
- Pet notifications appear in top-left
- Pet obtained tasks highlighted in task history
Game Formulas
XP Formula
function getXpForLevel(level) {
if (level === 1) return 0;
if (level === 2) return 83;
let total = 0;
for (let i = 1; i < level; i++) {
total += Math.floor(i + 300 * Math.pow(2, i / 7));
}
return Math.floor(total / 4);
}
Combat Level Formula
base = 0.25 * (defence + hitpoints + floor(prayer / 2))
melee = 0.325 * (attack + strength)
range = 0.325 * (floor(ranged * 1.5))
mage = 0.325 * (floor(magic * 1.5))
combat_level = floor(base + max(melee, range, mage))
Speed Bonus Calculation
bonus = 0;
if (hasPet) bonus += 0.05;
if (hasShinyPet) bonus += 0.10;
if (hasSkillCape) bonus += 0.05;
if (hasTrimmedCape) bonus += 0.10;
if (hasMaxCape) bonus += 0.05;
if (hasTrimmedMaxCape) bonus += 0.10;
// Maximum: 45%
Weight Multiplier Formula
// For modification level n:
if (n > 0) multiplier = 1.25^n;
if (n < 0) multiplier = 0.8^|n|;
if (n == 0) multiplier = 1.0;
Number Formatting
// Item Counts:
< 100K: Show with commas (gold color)
100K-9.99M: Show as "XXXk" (white color)
10M+: Show as "XXM" (green color)
// XP Display:
Formatted with commas
Rounded to 1 decimal in drops
RuneCred System
Three-Tier Currency
- Individual Skill Credits: Each skill starts with 10 credits, +1 per task completed in that skill
- Total Skill Credits: Equal to total level (sum of all skill levels)
- Rune Credits: Universal currency, starts at 10, +1 per any task completion
Credit Costs (Exponential)
Base costs: 25 for skill weights, 5 for task/node/quantity
Cost formula: baseCost × 2^(level-1) for each modification level
Example: Level 1 = 25, Level 2 = 50, Level 3 = 100, Level 4 = 200
Refunds: Credits are refunded when moving back toward 0
Maximum modification level: ±10
Weight System
- Skill weights: Affects which skills get selected for tasks
- Task weights: Affects which items are chosen within a skill
- Node weights: Affects which locations are selected
- Quantity modifiers: Affects task target amounts
- Weight formula: 1.25^level for positive, 0.8^|level| for negative
Speed Bonuses
Source | Bonus | Requirement |
---|---|---|
Pet | 5% | Per skill |
Shiny Pet | 10% | Stacks with regular |
Skill Cape | 5% | Level 99 |
Trimmed Cape | 10% | 50M XP |
Max Cape | 5% | All skills 99 |
Trimmed Max Cape | 10% | All skills 50M XP |
Maximum Total | 45% | All bonuses |
Clue Scrolls
Clue Tiers & Drop Rates
Tier | Drop Rate | Steps |
---|---|---|
Easy | 1/250 | 1 |
Medium | 1/500 | 2 |
Hard | 1/1000 | 3 |
Elite | 1/1500 | 3 |
Master | 1/2500 | 4 |
Clue Mechanics
- Step-based progression (must visit nodes in order)
- Complete clues can be converted to caskets
- Casket rewards from caskets.json
- Floating display for completed clues
- Tasks at clue nodes show clue indicator
- Can destroy clues via right-click menu
- Step completion overlay on clue icons
- Green border and pulse animation when complete
Casket Rewards
Loading casket rewards...
Shop System
Shop Mechanics
- Categories: Supplies (1 rotating item), Resources (2 rotating items), Runes (1 rotating item)
- Price fluctuations: 50%-200% of base price (whole numbers)
- Rotation: Items rotate on task completion
- Purchase: Uses bank gold only
- Delivery: Items sent directly to bank
- Save State: Current and previous stock preserved
Shop Items
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