Build your own Cookie Clicker.
A complete AI build prompt for an original incremental game with generators, upgrades, capped offline progress, and exports. Your own code, identity, and workflow.
What your Cookie Clicker-inspired game will do
Build an original browser incremental game called Tiny Workshop, inspired by the click-and-grow loop of Cookie Clicker. Players produce crafted tokens, buy a small set of automated workshops, and unlock a few original upgrades. Create your own economy, names, illustrations, writing, and audio. Scope the game to one balanced progression loop instead of copying its buildings, jokes, or content.
- Manual production: grant a documented amount per explicit activation and separate animation from the economy. Keep action rates bounded and avoid accepting repeated handlers for one click or key event.
- Generators: offer five original generators with explicit base costs, geometric growth, and production rates. Calculate purchases atomically, show the next cost accurately, and refuse spending beyond the current balance.
- Upgrades: include a small original set of one-time unlocks with clear prerequisites and multiplicative/additive effect ordering. Recompute production from owned items rather than accumulating irreversible floating-point modifications.
- Time and pause: advance production from measured elapsed active time and apply a documented capped offline interval on reload. Ignore negative clock deltas, show an offline summary, and ensure pause stops production until resumed.
- Persistence: autosave versioned economy state, provide manual save and validated export/import, and confirm a full reset. Preserve a backup snapshot, display save errors, and deduplicate offline rewards by updating the last-processed timestamp once.
Is a DIY Cookie Clicker alternative right for you?
A Cookie Clicker-inspired project works when the economy is independently designed and purchasing, production, and elapsed-time accounting are deterministic.
A useful first project: A small workshop economy with five original generators and one clear progression loop.
Start with a smaller version
Buy a generator with exact funds, simulate a capped offline interval, and reload twice to verify the elapsed reward is paid only once.
Know the tradeoffs
Clock changes, numeric growth, and repeated reloads can duplicate rewards unless the economy has explicit limits and timestamps. Prestige, premium currency, and cheat-proof saves are outside the initial loop.
Understand the build-vs-buy tradeoffsInside the build brief
- Product & audience
- Design
- Features
- Tech stack
- Data & behavior
- Originality & asset guidance
- Delivery & verification
No account required.Official Cookie Clicker website
Building your own Cookie Clicker: useful answers
Is this a ready-to-use Cookie Clicker alternative?
This page provides a customizable build brief for an original incremental game with generators, upgrades, capped offline progress, and exports. It is not a hosted app. Your AI coding agent implements the software; you then need to test, run, and maintain it.
Can I customize the Cookie Clicker clone prompt?
Yes. Choose Product & audience, Design, Features, Tech stack, or Data & behavior in the editor. Save and copy the complete assembled prompt, or download it as Markdown. Edits are saved in this browser.
What does the starting version leave out?
Test purchase cost at growth boundaries, buying with exact funds, duplicated upgrade attempts, rounding after many small ticks, backward clocks, capped long absences, paused reload, and repeated reload without duplicate rewards. Exclude copied Cookie Clicker content, prestige systems, premium currency, multiplayer, and claims of cheat-proof client saves.
Original software. Familiar inspiration.
Use your own brand, code, layout, and assets. Clone4.me is independent and is not affiliated with Cookie Clicker. Read our approach.
Curated by Clone4.me · AI-assisted build briefs · Scope reviewed October 14, 2026
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The complete Cookie Clicker clone prompt
# Build an original game inspired by Cookie Clicker
You are an experienced game designer and gameplay engineer. Build a working, polished MVP from the brief below. Implement the core journeys end to end; a static mockup is not sufficient. Inspect the current environment, make sensible implementation decisions, and get started. Ask a question only if a missing answer genuinely blocks implementation.
Starting platform: Web. Explicit customized Product & audience and Tech stack requirements take precedence over this starting target.
## Product & audience
Build an original browser incremental game called Tiny Workshop, inspired by the click-and-grow loop of Cookie Clicker. Players produce crafted tokens, buy a small set of automated workshops, and unlock a few original upgrades. Create your own economy, names, illustrations, writing, and audio. Scope the game to one balanced progression loop instead of copying its buildings, jokes, or content.
## Design
Use an original compact workshop interface with a large accessible production button, balance, production rate, generator shop, and upgrade shelf. Explain costs and effects before purchase, show affordable items clearly, and offer keyboard activation. Include pause, save status, and reset controls with distinct confirmations.
## Features
1. Manual production: grant a documented amount per explicit activation and separate animation from the economy. Keep action rates bounded and avoid accepting repeated handlers for one click or key event.
2. Generators: offer five original generators with explicit base costs, geometric growth, and production rates. Calculate purchases atomically, show the next cost accurately, and refuse spending beyond the current balance.
3. Upgrades: include a small original set of one-time unlocks with clear prerequisites and multiplicative/additive effect ordering. Recompute production from owned items rather than accumulating irreversible floating-point modifications.
4. Time and pause: advance production from measured elapsed active time and apply a documented capped offline interval on reload. Ignore negative clock deltas, show an offline summary, and ensure pause stops production until resumed.
5. Persistence: autosave versioned economy state, provide manual save and validated export/import, and confirm a full reset. Preserve a backup snapshot, display save errors, and deduplicate offline rewards by updating the last-processed timestamp once.
## Tech stack
Use TypeScript with a pure deterministic economy reducer separate from the browser UI. Use fixed-point or a documented large-number representation with overflow guards; do not rely on unrestricted floating-point growth. A clock adapter supplies elapsed time for tests. Store bounded versioned local saves and validate imported generator/upgrade IDs and quantities.
## Data & behavior
Economy {version, balance, lifetimeProduced, generatorCounts, ownedUpgradeIds, lastProcessedAt, paused}; GeneratorDefinition; UpgradeDefinition; Settings; BackupSnapshot. Persist base ownership and derive current production. Define a maximum supported quantity and offline-reward cap.
Acceptance checks and scope:
Test purchase cost at growth boundaries, buying with exact funds, duplicated upgrade attempts, rounding after many small ticks, backward clocks, capped long absences, paused reload, and repeated reload without duplicate rewards. Exclude copied Cookie Clicker content, prestige systems, premium currency, multiplayer, and claims of cheat-proof client saves.
## Originality and assets
The named product is a reference for general workflows only. Use an original product name, visual identity, wording, layout, and assets. Do not copy proprietary code, branded logos, distinctive screens, private APIs, paid templates, or protected media. Use original or appropriately licensed sample data and assets. Build from this brief rather than scraping the reference service. Do not imply affiliation with the referenced company.
## Implementation quality
- Make every visible control work, with clear loading, success, empty, validation, and failure states. Remove controls for unimplemented features.
- Support the target platform and responsive or resizable layouts where appropriate. Use platform-appropriate accessibility semantics, labels, keyboard operation, visible focus, sufficient contrast, and reduced-motion preferences. Provide alternatives for drag-only interactions.
- Validate inputs at the relevant boundary. Treat imported or user-generated content as untrusted; render it safely. Confirm destructive actions or offer undo.
- Keep state changes reliable across navigation and reloads. Never silently lose edits. Handle persistence and network errors with an actionable message.
- Keep the scope realistic. Prioritize the complete primary journey. If a custom Features section differs from the baseline, update the data model, design, and acceptance checks to match it; explicit custom requirements take precedence over baseline assumptions.
- Provide realistic original sample content and a useful empty state. Keep sample data clearly separate from user-created data.
## Delivery and verification
1. Inspect the repository and outline the implementation in a few sentences.
2. Implement the app and connect its actual data flow. Continue until the primary journey works.
3. Run appropriate checks and test the acceptance cases above on the target platform. Verify responsive layouts and keyboard navigation when browser tools are available. For native projects, build with the available SDK and test an emulator or device when possible; report any missing native verification honestly. For games, verify the rules and gameplay loop, not only the menus.
4. Fix observed failures, then provide the runnable result, setup/run instructions, a brief explanation of what is implemented, and any specific configuration or verification limits.
This is a focused MVP. Do not add billing, AI services, or unrelated features unless explicitly requested in the brief. Start building now.
Change just what matters. Customize a section and keep the rest of the brief included.