150,000+ creatures. 32 data fields each. JSON, SQLite, or API. Plug the Codex of Infinity directly into your game engine.
Every entity in the Codex is a structured data object with 32 fields. Not flavor text — queryable, filterable, game-ready data.
Clean, nested JSON. 19,338 entities with 32 fields each. UTF-8, no BOM, ready for any parser.
Download Free Sample (15 entities)Pre-built SQLite with indexed columns. Query by magic, rarity, domain, planet, chakra. Full-text search included.
50+ page world bible with rules, cosmology, and lore context. For your writers and designers, not your code.
Optional: use the Zero Point Logic engine to generate balanced stats, fair loot tables, and economy models from entity data.
| Field | Type | Description | Example |
|---|---|---|---|
| id | string | Unique identifier | MON-001 |
| name | string | English name | The Weaver of Bones |
| nameRo | string | Romanian name | Tesatoarea de Oase |
| category | enum | Entity classification | Greater Monster |
| domain | string | Thematic domain | Death & Craft |
| rarity | enum | Primordial / Divine / Legendary / Unique / Rare / Uncommon / Common | Legendary |
| description | string | Lore text (2-4 sentences) | "She sits in caves..." |
| powers | string[] | Abilities list | ["Bone manipulation", ...] |
| weakness | string | How to counter | "Living bone" |
| magic | string | Magic affinity | Sacrifice + Earth |
| chakra | string | Primary chakra | Root Marrow |
| aura | string | Visual/sensory presence | "Pale white, clicking" |
| planet | string | Native location | Gaia (deep caverns) |
| temperament | string | Behavioral traits | "Methodical, ancient" |
| color | hex | Signature color | #e8dcc8 |
| tags | string[] | Searchable keywords | ["death", "craft", ...] |
Full schema includes 16 additional fields (chemical composition, generational level, sacred title, procreation type, subtle energy, empathic affinity, habitat details, taboos, extended description, etc.) available in Studio Pack and above.
import json # Load the Codex entities = json.load(open('codex_entities.json')) # Find all legendary fire creatures fire_legends = [e for e in entities if 'fire' in e['tags'] and e['rarity'] == 'Legendary'] # Get a random encounter based on player location import random cave_monsters = [e for e in entities if 'cavern' in e['planet'].lower()] encounter = random.choice(cave_monsters) print(f"You encounter: {encounter['name']} — {encounter['description'][:80]}...")
// Load and filter entities const entities = await fetch('codex_entities.json').then(r => r.json()); // Build a loot table from creature rarities const lootTable = entities .filter(e => e.category === 'Greater Monster') .map(e => ({ name: e.name, dropChance: e.rarity === 'Legendary' ? 0.01 : 0.05, magic: e.magic, weakness: e.weakness }));
// Deserialize Codex entities var json = Resources.Load<TextAsset>("codex_entities").text; var entities = JsonConvert.DeserializeObject<List<CodexEntity>>(json); // Spawn encounter based on biome var swampCreatures = entities .Where(e => e.planet.Contains("swamp") || e.planet.Contains("wetland")) .ToList();
-- Find all spirit entities weak to music SELECT name, domain, weakness, rarity FROM entities WHERE category = 'Spirit' AND weakness LIKE '%music%' ORDER BY rarity DESC; -- Get creatures by magic affinity for encounter table SELECT name, magic, powers, temperament FROM entities WHERE magic LIKE '%Fire%' AND rarity IN ('Rare', 'Legendary');
Filter entities by biome, rarity, and magic type. Weight spawn rates by rarity tier. Use weakness field for combat mechanics.
Build an in-game bestiary from entity data. Players discover creatures and fill in fields. 32 fields = deep lore for completionists.
Use the 500+ magic combinations as a crafting system. Fire + Water = Steam Forging. Players discover combos through gameplay.
Generate quests from entity relationships: "Defeat [monster] that threatens [god]'s domain. Weakness: [field]. Reward: [magic type] spell."
Each entity = one card. Rarity = card rarity. Powers = abilities. Weakness = counter mechanic. Color = faction. 150,000+ possible cards.
Use the cosmology (7 planes, 14 chakras, 8 magics) as a procedural world generator. Each plane has different physics = different gameplay rules.
The Zero Point Logic engine can mathematically balance any stats derived from Codex data. Provably fair loot tables, balanced creature encounters, neutral AI behavior.
import requests, json # Load Codex creature creature = codex.get_entity('MON-001') # Use ZPL to generate balanced stats zpl = requests.post('https://zpl-backend.onrender.com/compute', json={'bias': 0.5, 'N': 9, 'samples': 1000}) # Map ZPL output to creature stats creature['hp'] = zpl.json()['result'] * 100 # Balanced HP creature['atk'] = zpl.json()['result'] * 50 # Balanced ATK
Start with the free preview (100 entities) or go straight to the full database.