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Rain Collector

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developed by

developed by Schrottii gamedev

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completed

98 ratings

rated 2.5 stars, 98 ratings.
2dsingle-playerhoursprestigejs

Posted March 9, 2025. Updated May 18, 2025. Played 4331 times for a total of 4638 hours.

description


Rain Collector is an idle game where you collect various falling currencies, buy upgrades, get auto collect, earn Achievements and more! // The game is still in an early version, lots of new content is planned & feedback gets considered

latest update


Rain Collector v1.8.3 1.8.3 July 26, 2025

2025/07/25 v1.8.3:
-> Items:

  • Added 3 new items, first time since v1.5 (11 total)
  • Used Boots (Common, Muddrops)
  • Rubber Boots (Uncommon, Muddrops)
  • Weather Vane (Rare, Weather Speed)
  • Reduced worth of most items

-> Music:

  • No longer resets every time you enter the main menu
  • But toggling the setting now starts it from the beginning
  • New Setting: Music Volume (0% - 100%, default is 20%)

-> Other:

  • Fixed some setting descriptions being forced into two lines
  • Fixed browser-based drag issue
view all updates

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newest comments


DcGamer1027 today
+1comment score: 1

Should totally make the auto collector coin purchase increase in duration scaling with level. Maybe every 10 levels gives 1 or .5 seconds longer.

Satisfying game to click along with, though profession feels a little slow with the current mostly independent resources. Might make more sense for bubble gold to start at 50000 since the other upgrade caps were halved

voidcons0le September 26, 2025
+1comment score: 1

what the hell is the background doing 🤔

jklw10 September 20, 2025
+2comment score: 2

being able to buy 5x of a buff that doesn't stack at all shouldn't be possible :/

Termt May 21, 2025
+2comment score: 2

So if I'm getting this right, the bubbles don't get any boost from the golden raindrops and they're also just slower all around?
Can't say I'm a fan of none of the previous effort mattering.

developer response: so far the 3 different main currencies are relatively independent, but in the future they will be connected more! and glowbles gain a boost from achievements, and bubbles are affected by water coins, which are shared, so some of your previous efforts do matter

Maplefrog7 May 18, 2025
+4comment score: 4

The game needs a FAQ, like how do I get glowbles, bubbles, or ect. what is the sad looking flower thing? or what is the bottle thing in the raindrop upgrade panel. I also would like to be able to see older patch note in case I or someone else forgets something that was added and wants to look back, for example I forgot the exact buff the different weather has.

developer response: the flower and bottle are just background deco haha. I love patch notes and they're all in a file, I will probably make it possible to go back in the next update.

The FAQ (or some sort of help) idea is great... raindrops, bubbles and now muddrops are the main falling currencies, after 2000 raingold you start unlocking them. raingold is the prestige currency for raindrops, and glowbles for bubbles. clicking the grayed out parts tells you what you need to unlock. I'll add more help!

top comments


jtoh March 10, 2025
+14comment score: 14

I think you shouldn't have to click or drag to collect and you should just be able to move your mouse and get the raindrops.

developer response: Good idea - and it seems like many would prefer if just moving is enough - it will be changed soon! :)

Lotus March 10, 2025
+10comment score: 10

Game is overall fun but gets stale pretty quick. General gameplay of collecting rain is quite fun and relatively unique compared to other incremental games.
Upgrades don't have much variety and prestige gives such a small boost that it doesn't really speed up the gameplay. Adding upgrades to buy with raingold (while keeping the 1% permanent boost) would make prestiging feel much more involved.
Also, I don't need a notification every 5 seconds that the game has saved, it's quite distracting and annoying.

developer response: thanks! as for prestige not speeding it up much, it's very much doable to get >300 in the first run, which does give you a noticeable difference. and the 2nd prestige currency has upgrades

Peconpie10 May 18, 2025
+7comment score: 7

2nd tab won't unlock. "Collect more raindrops to unlock! (8570/1000 Raindrops)"
Tried spending them all and getting back up to 1k but that didn't work either.

developer response: Ah my bad, there's a little typo - it's 10000 (1e4), not 1000. Will be fixed in a moment

Chackakaca March 12, 2025
+7comment score: 7

yeah... gotta agree with some of these other guys, it definitely feels pretty repetitive, and i don't really know when the next stuff is coming.... also the timed buffs kind bug me cuz i feel like i need to save my coins... but the change from having to click them to just having to hover over them is nice

Quietus March 11, 2025
+5comment score: 5

@Schrottii
That's a big problem with user feedback. It's hard to properly analyze where the strengths and weakness of something lie, and what specifically about something a person likes and dislikes. That's not to say the feedback is bad, but you often need to play around and try to see if the problem is actually what's stated, or if the issue is something else that impacts the user experience.

If your curious, People Make Games did a video on how a gun in Wolfenstein: Enemy Territory was "nerfed" by changing the sound effect tied to it. Another famous example is how World of Warcraft originally had the Rested XP system; it was a penalty for playing too long instead of a bonus for taking a break.

I can't speak for anyone else, but what I personally find unengaging about this game is the lack of any variation in the gameplay loop. At least as I experienced it, there's nothing to really hold a player's interest after the initial trial period, nothing to make them want to see the next unlock or mechanic. The upgrades also don't feel particularly substantive; there is a fair chance the player could be discouraged during early prestiges if the boosted rate feels underwhelming. Or to put it another way, your Skinner Box should have a stronger early positive feedback loop.

developer response: great comment! I watched the video, and it's pretty funny what happened there, but also interesting. I shouldn't have followed the feedback in such a straightforward way. (and understanding what people want is difficult for me in general)
I think the lack of variation is the most common complaint now, and I totally see why. I did a new run with a friend right after it was released here, and even though it has a few currencies/features now, it's still very repetitive. Some people like that, but some don't (and I guess nowadays people tend to be on the don't side). Making the gameplay more diverse is a big plus for the people who don't like repitition, while those who like it generally don't mind. I will try to think of such ideas and implement them in the following updates. If people have any ideas, I will read them of course. Thanks!

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