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Village Idler

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developed by

developed by ClassicMushroom

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completed

77 ratings

rated 2.3 stars, 77 ratings.
godotidleresource-managementautomationhours

Posted December 21, 2025. Updated April 28, 2026. Played 1852 times for a total of 816 hours.

description


Open card packs in order to get resources and shards to purchase buildings and villagers to grow your village to be the greatest village ever! Game is being actively developed and I want to work with the community so comment what you want added and I'll try my best to add it!

latest update


Tutorial Update 2.0 April 28, 2026

This tutorial update is technically a content update, so I've made a new update notification just to push that. A tutorial is now in for the game.

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newest comments


belarm May 5, 2026
+1comment score: 1
This is a pretty cool start. I played long enough to be able to spam buy eternal packs, but still have very few characters unlocked. I really like the idea of having characters buy card packs/loot boxes on an interval!

The interface could use improvement. Providing information when hovering over UI elements could do a lot of good (as en example, indicating which card packs give out a resource when hovering over it's icon). The menu for building characters and buildings is cumbersome, I don't know if it would make sense to add categories or sub-menus there?

Overall I feel like you have some pretty cool mechanics built up; you should show them off in the interface more! Nice work, keep going :D
Thanatos12033 April 29, 2026
+2comment score: 2
You can stack buildings and packs
mcfarjul March 30, 2026
+1comment score: 1
Very fun!
n04hdk March 5, 2026
+1comment score: 1
Can you make it so i can see exacly what i can get out of a pack? Some stuff like the fire thing i cant see from the infinity pack. Also what pack can i get gold coins from?
bigy_bank February 8, 2026
+2comment score: 2
How do you get the gold coin looking thingy?

top comments


oceanflex December 21, 2025
+9comment score: 9
Needs some kind of indicator for which things are purchasable. Especially the characters, if I don't have the shards, I don't want to have to see it. If I do have the shards, I want to KNOW it without having to click in, check on, and click out of the dozens of options. Putting the cost over the icon, or highlighting/circling it in a color when enough currency is acquired would do.

"tutorial" could also use some work, so it moves on when you do what it asks, without having to click on the dialogue to progress it.

developer response: I just added the indicators for everything! For the tutorial I know it was very rushed I did it in 10 minutes. I just want to focus on quality of life and bug fixes and then I'll get to a better tutorial, auto pack opening etc.

soapywater December 22, 2025
+6comment score: 6
rotmg

developer response: Yeah the assets are the same as rotmg. I first saw the assets in a mobile game called Darza's Dominion but that shut down and yeah I played rotmg afterward, wondered how they have the same assets, found out I could buy it and I use it in projects like these where I need a lot of art and I don't have any time to make any.

Itonoc February 3, 2026
+4comment score: 4
I wanted to change the volume since the loop track is a bit repetitive, what I did not expect is the inconsistency. Half volume is full mute and Full volume is Bass Boosted ear decimation. Found this funny wanted to share. Cheers :]
Parzival13 December 24, 2025
+4comment score: 4
Oh also you're able to put as many buildings on the same tile as you want so I was able to get to 5k/sec in like a minute by only using the first two buildings and at that point there's no reason the buy the more expensive ones because they aren't good enough. So maybe a couple balancing changes? And limit each tile to one building? As much as I love breaking the game I think it would as so much more depth.
progress December 22, 2025
+4comment score: 4
good start and cool premise.

- i might have missed something in the tutorial but i had heaps of buildings and was generating quite a bit of cash but seemed to get shards very slowly, even when opening a lot of the highest value packs.
- after i've bought something, it doesn't immediately grey out if i can't buy another. i need to leave that menu and come back to it.
- opening packs should be super satisfying, right now it's just tedious. the slow sliding of cards feels really unresponsive.
- the game progressed way too quickly, i was generating heaps of cash about 5 or 10 minutes in.
- would be cool if there was an incentive to put a bit more thought into how i placed buildings because i just built a massive rectangle.

developer response: I've just fixed the bug of it not greying out when you leave that menu. For the tediousness of the cards I am working right now on satisfying gameplay. I am away and I have to do college applications so I don't have too much time but when I am back home I hopefully will have that sorted. For cash I realized I didn't balance this game well enough so far. I am going to do a major balancing change soon, probably a progress wipe as well. I have just added that characters now move along the paths you make. I want to add that specific buildings give boosts to players.

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