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Lord of Idle

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developed by

developed by grapedutch

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completed

93 ratings

rated 2.9 stars, 93 ratings.
gen-aiidledays2dsingle-player

Posted January 15, 2026. Updated May 14, 2026. Played 11103 times for a total of 12666 hours.

description


An Idle ARPG inspired by hack and slash classics. Level up your Combat, Mining, and Crafting skills. Compete in monthly Seasons with secure leaderboards, or play on Legacy servers. Hunt unique loot, socialize in multiplayer boss rooms, and fuel your crafting with an isometric factory.

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generative ai disclosure

I used Ai in the generation of the enemy background images, the leaderboard podium, vendor header background, and factory background image. All animations and sprites in the game are made by humans with love. The game is in developement and I hope to update this images before steam launch. I also had ai help with the coding, as the anti cheat and other systems were outside my realm when this began, but have been spending a lot of time learning about them with this game.

latest update


Lord of Idle Season 6 is LIVE! SORCERESS CLASS LIVE! 6.0.0 May 14, 2026

New class the sorceress is now live! Many custom spells and deep skill tree! If you have not played in awhile or wanted more depth in skills this is the update for you!

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newest comments


Immerse5186 April 30, 2026
+1comment score: 1
Boss rooms are bugged just stuck on loading, been like this for at least two days now.
LAMIAN April 17, 2026
+1comment score: 1
TBH there should be a skill tree for more stuff, like crafting and mineing, because it would be awesome to level up my mineing to buy eather more mining speed or get more ore per mined stuff
LAMIAN April 17, 2026
+1comment score: 1
i did a few challange runs and it was fun (god and Devine loot only) and ((enemy loot only) they sucked but were fun
Bill_incremental April 17, 2026
+1comment score: 1
How to get essence?
Bill_incremental April 16, 2026
+1comment score: 1
Does this game auto save?

top comments


Pangbot January 16, 2026
+10comment score: 10
This has potential, but it's not for me in its current state.
I'll first point out (coming from a confirmed gen ai hater) this is probably the best use of it I've seen. Is it a little jarring? Sure, but its limited use doesn't impact the feel of the game. If this is the type of game you like but you're wary of the gen-ai tag/disclosure, I recommend you give it a try.
I really enjoyed Forge & Fortune. So, seeing the starting layout with combat/mining/crafting, I felt pretty excited and wanted to get into it. There's practically no onboarding, (I didn't see the Info tab for a while) but you can get into the swing of things pretty easily. After about 15-20 minutes, you'll have an idea of the core game loop.
The main problem: There's just not enough content variance. The vendor has 4 potions (the only actively useable things in combat) and 4 pieces of equipment that increase your gold drops, nothing else. There are 13 enemies... total. There are 20 combat skills (10 offense, 10 defense), most of which just increase a stat. The dungeon is... just an endless stream of enemies, and its only purposes is to unlock hard mode and race to 150? There are 5 ores to mine and 34 things to craft (the same 5 things per class of ore + 9 unique items). There are 13 mining skills with (what appear to me as) obscenely high costs.
The smaller problems: Very few things appear to have in-game explanations or if they are, they're hard to find. Apparently I got a God shard at some point. When? What's their drop chance? What did I do to get it? No idea. Oh, I got an "act I essence"? What's that? Hovering tells you nothing and it doesn't appear in the inventory. You have to hover the equipment's icon to see a comparison, which I only found by accident. The damage calculations are confusing (so base is 60-140 and my armour gives -26 flat but its range is now 60-114? Why not 34-114?) and are only shown on hover, the base values in the combat screen don't change. The "deep loot system" is your standard common/uncommon/rare... loot system with occasional extra modifiers (vampiric for a small lifesteal %, evasive for dodge...) - deeper than most, but not when you're just grinding the next enemy regardless. The attack animation not lining up with the actual attack speed really irks me.
The good: As I said at the start, it has potential. The base you have is good and I'm wanting more, but... a lot more. If you're the kind of person that gets a kick out of leaderboard chasing then you'll probably enjoy this. I'm not that kind of person, and this just doesn't have enough for me to get my teeth into at present. Maybe in 6 months' worth of updates you'll find me as a regular, but I just can't find the motivation to get into it at present.

developer response: Hey just wanted to say thank you so much for giving it a try and I really apprecaite it the in depth feedback. I will take notes on all of these points and try to put some of these in before the next season, and try to get all of them into season 3. The game is really new and I am always open to feedback like this, so please each update let me know what works and does not for you. Apprecaite it!

Sqwazy donator January 21, 2026
+4comment score: 4
last updates really good, really good balancing and qol updates, 2.9/5 is really low for a game like this.
WinterBliss March 15, 2026
+3comment score: 3
I really want to like this, but it keeps resetting all of my progress at random. It's hard to want to put time into the game when I mine a bunch of copper, grind through getting decent gear, and then get fully reset one piece of gear shy of full armor, prior to any of the combat.

developer response: so sorry this was a day 1 issue on some browsers that should have been patched last week. Just seeing this but let me know if any issues ahppened after

RED_DRAGON5555 February 9, 2026
+3comment score: 3
I started this game about a week ago, it seems really good so far and the only other game I have really grinded is Check Back and I think I could on this As well. I am wondering how to make more money and get better gear though. Right now I am just mining rune ore and selling that at the black market for money, but I seems like it will take a extremely long time to reach the hundreds of millions of coins you need so I was wondering what the most efficient ways of making money are. I am also confused as to how people have so much power, I have fully divine rune gear and tycoon amulets at mythical rarity but I only habve 30,000 power, but the person on the top of the leaderboard has 10 million, I was wondering how you are supposed to get that much, as there isn't really a clear explanation of the lategame.

developer response: Hey hope all is well! So all of the progression comes from hard mode acts 1-4 to get over 200k combat power up to the 10m you see on leaderboards. Doing endless dungeon to wave 25 unlocks hard mode and there is a new loot pool that scales with enemies. The items here can unlock up to 1M combat power off one godly item! Make sure to go to info and check out the handbook, it will give you some good info! Gold making is endless in end game from upgrading your factory and just fighting hard mode enemies, youll make 50m a day. S3 starts in a few days and there is many many changes so make sure to not burn out and try the new season as well! )You can continue on your same character into legacy but I always recommend wiiping for new season races :)

chunkysalsa January 31, 2026
+2comment score: 2
this is amazingly well polished and smooth content. i was really surprised to read about how new it was - it is a very nice looking game and everything is so clean, i'm definitely not used to a newer project having such nice visuals and smooth interaction with the interface. big props for that - i fully expected to discover a bigger scale development project or monetization somewhere.

QOL: i agree with what somebody else said that it would be very nice to have more information about things, like tooltips for droprates or rough estimates on time needed to see a specific drop. there are a lot of stat elements displayed that leave much learning to be done intuitively, and just with the format as a whole i think a bit of clarification would be really helpful for the sake of accessibility and planning. at the same time, the game is perfectly accessible without all that extra info, and actually more engaging since there ends up being a lot to discover.

Feature: it would be super nice to have some kind of expediting mechanic available, what you'd typically see with monetization in other games, like production multipliers or time banking/acceleration. a micromanagement element on the mining page, for instance, where you can interact for a higher yield or faster collection, or a crafting interaction that could yield higher production quality. in its current state, this game strongly resembles melvor or ironwood in a simplified state, and one big distinction between this and those games is the lack of player interaction (aside from leaderboard and duels). without a player market (which really doesn't belong here) i don't see a downside to allowing players to amplify their productivity with micro-interactions.

Content: would love love love to see more enemy variety, like more generic/weaker enemies that drop ores so you can collect them for constellations while still training combat. i want to train mining and need to mine adamant for the best xp, but need copper and iron for my constellations because i used them all up training crafting. . it would also be wonderful to see more modifiers, maybe new equipment slots or consumables, produced by players or maybe dropped by another alternative class of enemy (or the same resource-centric enemy mentioned earlier). potion variety, so instead of just health, we could have bonuses for loot rarity/droprate, xp, or stats. the afforementioned ironwood rpg has three potion types for each of the three skill trees - combat, gathering, and crafting - so 9 in total, and this creates a very engaging productivity mechanic. your season mechanic helps a lot with keeping the gameplay loop shorter in cycle compared to those more complex games, so definitely take the idea with a grain of salt, because that level of complexity may be out of place for the current scope/vision.

"Complaint": i don't know what exactly changed or how/if it may have changed, but i've had this problem with other idle games in the past, where if i leave the game's browser tab open but in the background and sleep my pc with the browser open, i don't get any offline progress. so i lost a night of progress but learned the lesson. not sure if that's something worth addressing, but it only just happened the first night after the most recent update.

considering my only complaint with the project is a user end/platform issue i've had with other games, i'd say this is very well made and definitely deserves a high rating.

developer response: Hey thank you so much for such an in depth review, I really appreciate it!

So I am going to drop in 2-3 days a mini game inside the mining page that is....lol a mini lite factorio factory to auto mine passively ore and godshards/stardust? Its almost done but its kind of neat. I know mining was a drag but I focused on some endgame trials/races before doing mining now its getting love. Hope you check it out and let me know if it hits or does not belong here, but should change up the process a little.

I have been actively trying to add offline lock ins for each mode to help users that have hardware acceleration on the browser turned on or have thorrle issues if lieft minimized. These new offline modes lock in a snapshot of time and your gear and will make sure you dont miss a single second offline. I highly recommend toggling offline on before going offline to avoid the no progress offline.

I will try to add more tooltips and fillout the handbook more as well, as this is something I have heard a ton with the systems and I am adding more weekly so I know it will just get worse.

Really appreciate the feedback and will try to improve on all the things you mentioned by S3. (Added 2 enemies yesterday check again if you have not seen the last new patch with the trials/races! :)

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