
A visual Idle RPG where you hunt creatures for rare loot, enchant your equipment, and build your hero. Master 11 skills, trade with merchants, and progress even offline. No Microtransactions, No P2W, just pure idle fun.
Modeled estimate, not a reported figure. How we estimate →
About

Between Adventures IDLE is designed for players who love deep RPG progression but respect their time. Unlike text-based idle games, here you witness every sword slash, arrow shot, and spell impact brought to life in hand-crafted charming 2D pixel art.
Gather resources, forge powerful equipment, and fine-tune your character build. Whether you are actively optimizing combat rotations or letting the game progress in the background, your journey never stops.

Engage in real-time battles against unique enemies and challenging dungeon bosses. Don't just read combat logs, watch your hero fight with animated melee lunges, projectile attacks, and spells. Balance status effects, utilize tactical shielding, and manage combat consumables to overcome deadly encounters.

Master 11 distinct skills across gathering, crafting, and magical disciplines. Train Mining, Gathering, Woodcutting, Fishing, Blacksmithing, Crafting, Cooking, Alchemy, Arcane School, Upgrade and Enchantment. Unlock Resource Mastery bonuses and run a gathering task alongside a crafting task simultaneously!

Forge your own path. Use a comprehensive, interconnected Skill Tree to specialize your build with passive perks, from increased gathering speed and double drop chances to devastating combat bonuses.

Why buy from shops when you can forge your own legacy? Craft high-tier weapons, armor, and tools across an extensive Multi-Tier Rarity System. Enhance your gear with Enchantment stones and trade excess loot with merchants to fund your growth.

With a clean and intuitive interface, the game is easy to jump into but rich in strategic layers. Set your build, optimize your production loops, and return to meaningful rewards thanks to full offline progression.

We believe idle games should be about satisfying progression, not monetization traps:
❌ No Microtransactions
❌ No Pay-to-Win Mechanics
❌ No Forced Ads
✔️ Buy once, own the complete adventure.
Set your tasks, optimize your gear, and watch your hero grow from a humble adventurer into a legendary hero in Between Adventures IDLE.

Genres
Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English*, French*, German*, Spanish - Spain*, Japanese*, Korean*, Polish*, Portuguese - Brazil*, Russian*, Simplified Chinese*, Traditional Chinese*, Turkish**languages with full audio support
Engagement
Reviews
Themes across 260 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
Доволі непоганий ідлер, але поки що відчувається трохи сируватим. Розробники буквально щодня допилюють контент, щось покращують і додають нове, але я вже майже вперся у стелю розвитку, тому більшість нового контенту для мене проходиться за лічені хвилини. Суть гри — запускати різні активності і чекати по часу поки вони заплодять, серед них наступні: рубати дерева, добувати руду, збирати трави та інші ресурси, прокачуючи загальний рівень персонажа й створюючи нові предмети, інструменти та зброю. Щоправда, крафт зброї поки що обмежений 15 рівнем, коли зброя за 50+ вже спокійно вибивається з мобів. Паралельно є наша улюблена система етапів у стилі мобільних ігор: 1-12, 2-12 і так далі. Окремо є крафт матеріалів, алхімія із зіллями на лікування та прискорення добування, а ще приготування риби для підтримки здоров'я в боях. Є гілка навичок і вмінь, причому всі три класи прокачуються досить легко. А ось офлайн-добування трохи вбиває саму ідею ідлера — можна просто вимкнути гру на 18 годин, повернутися і забрати купу ресурсів. Але для любителів жанру гра цілком варта уваги, особливо якщо розробники продовжать такими темпами додавати контент. [h3] 65/100 [/h3]
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Hours played at review time, across 260 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
I've played the game now for about two days, and unfortunately it left me with the impression that it is extremely unfinished and only superficially complex. The entire game basically revolves around fighting the same enemy over and over again. The enemy itself doesn't really change — its HP, defense, and attack simply scale as you increase the difficulty. You kill it, collect gear, craft food for fights, combine item rarities into higher ones, and use upgrade stones to increase and change item stats. The biggest problem is that the game contains a lot of RPG systems that seem to have little or no actual purpose. In fact, a large portion of the game's mechanics feel unnecessary because they barely affect how you play or what decisions you make. There are melee, ranged, and magic weapons, for example, but it doesn't seem to matter which one you use. Items also have different resistances and other stats, despite there being no gameplay mechanics that make those stats relevant. This creates the illusion of depth without actually providing meaningful choices. Most of the progression boils down to making numbers bigger so you can fight the exact same enemy again at a higher difficulty. The game strongly gives me the impression that a checklist of common RPG and idle-game mechanics was added without enough thought being given to how those systems should interact with each other. I don't know whether AI was used during development, so I'm not claiming that it was, but the overall design often feels very generic and strangely disconnected. I understand that this is an Early Access game and that the price is relatively low, so I wasn't expecting a huge amount of content. Even with that in mind, however, I don't think there is currently enough to do to justify the price. The core gameplay loop becomes repetitive very quickly, and after a short time it feels like you've already seen almost everything the game has to offer. In its current state, I can't recommend it. The game desperately needs more enemy variety, meaningful build choices, and actual reasons for systems like different weapon types, resistances, and other stats to exist. Right now, too many of the game's mechanics feel like they are present simply for the sake of having more systems rather than because they add anything meaningful to the gameplay.
A bit torn on whether to recommend or not but leaning towards not recommending in its current state and to wait for some improvements. I'll probably keep playing but I'm a sucker for idlers. Pros 1. Price is fine. 2. Seems technically polished so far and runs well - if you happen to not have smooth mouse movement, try clicking Pause in the bottom left and changing graphics settings 3. The core components of a RuneScape-like idler are there - gathering and processing skills, combat, gear, selling to shop for coins, some basic quests, etc. 4. It is listed as Early Access so if you like completing the current content and being there for major updates for more to do, there's that. Cons 1. To me the game lacks any distinct identity or soul, feeling a bit generic. Despite the dev's claims, this indeed feels like a stripped down Melvor Idle and that game came out 5 years ago. 2. Progression feels unbalanced right from the start. A couple hours in I already felt a wall. My gathering progression is woefully behind processing such that I only have 1000+ level 1 materials to process even though my processing skills are all level 35+. 3. A lot of quality of life features missing and some unintuitive UX choices that can be improved such as how consumables are used, how items are sold, not showing level requirements on gear you craft, not having a responsive window size (resolutions are in a list in settings instead of being able to drag the corners to your liking and the game adjusts like other idlers), needing to click two buttons to leave combat (but if you start a skill it instantly switches), having to pause the game to see and edit the Settings menu (but you still get xp as if the game wasn't paused??), etc.
这游戏把我玩笑了,第一章小怪对打,攻击十次有十次未命中 哈哈哈 鬼才设计
1、感觉数值是用脚填的,原木84级熟练度,伐木技能却才8级。 2、游戏界面内显示的是:加入我们的QQ群,实际上点击之后却是Discord,谁教你把Discord翻译成QQ的? 3、装备有等级限制,却不显示。我造了一套紫色的采集装备,结果造完了才知道装备需要等级,造之前为什么不说呢? 4、武器为什么不显示基础属性?我记得demo版有显示攻击速度和基础伤害啊?怎么越活越倒退了。 5、命中率设计太离谱了,建议改成偏转,如果没命中伤害降低一大半,减少挫败感。
核心体验与Demo完全不同的话试玩版有什么意义呢?开服第一天三次更新改升级曲线,端上来前真的有自己体验过完整流程吗,明知道改成半成品了还要硬端上来吗?天赋树每个项目就5个节点,商店界面的视频里天赋树的画面多点一下都要露馅。铁匠装备打造15级蓝色装备之后就没有了,铁矿以上的矿不参与装备制作,即总共8个等级的矿石只有前3个等级分别用于制作白绿蓝装备,非要临时抄装备合成改装备逻辑循环还只改一半。炼金和烹饪更是重量级,一顿瞎改改成什么样不多考虑一下的吗?梅尔沃和银河奶牛的数值曲线都不拆一下的吗?运营有时间刷好评和写软文不如帮着多开新档看看有多少瞎眼可见要重做的系统。
⠀⠀⢀⣀⠤⠿⢤⢖⡆⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀ ⡔⢩⠂⠀⠒⠗⠈⠀⠉⠢⠄⣀⠠⠤⠄⠒⢖⡒⢒⠂⠤⢄⠀⠀⠀⠀ ⠇⠤⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠈⠀⠀⠈⠀⠈⠈⡨⢀⠡⡪⠢⡀⠀ ⠈⠒⠀⠤⠤⣄⡆⡂⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠢⠀⢕⠱⠀ ⠀⠀⠀⠀⠀⠈⢳⣐⡐⠐⡀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠈⠀⠁⠇ ⠀⠀⠀⠀⠀⠀⠀⠑⢤⢁⠀⠆⠀⠀⠀⠀⠀⢀⢰⠀⠀⠀⡀⢄⡜⠀ ⠀⠀⠀⠀⠀⠀⠀⠀⠘⡦⠄⡷⠢⠤⠤⠤⠤⢬⢈⡇⢠⣈⣰⠎⠀⠀ ⠀⠀⠀⠀⠀⠀⠀⠀⠀⣃⢸⡇⠀⠀⠀⠀⠀⠈⢪⢀⣺⡅⢈⠆⠀⠀ ⠀⠀⠀⠀⠀⠀⠀⠶⡿⠤⠚⠁⠀⠀⠀⢀⣠⡤⢺⣥⠟⢡⠃⠀⠀⠀ ⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠉⠉⠀⠀⠀⠀⠀⠀⠀⠀ I'm leaving this adorable Capybara here. Anyone who passes by can pet it and give it a thumbs up (I REALLY need Steam Points).
デモ版と比べて、ありえないくらいレベルが上がりにくくなってます。クエストの進行に合わせて自動で解放されていた機能も、ゴールドを貯めて商人から購入しないといけなくなってます。非常にテンポが悪い。あと、デモ版では商人の立ち絵があったのに無くなってます。どこ行った...? 自分は続けますが、他人にはおすすめしないです。
Just a little token of gratitude for my hubby! 💕 If he ever finds this (and actually bothers to check his phone notifs 🙄), I really hope he likes it... XOXO 💋
体験版とは別ゲーってくらいに違う。 体験版と比べてとにかくテンポが悪い。 クエストをこなしてもそれによって得られるゴールドでは施設の解放ができず金策のための放置が必要。 戦闘も一戦闘に時間がかかるし、一エリアも長い。 装備品もエンチャントが殆どつかず生産の楽しみも減りました。 今のところ単調で退屈な放置ゲーでしか無くお薦めはできません。
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Active players
Estimated daily and monthly active players (DAU/MAU) modeled from peak concurrency.
Players by region
Where this game's players are, estimated from review languages.
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