
Idle by default, deep when you lean in. BreakEven is an idle ARPG that embraces the grind, making sure it rewards you. Grind your way through a dark fantasy realm, get the best loot, and customize your Knight, Mage, Archer or Necromancer into an ever-expanding damage machine.
Modeled estimate, not a reported figure. How we estimate →
About
IDLE. UPGRADE. DOMINATE.
BreakEven is an idle ARPG for those that love the grind: kill, loot, upgrade, hit harder, repeat.
Combat happens passively while you focus on what matters; what to wear, where to invest your points, which build to pursue.
Step away and your hero will continue the fight. Return later and you'll find yet another upgrade waiting to be applied.
It plays like an action RPG but respects your time like an idle game.
Depth when you need it, invisible when you don't.
Each class plays completely differently with their own gear identity and progression tree; plate and steel for the Knight, robes and staves for the Mage, distinct weapons for the others.
Play as one, or all of them, and customize to your heart's content.
7 status ailments: Burn, Poison, Bleed, Freeze, Paralysis, Sleep, and Fear, each with a unique debuffing effect that slows attack speed, drains HP over time, reduces damage, forces misses and more.
ARPG-level math: Critical Strike chance, Critical Strike damage, Penetration, Dodge, Attack Speed, Life Steal, Spikes and Regeneration all work as a loot game veteran would expect.
Dozens of enemy and boss types with their own sets of attacks and ailments to exploit.
6 rarities from Common up to Ultimates - the deeper you go, the better the loot floor.
Deep affix system with item levels, set items, and unique gear to find and collect.
Crafting and Smithing: Create new gear, reroll existing items, and upgrade materials into precious gear components.
Forbidden Stashes overflowing with loot to unlock, centered around the dopamine of finding a big drop.
No seasons, no chasing behind resets and stolen progress.
No forced prestige or character wipes. Everything you achieve is yours forever.
BreakEven is the grind without the FOMO. Idle when you can, hardcore when you want.
Start a hero. Find one more upgrade. Break even. Break everything.
Genres
Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Add-ons
Each DLC is estimated with the same model as a game, then summed — a modeled figure, not reported DLC sales.
Engagement
Reviews
Themes across 46 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
It's just very shallow with basically no depth, just feels like nothing matters.
The pixel art is beautiful, the animations are great, the music slaps and the UI is gorgeous. Also, the default volume for the game sound when opening for the first time is set to 25% so it doesn't blow out your ears first time starting. I can tell a lot of care and attention went into the development of this gem. There's also accessibility options like color blind mode in the settings as well, love to see it even if I'm not using them myself. The loop is satisfying, the builds are fun and there's a built in theorycrafting page to test your builds before combat and such. If you're a fan of Idle RPG's do yourself a favor and pick this one up.
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Languages: English, Simplified Chinese, Portuguese - Brazil, French, German, Spanish - Spain, Japanese, Korean, Polish, Turkish, Ukrainian
Hours played at review time, across 46 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
t10装备太难刷了,然后套装的收益也低,独特装备到现在还在用T4的武器,后期就是纯挂了,希望T10装备的掉率和独特装备掉率提高一点,套装效果能加强最好不过,玩着没有流派的感觉,不过每天都有更新和吸纳玩家意见是好事
很喜欢这种放置刷宝,之前刷到只有英文可惜了我英文不太好入不了坑,感谢子辰大大的汉化真实用啊,看到有中文我就入了,还是很有意思的 我死灵法师出门差点被小怪打死了..哈哈哈
估计是防退款吧 , 2个小时左右的时候还比较爽 , 之后就不知道在挂什么东西了 , 战斗还知道是刷宝 , 挖矿 , 种植 , 砍树 , 炼金 , 玻璃供方什么乱七八糟的都不知道是干啥用的 , 毫无关联 , 只能说20块钱真的亏麻了 , 纯纯陷阱
中期很长一段时间挂在那不知道要干啥 那纯挂着等行不行,诶不行你要定时收菜 相比之下机翻汉化真的是最小的毛病 唯一的优点可能是四个角色做了四套ui
Nice Idle Game, I'm having a lot of fun with it.
玩了两天,没看懂这数值,T12345的作用是啥,一件T1的红装强过T5黄装,然后人物和怪物的数值也差太多了,就很奇怪,明明挺好的游戏,非要弄得很复杂,先把游戏基础搞明白吧,先不玩了,看看后续更新吧
“挂机”不能爽挂,数值不平衡,系统臃肿,缺乏指引,垃圾机翻。 “挂机”在这个挂机游戏里不知道为什么成了一件必须要问“代价是什么”的事情。以前海量产出高级装备的暴君(某种高难boss)被吐槽不能挂机打,打完一次必须手动继续开。于是在惊世智慧加持下,作者把暴君改成了可自动挂机,但是代价是产出削减为之前的百分之一。是的你没看错,把一样东西改成“可挂机”是需要付出“掉率削弱一百倍”这样的代价的。而现在,惊世智慧正在再一次酝酿:另一个产出高级装备和金币的宝库(某种可重复打的战力塔,层数越高产出越好)被吐槽不能挂机打,作者准备改成可挂机,代价是每次战败从1层开始重新爬。我就有点不明白了为什么一个挂机游戏非要把挂机方面搞得这么别扭呢?说难听一点,如果我开个只点左键的连点器就会导致这挂机游戏平衡性崩盘,那这游戏能算是好游戏吗?我又不是来玩cookie clicker的。 数值不平衡别的评论说过很多了,我觉得有必要提一点不太一样的:很多人觉得死灵法厉害,但是其实这很大程度上仅限前中期,这是因为死灵法95%~98%的伤害和吸血都靠宝宝所以成型快且不容易死;但是大后期缺乏乘区,普攻纯用来挂给宝宝加攻速的闪电debuff,宝宝又不能暴击,且缺乏其他挂debuff手段,导致暴击暴伤debuff吸血等等一众词条屁用没有,唯二有用的攻击向词条就是宝宝伤害(目前的翻译叫“暗影伤害”)和智力(“暗影之力”,因为宝宝基础伤害和攻速都是智力决定)。 系统臃肿这个问题说的就更多了,我只能说他们说的都对。吹玻璃和炼金纯纯就是来凑数的,这两个小游戏完全不需要任何思考只需要点一堆按钮,没有任何策略可言,单纯花你时间但只给蚊子腿奖励。采矿和锻造倒是有极小一点联动,有就有在高级镐子被卡在锻造等级后面,而采高级矿就必须要用高级镐子。除此以外,这两个系统99%的作用就是赚钱,因为最高级的装备(T10)无法锻造只能掉落。伐木也是类似的,很少一部分木头可以用来锻造(不过我们刚说完锻造没啥用嘻嘻),其他的木头只能给伐木升级和卖钱。是的,这游戏除了打怪以外的系统可以说全部都是用来赚钱。赚的钱大头则是花在领地系统里用来开启蚊子腿自动采矿,并少量产出洗词条的材料。总的来说这个游戏的各个系统虽然眼花缭乱但是没有做到环环相扣,而是一切向钱看,属实可惜。 缺乏指引的问题说大也大说小也小。其实游戏内各种系统都是有说明的,但是架不住这些说明全部堆在“手册”里。例如,元素debuff的具体效果,都要翻说明书。弓箭手的远近姿态切换(可以说是他的核心机制),要翻说明书。前几天一次更新之后,背包里和图鉴里可以直接看怪物材料具体是谁掉落了。孩子们。这是我去DC反馈后才加的,战绩可查。这之前想看材料是哪只怪物掉落必须...你猜必须怎么着?当然还是翻说明书啦。唉。。 最后就是不得不提的垃圾机翻了。作者的意思是中文机翻也不是他本人负责而是有个汉化者交给他,不过无论如何不影响机翻的质量很垃圾。我很少用垃圾来形容一款机翻,但是天哪,他是真的很垃圾,额啊啊啊啊啊啊啊啊。这个垃圾机翻到底垃圾到什么程度呢?我们来看速度(平A攻速)这一项属性。在这款游戏里,具体显示的数值是“X second per hit”,也就是"每X秒攻击一次"。我们垃圾的机翻直接把他翻译成了“X击中/秒”,也就是“每X分之一秒攻击一次”,错的离谱。人家原来每三秒攻击一次到你这直接错成了每一秒攻击三次,这谁绷得住。此外,这游戏里的防御,实际效果是根据防御数值转换为减伤,例如我的角色3w6防御等效46%减伤。我们垃圾的机翻直接把减伤翻译成了“防御等级”,因为很遗憾,大肥鱼未能理解“DR”是“”Damage Reduction(减伤)"所以幻觉了一个“Defense Rating”出来然后翻译成了“防御等级”。这谁绷得住。 总之,如果你无法做到玩英文版游戏看一手文本,目前实在是无法推荐你购买来啃垃圾机翻。如果你不喜欢在挂机游戏里当嘉豪追求手操,并给所有可挂机的部分打上一个“代价”,那么也不推荐你购买。
A must have.
Selling now
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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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