
A casual cultivation-themed incremental idle RPG. Start as a Qi Refining cultivator, auto-train, idle, break through realms, explore maps and dungeons, defeat monsters, collect gear, skills, materials, pills, spirit stones and pets, farm, fish, chop wood, mine, cook, forge, and plan long-term growth
Modeled estimate, not a reported figure. How we estimate →
About
This is not a pure idle or fully automated game. “Idle” mainly refers to continuous growth and offline progression, but the game still involves many active decisions and interactions, including resource allocation, equipment progression, skill training, dungeon advancement, life-skill systems, and stage-by-stage goal planning.
If you are looking for a pure idle game that requires almost no interaction and mainly lets you wait for rewards over time, this game may not be for you.
This game focuses on numerical progression, system growth, and long-term accumulation. It has limited story content, and its main appeal comes from character progression, resource loops, and unlocking new systems.


Cultivation Idle is a casual incremental idle progression game with a cultivation theme. You begin as a low-level Qi Refining cultivator and gradually build your strength through automatic training, idle growth, realm breakthroughs, map exploration, and dungeon challenges as you set out on a long path of cultivation.
The game focuses on long-term progression and resource planning. You can defeat monsters for loot, collect equipment, skills, materials, pills, spirit stones, and pets, or develop your spirit fields and life skills such as fishing, woodcutting, mining, farming, alchemy, cooking, and forging. Each system continuously produces resources and helps create a steady progression loop across cultivation, combat, collection, and management.
Even when you are away from the game, your character can continue making progress through offline gains. It is suited for players who enjoy cultivation themes, idle gameplay, incremental growth, resource management, collection, progression, and long-term goals.


Hundred Cultivation Arts: Gather resources through logging, fishing, and mining; arm yourself by mastering alchemy, cooking, and forging. Experience exclusive immortal cave building, spirit beast taming, and dungeon exploration, all supported by diverse idle mechanics and in-depth stat progression.
Every module is intricately connected: brew supreme elixirs using your homegrown spirit herbs, and forge peerless flying swords with mystic iron unearthed from the mines, fully complemented by a diverse skill training system

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Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English, Simplified Chinese
Engagement
Reviews
Themes across 89 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
体验很差的挂机游戏,主要有以下几点: 1.游戏数值特别低。练气期家园 灵脉 宗门 满悟性,10倍速下,5秒左右才给0.42的修为,平均1秒给1点知识(最低级图纸要3000点,并且不能通过S/L来查看图纸,会直接覆盖存档,太恶心了),剑法提升一级0.5攻击+0.1防御,随着等级提升后,几个小时才能1级,没有挂机游戏该有的数值正反馈; 2.负反馈机制设计。由于怪物会刷出特别属性,经常被见面杀,死亡扣完寿命后会轮回。但是轮回后,训练进度,宗门好感度,技能进度等内容全部重置,算上离线进度,又得花时间练满,实测练气八层轮回后,仅仅给1%的修炼加成,光靠这点加成很难有积极性重新游玩; 3.游戏交互不畅。像喂食灵兽,既然不能多选,为什么完成喂食后,不是继续选择物品,而且直接返回灵兽界面;点击符箓界面,非全屏下,该界面会直接展开挡住其他界面;添加队列时,没有对应的队列快捷键。 4.部分事件可能缺少文本。例如宗门指点,说是给了临时增益,没有写增益详情。 个人优化意见,既然用死亡轮回来代替常见挂机游戏的重置,轮回后应该给给训练、技能等项目额外的效率加成,能让玩家能快速回到原先的进度,而不是靠进度重置来拉长游戏寿命。 同时像符箓,炼丹,建议降低所需要的知识或者可以预览配方效果,毕竟这游戏没有wiki,解锁到没用的丹方很难受。
挂了将近4小时说说感受...太繁琐...各种繁琐...既然是挂机游戏就不能简单点儿?炼器一级升二级要特么5000经验...炼一个装备才给几点...还要挖矿,伐木...这简直就是折腾加折磨...说是挂机...比特么上班儿都累...你得一直盯着看...这叫挂机?
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Hours played at review time, across 89 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
你自己玩过没有
挂了3个小时还跟那练气
目前除了价格还可以 ,其他方面找不到太多优点 1.只能加入2次宗门2此轮回后就无法加入宗门 2.灵石获取 训练 等数值低到离谱 3.掉率离谱 定向采集没有任何作用 4.挂机数值过低 没有办法依靠挂机来增加修为 5.轮回没有应有的数值 轮回过后技能的训练没有任何加成 修为丹药数值倒是还行 但是解锁要知识 知识的获取有低的离谱用的地方还量大
好玩,这么快乐的游戏应该卖70块,内容越来越多,玩的太晚,没有赶上升一级几十亿经验的快乐,有丝丝遗憾。 有些整天嚎升级经验高的玩家,建议用84洗洗脑子,打怪嗑药那么快,非要居家挂那2/小时的经验嫌慢?不行咱还玩连连看吧
钓鱼的概率能不能提高点,挂了一天没调到最下面的鱼,还有伐木和挖矿也是事件太难触发了,到后面都没挂的欲望了
体力限制真没必要,除非完善自动接续工作循环的设置弥补下
砍树砍了550万颗树,奇遇0.5%概率不触发,发反馈邮件,概率提升至1.5%,然后又砍了400万颗树,还是不触发,不去修bug,反而加这点概率恶心人。
悟道果爆率感人
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