
Build a team of unique heroes, defeat powerful bosses, collect legendary loot, and grow stronger through endless progression in this free-to-play Idle RPG. Discover rare equipment, optimize your builds, and conquer an ever-expanding fantasy world.
Revenue comes from in-game items and microtransactions, which our price-based model doesn't estimate. The player count below is how many people own it, not what they spent.
About
Eclipsia is a free-to-play Idle RPG where you assemble a team of heroes, battle endless waves of enemies, defeat powerful bosses, and collect increasingly rare equipment as you continuously strengthen your roster.
Featuring automated combat and a strong focus on progression, loot, and character building, Eclipsia rewards strategic team composition and equipment optimization, allowing you to conquer an ever-growing world filled with challenges.
⚔️ Build a team of heroes from multiple unique classes.
🛡️ Collect hundreds of equipment pieces across multiple rarity tiers.
💎 Discover powerful items with randomly generated attributes.
👑 Challenge unique bosses and unlock new regions.
📈 Continuously level up your account, heroes, and equipment.
🎁 Open treasure chests filled with valuable rewards.
🎲 Summon new heroes and exclusive rewards through the Gacha system.
🏆 Hunt for extremely rare equipment and create unique character builds.
☁️ Cloud save support lets you continue your adventure wherever you play.
Your journey is just beginning.
As your heroes grow stronger, you'll face increasingly dangerous enemies, earn greater rewards, and discover even more powerful equipment.
Gather your heroes, forge the ultimate team, and uncover everything the world of Eclipsia has to offer.
Genres
Stats
Languages: English, Portuguese - Brazil
Engagement
Reviews
Мусорная идл игра. Сперва вам предлагают героя на выбор, не говоря о их различиях. Затем идет однообразный гринд(избиение одного и того же гоблина). Крутки персонажей можно получать раз в день. Хотя как персонажей - шанс на героя 20%. Эквип выпадает так же от простого фарминга и продается за копейки. Но, хэй, всегда можно продать шмотки за донатную валюту другому игроку. Правда разработчик щедро откусит от оплаты 10%. Да и донатеру проще купить платные ящики. Ну и изюминка - игра зависаем по любому поводу. Очень удобно
i recommand
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Hours played at review time, across 31 reviews with recorded playtime.
Warning: This game has strong pay-to-win (P2W) elements. I know it’s in Early Access, but the shop prices don't reflect that—they are exorbitantly high. The game stutters and glitches in so many places. Overall, performance is terrible for me. Sometimes enemies spawn after 3 seconds, sometimes after 6, and at other times the game freezes completely for a moment. The XP/h and Gold/h displays don't always work, either. I keep getting "connection issue, try again" errors. I tried using a VPN to get closer to the server location, but it didn't help. Buttons don't respond when pressed; the inventory sometimes stops reacting entirely, leaving me stuck on the screen—forcing me to use Alt+F4 to exit. The marketplace often fails to load for me, resulting in untranslated error messages. The mail system is unresponsive and sometimes causes crashes. It’s the same story with achievements: sometimes they don't load, sometimes rewards can't be claimed, and other times untranslated error messages pop up. In the gacha system, some rewards aren't delivered to the inventory and seem to be completely lost. On top of that, while you can pull heroes of various quality tiers from the gacha, you have to start leveling them from scratch (Level 1) every time—at least up to the Legendary tier. There is a fusion mechanic after that, though I’ve never actually obtained a hero of that caliber. There are also several quality-of-life (QoL) features missing, such as the ability to sort the inventory. Item balancing is poor, too; weapons drop without even having a damage stat—it's completely pointless. I’m really not sure if the developer is up to the task of fixing these issues. The Godot engine—likely fed by AI—probably just isn't sufficient for a game of this scale. The netcode, in particular, is incredibly weak. The underlying database is slow.
動作が重い、やれることが少ない AIぽい
jogo muito bom, desde o primeiro dia já chegou muito conteudo novo. No começo tava com uns lags mas ja arrumaram. O dev fica no chat conversando e tudo que falamos ele responde e quando damos uma sugestão ele coloca no jogo. Parece que vai ter market na steam pra poder vender igual o task bar hero, mas o dev ta sendo cauteloso pra nao rolar o mesmo que rolou de bots e tals que fez o tbh fechar o market. Tem muito potencial, hoje mesmo chegou uma att com recompensas de login diário pro mês todo e ainda tem recompensas semanais por jogar os eventos. Pelo que vi tbm tem 24 tickets de gacha semanal na loja que voce ganha só jogando o jogo. O jogo tem 2 tipos de TOKENS que ganha jogando, o normal vem nos baus e o vermelho vem ao derrotar boss. E tem uma loja só desses tokens com itens tipo xp em dobro, ticket do gacha e até armas da raridade mais alta. Além disso tbm tem o passe da temporada que eu achei barato uns R$25 se nao me engano, mas até as recompensas gratis do passe são OK. Pensando em um jogo grátis com market que talvez dê pra tirar uma graninha, esse jogo ta indo num caminho muito bom. Quero ver no lançamento oficial como vai estar
This would be a cool webgame if it was like, 2005. Only rating yes because its a free to play. Warning: has a fairly predatory cash shop. But like, that's your problem, seems playable without paying, although a fairly slow grind. TIP: Check the "battlepass" its where you will get your second and third hero fairly quick into the game.
Lag, lag, lag and guess what? exactly, lag... xD for something this small to lag... the optimization is total garbage... i really want to like it, but in this condition... hell no!
Really solid little game if you’re a fan of idle titles. It already shows good depth, and I’m looking forward to trying the weekly raids. I had a small issue with the shop, but it was fixed quickly — the devs are very proactive. It does lean toward pay‑to‑win, but that’s not exactly surprising. And honestly, the game is free ¯\(ツ)/¯
我挺喜欢这种挂机游戏的,有种养成的感觉,基本上最近挺火的几款我都下载来试试了。 但是现在我有两个问题 1.这游戏没中文,我有点看不懂,大部分只能靠猜,以后希望能添加中文。 2.设置里的全屏,窗口化和无边框选项,你选择窗口化后不能调节分辨率大小,导致我点击确定后,直接最大分辨率,让我的游戏只能显示四分之一的画面,已经无法正常玩游戏了,退出重进都没办法解决,甚至试过卸载重装了,还是只能显示四分之一左上角的画面。 没办法了,玩都玩不了,只能卸载了,跟这个游戏无缘了。
The Legend of Fireball is a casual incremental destruction game that focuses on one simple but satisfying idea: becoming more powerful by launching increasingly destructive fireballs. Developed by TapNation and published by QubicGames, the game creates an accessible progression experience where players begin with small targets and gradually work toward destroying much larger objects through upgrades, collectibles, and improved abilities. The appeal comes from the straightforward gameplay loop. Players aim, charge their attacks, and unleash fireballs to break objects while earning rewards that can be used to strengthen their character. What starts as a basic exercise in destroying small items eventually becomes a journey toward overwhelming power, with larger and more impressive targets providing a sense of constant advancement. The simplicity makes it easy to understand within minutes, allowing players to focus on the satisfying feeling of seeing their attacks become stronger over time. The progression system is the foundation of the experience. Instead of relying on complex combat mechanics, the game encourages players to continuously improve their fireball power, stamina, recovery abilities, and other statistics. Each upgrade contributes to a feeling of growth, which is the main motivation for continuing through new stages. The addition of different fireballs, costumes, relics, and other collectible improvements gives players several ways to enhance their performance and creates more depth than a basic destruction simulator. The collectible systems are one of the stronger aspects because they provide variety beyond simply increasing damage numbers. Fireballs can be upgraded to improve offensive abilities, costumes offer additional bonuses, and relics provide useful enhancements that support different aspects of progression. The pet companion feature also adds another layer by allowing players to build a team of helpful companions with different abilities. These companions make the upgrade process feel more like building a complete power system rather than just increasing one statistic repeatedly. Timed challenges help break up the repetitive nature of the main gameplay. These events introduce short-term objectives that encourage players to use their upgrades effectively and complete destruction goals within a limited period. Daily activities, achievements, and special events provide additional reasons to return, making the game better suited for players who enjoy gradual progression and regular rewards. However, the simplicity that makes the game accessible can also limit its appeal. The core gameplay remains focused on repeatedly launching fireballs and improving stats, which may eventually feel repetitive for players who prefer deeper mechanics, strategic decision-making, or more active gameplay. While the upgrade systems add variety, there is still a limited amount of direct interaction during each stage. Much of the enjoyment comes from progression rather than mastering a challenging gameplay system. The free-to-play structure is another factor that affects the overall experience. Incremental games often depend on carefully balancing progression speed and optional purchases, and this design can sometimes make advancement feel slower once the early excitement fades. Players who enjoy relaxed grinding will likely appreciate the steady improvement, but those who want faster rewards or more meaningful challenges may find the pacing less engaging. The visual style supports the concept well by emphasizing destruction and growth. Watching ordinary objects get replaced by larger and more impressive targets creates a clear sense of progression. The colorful presentation and fantasy theme make it approachable for casual players, while the exaggerated power increases provide the kind of satisfying feedback expected from an idle-style game. The audio and effects work mainly to enhance the feeling of impact. The experience is built around the satisfaction of each successful strike, the anticipation of unlocking upgrades, and the excitement of seeing what can be destroyed next. It does not attempt to deliver a complicated narrative or a competitive experience, instead focusing entirely on relaxation and progression. For Steam Deck users, the game appears to be a suitable match for handheld play. Its simple controls, casual structure, and relatively lightweight design make it convenient for short sessions on the device. The game’s incremental nature works well with portable gaming because players can make progress during brief play periods rather than requiring long uninterrupted sessions. Controller support also helps make navigation more comfortable, although players who prefer touch-based interactions may find the original casual design more naturally suited to mobile-style play. Overall, The Legend of Fireball delivers an enjoyable casual experience built around destruction, upgrades, and constant improvement. It does not offer the complexity of a traditional action game, but it successfully captures the addictive appeal of watching a character grow stronger with every improvement. Players who enjoy idle games, progression systems, and relaxing gameplay loops will find plenty to enjoy, while those seeking strategic depth or challenging combat may find the experience too repetitive. Rating: 6/10
Players by region
Where this game's players are, estimated from review languages.
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| Game | Estimated lifetime revenue | Reviews | Review score | Price |
|---|---|---|---|---|
| $0 | 0 | — | Free | |
| $93.6K | 791 | 90% | $7.99 | |
| $92.1K | 325 | 68% | $5.99 | |
| $0 | 9 | 67% | Free | |
| — | 0 | — | — | |
| $0 | 341 | 92% | Free |