
Idly gather and manage resources to repair what's left of a decaying world. Scavenge forgotten ruins, meet scattered survivors, and push back against the inevitable collapse. IDLE_DIRECTIVE is a grid-based inventory and resource management idle game.
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About
IDLE_DIRECTIVE is a grid-based inventory and resource management idle game. Idly gather and manage resources to repair what's left of a decaying world. Scavenge forgotten ruins, meet scattered survivors, and push back against the inevitable collapse.
Balance limited inventory space by being strategic with your items and equipment! Available items include:
Utility items that aid you in your mission
Automation items that automate gameplay
Storage containers to expand your limited inventory
Resource producers
Manually, or idly gather various resource types to upgrade and improve yourself!
Explore a dying world filled with hidden points of interest (POIs). While many locations offer loot and resources, critical infrastructure that require repair is your prime directive and should be sought out.
The world is not lifeless, pockets of life still exist. Trade resources or aid survivors to build up your reputation, unlocking unique and powerful items or equipment in return.
RESET SYSTEM and gain powerful augment points that you can use to unlock powerful permanent upgrades to aid you in your directive. IDLE_DIRECTIVE features crafting, trade, and NPC tasks that are unlocked later on through Augmentation!
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All-time low is the lowest price we've recorded for this game since we started tracking it.
Engagement
Reviews
Themes across 478 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
This feels like the alpha launch for an early access game. if you have played the demo you have pretty much played the whole game
90% idle game, the rest is a bit of space exploration (Out There, Star Control), resource management and inventory management (Dredge, Factorio lite). The game flattens out after a couple of resets as perks and cycles are underwhelming. And basically none of end game content: you do not see anything new and exciting past meeting traders. As of now I think it's a good value anyway.
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Languages: English
Hours played at review time, across 478 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
The core mechanic is very fun to play and quite addicting, and the visual and audio effectively builds an immersive experience despite the simple presentation. However, I think the balancing needs a lot of work. For example, the bioreactor is extremely powerful compared to other energy generation methods. The passive equipment are almost worthless even after many upgrades. This is not to say that everything needs to be equal. It's fine to have a "meta" setup where some equipment are always better than others, it's actually better than the mindless "just click upgrade" or "just buy more" in many incremental games, where the player has to optimize the loadout given the space constraint. This is great gameplay. But at the moment it feels a bit opaque, I don't have access to the information to help me decide how to optimize my loadout. Maybe a more in-depth in-game "wiki" or handbook could be useful. For this reason, I think the game is at 6/10 right now. If the developer can fine tune the balancing from players' feedback, this game would be an easy 9/10 or 10/10 in the incremental genre.
Ive really enjoyed this for the most part. There definitely needs to be some tweaks with prestige system and QoL. There has been two updates already since launch, so the dev is actively listening to feedbacks. I was hooked after playing the demo, and purchased the game. Its not your typical idler like the usual ones out there. You can set it up as an an idler to gather resources but Ive been playing actively which does progress faster. I did lose interest after the first prestige because I didnt unlock the trader task augment, and the little points I used on something else made it as if I restarted to gain nothing. So once I recovered from that set back, the increment of gaining more augment points to make the next game easier changed significantly. Suggestions: There seems to be a lot of negative review comments about the first prestige. Maybe make the trader task be automatically be acquired after the first reset or swap tasks augment with signal decryption augment. Ability to lock a certain type of material to a storage unit, so when its empty other materials don't automatically go in there. [spoiler]Spatial scrab and carcass container... why? You have to increase the base to the level 2's instead of starting at level one. Its useless and cost too much to upgrade.[/spoiler] [spoiler]Task Master is a great concept but its too much materials and time for the little passive output they do. Maybe add augment trees to upgrade it or reduce the cost and time to make.[/spoiler] Overall, for its price and game play, I think its a really fun game
Turns into a total slog when you unlock driving i cant be ♥♥♥♥♥♥
It's fine. Vibes are great, inventory management is nice, progression is a bit short and automation dont have enough conditions, but overall it's a cool little game to play on second monitor for a week or two.
One of the most unique Incremental Idle games that kept me constantly engaged despite being an Idle game.
In the short time I've played this game I've quickly realized something. This game offers a weird kind of nostalgia. Something from my childhood, I can't quite put my finger on it, reflects in this game. I love the experience this game has to offer and its unique oldschool "mini-clip/flash game" vibe is unmatched. This man took GoDot and absolutely BLESSED us.
I'm not usually a big fan of idle games. I'll play them for awhile and then they just lose interest for me. But I played the demo for this and it grabbed me so thoroughly I decided to give it a try, and I don't regret it one bit. Yes, an IDLE game does involve just waiting sometimes. You can turn the game off, or put it in the background, and come back to it later. But the inclusion of the grid mechanics in this game add a perfect level of interactivity. While I am waiting to travel to the next POI, or farming resources at one, I'm also tetris-ing together my body layout and inventory, trying to optimize my energy production and storage. I love a good "organize this space" cozy game, so yes, this is my idea of fun. Try out the demo. Know what you're getting into by trying the game, and idk maybe also reading the name of it. If you like chill but not TOO chill incremental/idle games, this one is a winner. (I do have one complaint tho: Devs, let us mirror-flip components!! Please!!)
More of an active incremental game than an idler for a large portion of the game's playtime, but enjoyable. The inventory management and "build a setup" system is interesting, [i]but[/i] I do feel like it lacks some depth. Most of the items you get only have one version of them, a few have two, and only a few of those get things later down the line that augments them - in most cases, in a way that doesn't really introduce anything innovative to it. One late game addition makes what was a weak early game power solution suddenly [i]very[/i] viable, but power storage augmentations are best used on the highest level of power storage which doesn't introduce as much variety as I'd like. Late game gets a little tedious. The balance feels a little off - The prestige system doesn't really get used that much. I did the baby version once and immediately moved on to the story progression version, then only touched the non-story version one other time right before the end of the game for fear I wasn't going to get a few of the achievements otherwise. I [i]love[/i] how achievements were handled in this, however. Most will likely be unlocked just through the normal course of play, but there isn't any of the usual "Collect literally every single piece of scrap in a world" tedium. I'd repaired the number of POIs needed for the highest level achievement naturally by late game. The achievement for filling out the augments only requires that you put one point in each augment, so beyond the first point you can still build your augments how you like. No achievements felt like they were actively wasting your time. I'd love to see the systems developed further. A number of them feel kind of tacked on or as stopgaps for stronger gameplay mechanics - Let us unlock things like the replicator, but make it be another component that we have to have in our grid to operate, rather than a separate menu that feels kind of 'free'.
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