
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.
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Reviews
Themes across 479 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
імба
Good game, hope there is more to come with it because right now it feels a little lacking after about 5-6 nonidle hours playing it. Still recommending it because it's so cheap, got my dollar an hour of entertainment even if nothing else is added. Some more depth would make this game really great, I can feel myself teething at the edge of a game system that wants to grow. I think if this game had about twice the depth it had now it would be a cult hit. Other than the lack of desired depth, I feel like locking key game features behind the prestige system is silly. Tasks and the rep system requiring essentially a new game+ is a baffling decision. Not sure why the prestige system is a thing at all when half of it feels like it should just be in game upgrades.
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Languages: English
Hours played at review time, across 479 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
Concept grabbed me and scratched the itch, but it quickly becomes clear that theres something just....missing.
The prestige mechanic feels misplaced and poorly executed, but the gameplay is fun and engaging. I am having a great time.
First and second start it was fun enougth. Third start was just ok. Fourth start was already boring. And last fith start - here we are - negative review. Because all satrts same, after some augments its became faster and faster, but gameplay still same, nothing really changing.
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'.
老惦记着你那局外成长干嘛呢,转生两次玩得困死我了害得我怀疑是不是家里煤气泄露了
[h1]Overall Score: 6/10[/h1] I'm on the fence with this review because, on one hand, there's a lot of interesting aspects and systems this game offers, but on the other hand, to call this an "Idle" game would be a mischaracterization of what this game actually is. First and foremost, this game makes you wonder if the dev even play-tested this game to any degree, and if they have, I doubt they've played it in its entirety from start to finish. About halfway to the mid-game point, you'll start to see the pains of some of the systems in play, as well as a lack of quality and care for the UI and the way certain things are done. [h2]For example:[/h2] [list] [*]Many of the items in your inventory/active grid don't line up correctly. [*]The game doesn't seem sure if it wants you (the player) to be able to leave the scavenging page because once you click on the results of scavenging, it locks all the other tabs. But if you click on augments at the top, then click out of augments, it takes you back to the page before scavenging, so that's an interesting way of getting out of that tab. [*]Clicking back and forth between all the pages is tedious, and in the late game there are some ways to automate it with parts, but by the time you get those parts, it doesn't feel rewarding in the slightest since it's easy to max out your grid even before the mid-game. [*]An auto-clicker absolutely destroys the need for any harvesting parts for biomass/scrap. [*]The part upgrading system is nice, but fairly annoying since you can dump a ton of resources into upgrading certain parts, then get a Tier 2 version of that part, recycle your upgraded one, and all of those resources you spent are wasted. [/list] [h2]Once you hit the mid- to late game, you've repeated each system so many times you just get sick of it. Here's some examples:[/h2] [list] [*]Augments feel unrewarding in the overall scheme of progression. In the early game, it feels like it takes forever to get augment points, then when you finally get them, you spend them on upgrades like [i]"start with first inventory upgrade"[/i], which sounds okay but doesn't speed up progression in the slightest, so you spend the next 3–6 hours doing the exact same thing you just did. [*]When you actually reach the terminal on each map, it basically wipes your map progress, which also feels unrewarding and doesn't provide you with anything new other than a reset. The relationships you built with factions are gone, and any work that you put in to get there is gone too. [*]The auto-explore function on the map is basically useless. I'm somebody who likes to stay at each of the points and collect all the materials AND the parts, but there's no setting to accommodate that, or maybe there is. I'm not sure; none of the settings in the UI are very clear on what they do. [*]Same goes with the settings they give you for the map. There's a setting to mark visited locations in red, or locations with no scrap in red, or locations with no biomass in red, but combine these settings and it becomes impossible to know which place has what, so the player is essentially forced to stay in a location and exhaust it of everything in order to know if the location is accurately reflected on the map, or just leave these settings off. [/list] [h2]Final Thoughts[/h2] The concept of this game is interesting, but the way it's executed starts to fall through when you can easily see through the gaps. I give it a [b]10/10 for creativity[/b], but as for fun and execution, it's about a [b]5/10 for me[/b] at least until the game gets some QOL and polish updates
it really starts out strong but after a few hours you hardly find new stuff. most bases are just shops with the same options. with 5h straight of barely anything changing and the prestique tree being very weak its like a game made purely for the demo
This may genuinely be the best idle/incremental of the year. Astoundingly good.
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