
The incremental idle MMO where your heroes keep fighting while you're gone! Spend their loot on upgrades, unlock classes from Elemental-Wizard to Cannon-Pirate, and level 20 unique skills like Farming, Sailing, and Construction!
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.
Prices
The United States storefront in every case, so this compares stores and not countries.
Charts
Each storefront's own chart, in its own country — the closest public signal to sales where none is published. A country missing from a list is one we don't collect there, not one where the game doesn't chart.
About
Make progress actively by buying upgrades, optimizing skill-tree builds, min-maxing your stats, and defeating bosses! Load up IdleOn the next day, spend your AFK gains earned while you were away, and buy MORE upgrades!
IdleOn lets you create 11 characters, so you'll have one of each class - each one plays a unique role in your account! Just don't forget about the secret class-line, including a secret Subclass, secret Elite-class, and secret Mastercl... I've already said too much...
You'll do more than just fight - in your quest toward the endgame, you'll need to attain full mastery over skills like Cooking, Woodcutting, Alchemy, Construction, and MUCH more!

Developer posts, giveaways, and game discussions await you in IdleOn's Discord server!

IdleOn is free to play, and all classes, maps, skills, bosses, and activities are available without purchase. There is no paid DLC or exclusive gameplay content locked behind a paywall.
Optional in-game purchases are available, including helpful boosts and collectible pets, but they are not required to explore the world, unlock classes, or play through IdleOn’s core systems.
IdleOn is a long-term idler game, made for those seeking out a multi-year long experience!
Looking for a short, premium idler game instead? My new game Fortune Mill is what you want :D
Sums Steam + Google Play
| Store | Price | Audience | Score | Chart | Est. revenue |
|---|---|---|---|---|---|
SteamYou are here | Free | 0reviews | 77% | — | $0 |
| Free | 163.5Kratings | 87% | — | $15.2M |
Matched by title — a reused name can pair the wrong games. * is a critic aggregate. Prices and positions are each store's United States storefront; Epic charts worldwide. Audience and Score too, except Steam's, which is worldwide.
Engagement
Reviews
Themes across 679 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
First off this might be an exaggerated number but If I knew 5 years ago that the developer of this game would eventually add over $1000.00+ in P2W packs I would have never started playing this game. you all do realize this was suppose to originally be a F2P game that plays itself for you originally and not a 2nd job you have to manage 10-11 employees so you do not fall behind on a leaderboard, and a guild system that can kick you if you dont log in at least once a week because you have to contribute a certain quota of minimum 100 GP because there is a limit to how many player can join and if more player want to join a certain community it involves having annoy the GM to go out of their way to create a subsidiary guild with no useful implementation in the game, I love my guild, but god do I wish with how much I contributed I can just not play the stupid game for 2-3 month and not be worried that I am no longer part of the same guild. I would rather pay 40-60 dollars on a brand new that is complete that I know I will be able to beat in 40-100 hours than invest into an entitled developer LAVAFLAME2 who thinks its necessary to add $50 pack EVERYTIME! he releases an update, there were items in the game that were released during certain events that you can no longer get and the developer thinks its fine to add a slab that records every item you can possibly collect and tie it to the leaderboard system. it blows my mind how unfair and unethical these packs the developer has completely lost it, another unethical feature is every 3-4 month whenever the developer releases seasonal event for spring and valentine as an example he thinks it would be morally fine to add a gambling mechanic with a rigged RNG system and if you do not have enough GEMS accumulated from buying packs good luck having to get the 1% nametags 5 times in order to not fall even further behind in world 7. I want my 5 years back
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Latest in each market: best US #64, worst BR #99 · 12 markets collected
US · last 30 days
Genres
Stats
Languages: English*, French*, German*, Japanese*, Korean*, Simplified Chinese**languages with full audio support
Hours played at review time, across 680 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
Time for the drunk ♥♥♥♥♥♥♥♥♥ among ♥♥♥♥♥♥♥♥♥ to explain why this game is getting a downvote after a devoted 6000 hours to this slopfest. The game from world 1 through to world 6 had some of the more enjoyable aspects of an idle game I've seen. Every character you make (11 in total) can be doing something at all times. There is setup for min/max that by all means is not required. There is always something to be doing in the first couple weeks while playing. When I originally started this grind from world 1 to world 6 took right around 4 months. This has been squished down considerably with newer updates (and some other negatives we'll get to in a moment). The "price of the game" was a reasonable $8 for auto-loot. World 1 through World 6 spanned just about 6 years of updates, and many of these systems worked in tangent with eachother. Progression felt meaningful. This ended with world 7. World 1 through World 6 had issues, bugs and QoL that spent years without being fixed but this all pales in comparison to every major patch with world 7. World 7 is the most FOMO cash grab comparable to gacha games. World 7 pt1 released with Meritocracy, Spelunking, The Exotic Market (tied to World 6 farming) which are all systems I would consider to be "good". But there were two pain points that stood out and that was Codfrey & RIP Tide. Codfrey introduced having every nametag and trophy on your account apply the buff to every single character. This laid the groundwork for our beloved dev to attach "arguably" pay to win buffs to nametags which would now act as account buffs rather than single character effects. In his graciousness he also added the ability to stack the nametags up to 5 times with Codfrey. With 5 of the nametag you would receive 250% of the original buff. To all your characters. Can the nametags be obtained for free? Sometimes. All of them? No. 5 times? Most definitely not. Alot of nametags since World 7 release have been tied to gambling events, where you would spin a wheel, scratch a card. See what you win. The chances were usually somewhere between 0.5-2%. And you'd get 1 or 2 spins a day for free. Now onto RIP Tide, the beginning of the end. This pet was hyped as ultra exclusive since World 7 release, only being given away by the developer during streams. This pet would give you one Tier 4 (highest possible) trophy podium. A near 5x multiplier to one of your trophies. This would turn the drop rate multiplier on Nine Darter from 9% to 40%+. During the Christmas event of 2025 this RIP Tide pet was introduced as a "chance draw" from a paid currency. Guaranteed after 60 attempts. The total cost after 60 attempts came to right around $250. It has not been available to get since. This pet led to the developer introducing 3 more pets with this same "chance draw". Approaching almost $1000 in account buffs since December 2025 (Writing this in August. That is almost $125 per month in just chance draw pets). Later in World 7 part 1 we got Zenith statues. Which itself is not a bad system. But with the aforementioned p2w and large gap growing between the Have's, and the Have Not's, this system being entirely drop rate dependent led to massive account discrepancies quickly. This was followed by a new clicker bubba, which might be the only truly enjoyable content introduced since world 7. World 7 part 2, new maps. Introduced Glimbo and Research and later Sushi and The Button. Glimbo you would trade items for more upgrade vault buffs, no real issue beyond adding more p2w pets later to make these transactions cheaper ($50 pet). Research is a tremendous p2w timegate. You sit, you wait. It's that simple. That is the entire skill for world 7 part 2. There are more pet buffs for this than worth mentioning. You also cannot logout of the game or your exp gain for research falls through the floor. Sushi is just the right amount of pain in the ass where the only positive is you max it once and never look at it again. Just a mindless zombie grind for 12 hours. The button is just a stat check where the only real issue is past roughly click 100 you stop being able to reasonably have most of the requirements. This is circumvented by free weekly bypasses. Another eventual "sit and wait". W7 P2 is all afk garbage. And not the good kind. There's no feeling of progression in any of these mechanics. We than got fountain. Autoclicker City. That's it. Keep logged in and run the autoclicker. (I personally never did this, but anyone whos progressed this meaningfully has). Cooking mastery, p2w. $40 pet required otherwise your first couple hours are days of lift off. And everything after that is an even longer slog. Glunko Cave, bugged on release. Zenith statue farming made 1000x faster, and none of the p2w mattered (which is why it got patched). Which leads into Royal Guardians release. Introducing, Pets+. Liked spending $1500 the first time on pets? Well you can do it again! Upgrade your pet buffs even further with paid currency. Lavalame if you do read this, I sincerely hope you turn a new leaf. Set Codfrey's buff limit down to 1.1 maybe 1.2x total. And nerf the disgustingly p2w multiplier pets. If Doot was too much, everything you've introduced in W7 is too much. Path of Idle is $9. That's it. And is your direct competitor with better mechanics.
I have been playing IdleOn since around June 2022, originally on mobile before eventually moving over to Steam. I currently have over 6,300 hours on Steam alone, and I couldn't even tell you how many additional hours I put into the mobile version before that. I say that because this isn't a negative review coming from somebody who played for a few hours, didn't understand the game, and walked away. I have spent years progressing through this game, learning its systems, building my account, and supporting it. Unfortunately, I can no longer recommend it. IdleOn has gradually gone from an incremental MMO that I genuinely enjoyed into something that feels increasingly dominated by monetization, micromanagement, and an ever-growing pile of systems that demand your attention. There are so many different mechanics, currencies, upgrades, daily or recurring things to keep track of that playing increasingly feels less like enjoying a game and more like maintaining a second job. The monetization is what finally pushed me over the edge. More and more progression feels tied to paid purchases, limited packs, or bonuses that have such a significant impact that ignoring them can leave you feeling substantially behind. Yes, you can technically continue playing without buying everything, but there is a major difference between something being technically obtainable for free and the game being designed in a way that makes free progression feel reasonable. After thousands of hours, I have reached the point where I look at all the things I need to manage in IdleOn and realize there are other games I would much rather spend that time playing. That's probably the most disappointing part. I clearly loved this game at one point, nobody accidentally puts thousands of hours into something they hate. There is still a genuinely good game underneath all of these systems, which is exactly why watching it move further and further in this direction has been so frustrating. I don't expect a developer to work for free, and I have no problem with a free-to-play game making money. There is simply a point where monetization begins to feel like it is driving the design rather than supporting it, and for me IdleOn has crossed that line. I can no longer support the direction IdleOn has taken, and I can no longer recommend it.
Started like a great game which you only need to spend 5$ for loot pickups for comfortability. Now it's a huge cash grab, the events don't really change and are pretty much gambling (can't even skip the animation/auto open half the events). You now must buy packs to keep up, for a total of over 400$ to actually enjoy the game and not be stuck in the newer worlds 6-7 . The Dev is now making the game non-Idle don't let the name fool you, he wants you to keep it open to farm for certain drops and upgrades that you can't get with AFKING like it used to be and even with my specs somehow after leaving it open for a few hours it started eating about 10 GB of my RAM! Each time Lava needs money he just releases an OP pet that unless you buy it you fall behind(sometimes it's locked only after you buy 2 other packages). TL:DR: The Dev's greed is making the game unenjoyable as it used to be. Side note: Reddit is also very censored regarding all the real issues of the game by the dev.
While originally a good game, the greed of the developer did what that does to a game.
I bought the sheep and auto loot. I wanted to turn off daily popups asking me to buy stuff (you need to purchase 3000 gems) so I bought the $5 bundle. I disabled daily popup and now I still get the daily pop up which is now $20. I get that there is a lot of content but the constant begging for money is ridiculous. If you enjoy the game auto loot is massive.
this game used to be great, but the dev's greed has gotten so over the top it would make genshin impact blush
The game is overmonetized and unstable/crashes a lot. The "white screen" problem has never been addressed for years, the game crashes to a white screen and stops working randomly quite often. The game can be fun but it's severely overmonetized, it got much worse over the years to the point that the pay-to-win levels are extremely high. The dev is creative but greedy.
not worth the time, ironic looking at my time played. the greed of the dev has gotten insane, packs worth between 20 and 50 dollars. that's almost triple A studio game prices.... for a free to play idle game..... each month, multiple packs at a time. don't even get me started on the gambling aspect of the game for certain events. don't make the same mistake I made. stuck around for waaaaaay to long. Game used to be good back in the day, it's sad he choose this path.
The dev is more concerned with taking all your money through P2W packs than with finishing his game. If you're willing to spend $20 or $30 every week, this game is for you. For F2P players, the gap is absolutely enormous.
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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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