
Inspired by RuneScape, Melvor Idle takes the core of what makes an adventure game so addictive and strips it down to its purest form! This is a feature-rich, idle/incremental game combining a distinctly familiar feel with a fresh gameplay experience. Maxing 20+ skills has never been more zen.
Modeled estimate, not a reported figure. How we estimate →
Prices
The United States storefront in every case, so this compares stores and not countries.
Prices
Each in the currency that store quoted — not converted: the gap between two rows is the publisher's pricing, not an exchange rate.
Every market we collect.
Discounts
Every price cut of more than 20% we have observed, in each market that quoted one, with this game's chart position on either side of it. These are episodes, not a model: a sale is one event, and one event cannot tell you what the next one will do.
Reviews, worldwide (the counter carries no country): 5.29/day in the week to Aug 16 → 5.57/day in the week after.
For scale, across Steam · Top Sellers · Brazil over the last 30 days: the 26 chart moves that followed a price cut of more than 20% went a median of 7 places towards #1, and the 2,400 moves with no price cut behind them went 2 away. One store, one chart, one country — it is the only place we have enough observations to say even that.
Prices outside the United States have been collected since 6 August 2026 and chart positions since 19 July 2026, so a cut older than that has no market to compare and a market that joined later has no history yet. Nothing here is converted between currencies.
About



Sums Steam only; Epic publishes no volume signal, so the true total is higher by an unknown amount.
| Store | Price | Audience | Score | Chart | Est. revenue |
|---|---|---|---|---|---|
SteamYou are here | $9.99 | 16.2Kreviews | 90% | — | $3.2M |
| $9.99 | — | 92% | — | not modelled |
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.
Updates
Build ids and update times come straight from Steam's PICS — the same source SteamDB reads. Patch history grows as we record new builds.
Engagement
Reviews
Themes across 986 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
比隔壁抄袭来的银河奶牛内容丰富得多。 买断制也没有隔壁银河奶牛的自大的白皮猪土皇帝那么多事:给银河奶牛打个差评,见到“土皇帝”仨字直接应激,社区屏蔽差评然后游戏内封10年。 所以玩游戏真就别玩白皮猪独立抄袭的免费游戏。那是人家客厅,不是给你随便玩的。
The problem the game faces (for me, at least), is the fact, that the upgrades dont feel rewarding. Here you are, farming for a week, to buy an upgrade, that will let you do the same farm, but one quectosecond faster. Wow! Great! And that is basically the whole game.
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Price dynamics, follower growth, revenue and sales trajectories with interactive tooltips
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Genres
Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English, French, Italian, German, Spanish - Spain, Japanese, Korean, Portuguese - Portugal, Portuguese - Brazil, Russian, Simplified Chinese, Traditional Chinese +1 more
Hours played at review time, across 993 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
Crack, in the early stages at least. The addition of the Township skill should be studied in the idle genre. I'm not really sure what it accomplished except made the game feel kinda like a chore. I'm incentivized to do it, but it's so plainly boring and doesn't tick the pleasure boxes of Idling. The dev clearly spent a lot of time on it, and it's just a shame. The exploration skill is just not integrated into the game enough, the rewards feel minimal and UX wise doesn't blend well with other skills. I'll still recommend Melvor, as I think it did a good thing by doing away with the prestige system.
2066 hours in and Melvor Idle still finds new ways to hook me. This game somehow delivers the depth and long‑term progression of a full MMORPG… while being an idle game you can play at your own pace. It’s wild how well it works. What makes Melvor special is how deep it goes. Skills, gear progression, bossing, dungeons, farming, crafting—there’s always another system to explore, another build to optimize, another goal to chase. It scratches that MMO itch without demanding your entire life in return. You can min‑max like a spreadsheet warlord or just let your character quietly grind while you do something else. Full idle, semi‑idle, active—whatever your playstyle is, the game supports it. And the hours you can sink into it… well, my playtime speaks for itself. Melvor is the kind of game where you log in to check one skill, then suddenly you’re planning a week‑long training route, reorganizing your bank, and theorycrafting your next dungeon setup. It’s dangerously easy to fall into that “just one more upgrade” loop. The ongoing support is another huge win. The devs keep refining, expanding, and improving the game long after release. New content, balance passes, quality‑of‑life updates—Melvor never feels abandoned. It feels lived in, like a world that keeps growing with its community. If you want an idle game with real depth, endless progression, and devs who genuinely care, Melvor Idle is absolutely worth your time. Just be warned: you might blink and suddenly have 2000+ hours too.
上班摸鱼有力气💪 放置回档有戾气😡
몇시간 안해봤는데 재미있습니다.
Imagine runescape in excel format. An autistic dream, best idle game ever.
[spoiler] 经过实习后,然后玩了数款微信小游戏后(《这城有良田》《疯狂水世界》《灵魂契约》《三国:冰河时代》),对这个类型的游戏的想法也有了一些变化,至少回看写的又不是很满意了hhh [/spoiler] ---以下是6月26日前写的--- 游戏本身不会带来特别强烈(各种意义上)的游戏体验,甚至可以说有点无聊。[spoiler]就算中期打四大神那里,因为玩家不需要介入操控角色,所以也不会有很强的成就感,更强的反馈也只是相对于一般的《梅尔沃放置》升级体验来说的[/spoiler]不过,如果你需要一个“每日伴侣”,《梅尔沃放置》值得推荐。 下文的分析将围绕“每日伴侣”这一点展开,回答两个问题:第一,所谓“每日伴侣”是什么意思;第二,这种“每日伴侣”式的游玩体验是如何达成的? 笔者目前还是学生,而《梅尔沃放置》已经成为我每天启动学习的“习惯”。每天早上到图书馆,摆好电脑之后,我做的第一件事是先打开《梅尔沃放置》,看看这一段时间挂机的进展如何,确认资源积累、技能成长和任务推进,再决定下一步行动,然后把窗口叉掉,开始一天的学习。 这款游戏前期或许还会要求玩家比较频繁启动游戏决定行动,但随着成长曲线的推进,比如到了我现在这个阶段——所有技能都已经100级以上——基本上每天只需要点一次,安排好下一步,然后就让它继续在那里挂机,明天再启动看看进展。单从玩法本身来看,这当然很“无聊”。它既不紧张,也不刺激,甚至很难说提供了传统意义上的“乐趣”。但如果把它放回我的现实生活中来看,事情就不一样了。 因为在日常生活里,很多事情往往反馈都很慢。比如写论文、投文章,常常要花上几周、一个月,甚至更久,才能看到某种阶段性的结果[spoiler]或者没有结果[/spoiler]。在这个过程中,并不是总能得到清晰而稳定的正反馈。《梅尔沃放置》于是在生活中承担了一种很微妙的功能:当现实中的进展暂时停滞、情绪有些发散时,我可以短暂地把注意力转移到这个由技能等级、物品积累和任务完成构成的小世界里,从中获得一种微小但稳定的成就感。 这种成就感并不强烈,却足够持续,而且也不会把人拖进沉迷之中。一些clicker游戏提供反馈的方式,是不断诱导玩家继续玩下去([spoiler]所以不喜欢《克鲁塞德战记:英雄之城》[/spoiler]);但在《梅尔沃放置》这里,你只需要选定好下一个行动,然后退出,把它留在那里继续运转。总之,在我的生活里,《梅尔沃放置》这个“每日伴侣”的意义在于它构成了一种区别于现实世界节奏的缓冲层。它当然不是是特别“有趣”的游戏,但即便不是特别“有趣”,它依然能够给日常生活增添几分颜色。它让自己在缓慢、重复、缺乏反馈的日子里,仍然能够抓住一点点可见的推进感。 接下来的分析,将围绕这种“每日伴侣”式的游玩体验是如何成立的展开。这里我想借用 Ian Bogost 的“单元操作”(unit operations)作为一个切入口:与其把《梅尔沃放置》理解为一个浑然一体的整体,不如先辨认出其中几个关键单元,再分析玩家是如何通过与这些单元的交互,逐步形成这种特殊的游玩体验的。 首先是“技能升级”这一模块。 在《梅尔沃放置》中,玩家对技能的操作本身极其简单:点击即可启动,点击即可取消。至于行动完成后获得多少经验值、熟练度如何累计,则由系统自动判定。从表面上看,这似乎只是一个再普通不过的“升级”机制,但它实际上被拆分为几层彼此咬合的成长结构。 其一,是经验值对应的技能等级。技能等级提升后,玩家会解锁新的内容,例如采矿等级提升后可以开采更高级的矿石,而更高级的矿石往往又意味着更高的经验收益。其二,是熟练度等级。熟练度又可以分为单项熟练度与全局熟练度,两者都会带来不同形式的增益效果,例如资源保留、效率提升,或者其他被动收益。也就是说,《梅尔沃放置》的“升级”并不是一个单线推进的数字增长,而是由多个相互嵌套、彼此联动的成长回路构成的。 而在这些成长回路背后,我认为更关键的是成长曲线本身的设计。某个行动持续多久、一次升级需要多长时间、在什么节点上应当解锁新的资源与收益——这些时间函数的安排,实际上决定了玩家与游戏之间的互动频率。如果这个曲线设计得合理,玩家就不需要频繁上线进行微操,而只需要在某个时间点回来确认进展、调整下一步行动即可;反过来说,如果这个曲线设计得不好,玩家就可能要么觉得推进过慢而失去耐心,要么觉得必须反复上线点击,从而破坏掉这种“每日伴侣”式的节奏。因此,成长曲线是《梅尔沃放置》得以成立的核心机制之一。 其次是“爆率”模块。 无论是宠物的获取,还是特定物品的掉落——例如通过战斗、偷窃或开宝箱得到的稀有装备与道具——其底层逻辑都很接近:价值越高、效果越强的东西,获取概率通常越低。宠物系统也是类似,每执行一次技能动作,系统都会给出一个极低概率的判定,决定玩家是否能够“爆出”宠物。 这一机制的重要性,并不只在于它提供了随机奖励,更在于它让等待本身始终带有一种悬而未决的可能性。玩家虽然知道自己很多时候什么都不会得到,但又始终保留着“也许下一次就出了”的期待。这样一来,长时间挂机就不只是机械地等待数值上涨,而是附带了一层轻微却持续的悬念感。它不会像强刺激游戏那样不断制造高潮,却能在低频率的查看中,给玩家一种“可能会有惊喜”的理由。 复次是“任务”模块。 任务在《梅尔沃放置》中起到的,不只是引导作用,更重要的是它为玩家的行动提供了方向与阶段性目标。完成任务往往意味着解锁新的内容、推进新的系统,或者获得进一步成长所需的条件。比如某些装备的强化、某些机制的开放,都要求玩家先完成一定数量的前置任务。 这意味着,任务模块为玩家的挂机提供了“为什么要继续挂下去”的理由。单纯的数值提升当然也能构成动力,但如果只有数值本身,玩家很容易陷入机械重复;而任务的存在,则把分散的行动串联成了一个更有方向感的进程。玩家不是抽象地提升某个技能,而是在为了某个更具体的目标进行规划与等待。 以上我们只是简单地对游戏中的几个“模块”进行分析,并不代表《梅尔沃放置》就只有这几个模块(比如说战斗系统也值得分析)。我们想说明的是,上述“每日伴侣”式的游玩体验能够成立,至少包含了以上“单元操作”。 总结来说,《梅尔沃放置》之所以能够构成这样一种“每日伴侣”式的游玩体验,是因为多个模块以一种彼此嵌套的方式共同运作:技能成长曲线要求玩家在某一项行动上持续投入较长时间;掉落与爆率机制让等待不至于完全失去悬念;任务系统则可以为这种长期投入赋予了方向感与阶段目标。正因为如此,玩家通常不会在五分钟、十分钟、三十分钟内就频繁改变行动,而更倾向于做出一次选择,然后让角色在较长时间内持续推进。 如果从设计者的角度来看,问题其实可以进一步被表述为:什么在激励玩家持续提升某一项技能?如果玩家需要完成某个任务,那么它在数值上应满足怎样的门槛?不同系统之间又该如何互相牵引,既避免玩家因为反馈过慢而失去兴趣,又避免游戏因为反馈过密而破坏其“陪伴感”?也正是在这些问题的处理上,《梅尔沃放置》才逐渐获得了它区别于其他数值游戏的特征。 [spoiler] 1.但是感觉hardcore模式自己应该不会玩,打过“湮灭黑暗”应该就完结撒花了 2.靠北,创世神剑打骨龙的时候掉了——竟然死了? [/spoiler]
完了,好像真的很好玩
我替你们问了:这游戏有什么意义? 在无意义的重复生活中可以看到游戏不断进展,这就是意义。
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.
Players also reviewed
The games this title's players most often review too — audience affinity.
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