
The Loomsong Chronicle Idle is an Idle RPG with the soul of an ARPG. Skill-based progression — you learn by doing, and nothing is level-capped. Hunt loot, discover spells, craft your own. Push levels and gear as far as you want. Then sit back and let your party fight it out.
Modeled estimate, not a reported figure. How we estimate →
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.
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
Build the party. Open the portal. See whether your party survives.
The Loomsong Chronicle Idle is a 2D-HD party-based idle action RPG set in the mythic science-fantasy Galaxy of the Glittersong. Create a permanent main character, recruit a twelve-person roster, field up to six characters at once, and send them into dangerous worlds that they can explore without direct movement or combat control.
You choose the formation, roles, equipment, weapon sets, abilities, supplies, traits, masteries, pets, and when it is time to retreat. Your party has to carry that plan into the field.
A Never Before Seen Party AI System
Many party RPGs solve movement by asking you to steer every hero. Many idle games solve it by removing the physical party from the world. Loomsong takes on the harder middle ground: up to six autonomous characters sharing one traversable expedition without being glued to a leader or reduced to one combat calculation.
The party AI coordinates a shared objective while every member keeps an individual role, target, route, loadout, condition, and job. Tanks establish threat. Healers evaluate injuries and available recovery. Hunters spread out to fire on moving prey. Gatherers leave formation for useful resources. Companions open locked chests, collect loot, revive allies, support distant workers, and return to the fight when danger appears.
**The result is not a follower train and not a spreadsheet with six portraits. It is a party.** You do not choose every footstep or sword swing. You build the people, the loadouts, and the plan, then watch them prove whether it works.
Build People, Not Disposable Units
Choose from **9 playable races** with 18 character identities. Develop six core attributes and **34 learn-by-doing proficiencies** across weapons, armor, magic, survival, gathering, crafting, Leadership, Tomes, and Conjuration.
The live catalog contains **58 Traits** and **272 Skill Masteries**, each with distinct painterly card art. Trait choices recur as heroes grow, and proficiencies continue earning Masteries every 25 levels. Character and proficiency progression have no fixed level ceiling.
Your main character returns after a full party wipe. Recruits do not. Prepare their belts, food, water, tools, equipment, abilities, and escape plan carefully, because recruit death is permanent.
Eight Worlds That Keep Moving
Explore **8 persistent expeditions**, each with its own terrain, roads, landmarks, wildlife, resources, equipment family, enemies, bosses, and secrets. Fog of war gives the party somewhere meaningful to go, while roaming packs, fixed encounters, Guardians, locked chests, gathering sites, and named characters keep each expedition active.
Face **84 enemy archetypes** using **255 authored actions**, 18 monster modifiers, and 14 independently rolled Expedition Modifiers. Ordinary enemies form roaming groups instead of waiting in a straight line, while bosses bring distinct durability, damage identities, abilities, and battlefield roles.
Guardians can drop the shared key that opens **4 standalone Pinnacle arenas**. These are raid-style boss encounters with introductions, telegraphed high-impact abilities, dedicated arenas, unique reliquaries, and expedition-linked Legendary rewards.
Loot Worth Building Around
The current item registry contains **573 item bases**, **139 affixes**, 14 authored Uniques, eight expedition equipment families, potions, provisions, tools, runes, pets, Skill Books, Attribute Point Books, Proficiency Volumes, Contracts, crafting materials, and expedition salvage.
Equip 20 armor and accessory positions, carry two complete weapon sets, prepare eight ability slots for each set, and keep dedicated study and gathering tools ready. Smart potion belts react automatically to health, mana, combat buffs, and removable ailments, while your loadout still determines what is available.
Loot is only the beginning. Dismantle equipment to learn its construction tiers. Disenchant an item to learn every affix it carries. Use **533 equipment recipes** and matching enchantment patterns to build, improve, reroll, and specialize gear.
Master Abilities, Then Rewrite Them
Learn **38 abilities** covering melee attacks, marksmanship, elemental magic, healing, revival, defense, control, stealth, party support, and summoning. Each character owns their learned abilities and grows the proficiencies behind them through meaningful use.
Ability Weaving lets a skilled Scribe combine mastered, eligible abilities into immutable Woven Skill Books. Choose how the ability is delivered and how it appears, preserve compatible effects, and permanently invest Mana and Stamina into something that did not exist before you made it.
Equip four persistent pets with individual names, levels, and loot-pickup growth. Conjurers can bind Fire, Frost, or Lightning Elementals whose statistics come from their owner and whose movement, targeting, attacks, and survival exist directly in the expedition simulation. Discover seven recurring characters at authored landmarks to unlock dialogue, Lore, and the first Player Town services.
Loomsong is designed for active planning, long watching sessions, and the pleasure of seeing a complicated party become capable.
The Early Access roadmap continues beyond the current eight worlds with additional expeditions, Pinnacles, equipment families, Player Town growth, Artifacts, guns, summons, and the Endless Tower and Endless Dungeon.
Genres
Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English
Add-ons
Each DLC is estimated with the same model as a game, then summed — a modeled figure, not reported DLC sales.
Reviews
Very cute game, can't wait till 1.0 very idle, very chill, very unique 10/10
What I expected: An adventuring party fighting monsters, looting gear, and gathering resources. What I actually got: Walking, walking, getting stuck, walking, getting stuck, stuck, stuck. Taking over a full minute just to hunt down a single deer is completely insane. What's the point of creating a massive map if the pathfinding AI is this garbage? Look, I get that redesigning the map is asking too much and fixing the pathfinding AI takes time. But please, can you at least add a 4x game speed feature for traveling, then automatically drop it back to normal speed during combat? Despite all this complaining, though... I’m still going to keep playing.
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The AI pathing/navigation is pretty rough right now, but the Dev is actively working on patches, so hopefully it’ll be fixed soon. Since honestly, that's the only bad take away from my hours of playing. At the moment its more so semi-idle until that is fixed or you will have to keep an eye out on the game every 20 minutes, couple of hours if you're lucky. Do not be turned away by the weight, hunger and thirst mechanics. Levels go way beyond 1000+ and even before level 50, you will easily have more than enough stats to counteract weight and way more than enough gold for hunger and thirst. Once you set your food and water on the auto-equip menu, you are more than set for 10+ hours. And that's not including traits that help and reduce hunger and thirst. Would recommend after a couple more patches to fix the AI Pathing. Really comfy idle game to have running on your second monitor though.
Yet more broken mechanics !!!, why take weight into account for every object? Support minions disappear while you've got this 'game' running in the background. No clear crafting progression. I'm not sure how people come up with gaming concepts, but the more I see, the more broken I beliieve gaming has become.
Game is enjoyable . IDLE not so much at the start. Gear wearing is extremely hard to setup for party due to weight requirements. crafting is white gear. I dont know how to get better. Ill do another update at 72 hours of game play.
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Selling now
See how fast this game is selling right now — estimated copies and revenue per day from recent review growth.
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