
Idle RPG with full offline progression and multiple endgame progression systems. Choose a class and start fighting, gathering, crafting, master elements & talent trees, train mercenaries, join factions and fight world bosses with real players. No microtransactions. By idle players for idle players
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.
Reviews, worldwide (the counter carries no country): 1/day in the week to Sep 4 → 2.29/day in the week after.
For scale, across Steam · Top Sellers · Brazil over the last 30 days: the 25 chart moves that followed a price cut of more than 20% went a median of 10 places towards #1, and the 2,413 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
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Barbarian: melee combat, bleeds, executions, and battle shields
Arcanist: powerful spells, burns, freezes, and mana barriers
Warden: ranged combat, traps, poison, and precision strikes
Nightblade: daggers, poison stacks, critical strikes, and dodge
Fight through a dark campaign, from your first hunt to the Frontier beyond Vesper Gate.
Clear dungeons and conquer Nightmare Dungeons. Climb the Tower, and test your build against greater challenges.
Chop, mine, fish, and hunt for resources used to craft weapons, armor, food, and potions.
Recruit Mercenaries. Choose one to fight alongside you while the others complete expeditions.
Join factions with real players, contribute to the War Chest, and fight in rotating World Boss events.
Enter the endless Spire. Every ten floors, choose a Tarot card with powerful Upright bonuses or dangerous Reversed effects.
Socket Gems into equipment and develop six Element trees using Crystals earned from enemies and bosses. Hunt for Skill Engravings, earn Soulbound Gear from the Tower, and strengthen it through Soulwake while equipped. Enemy loot tables and known item sources are shown in-game.
Auto-Combat, Auto-Cast, healing, consumables, gathering, crafting, and Loot Rules are configurable. Supported activities continue offline for up to 24 hours.
Genres
Engagement
Reviews
Themes across 314 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
This is AI slop galore, the UI looks like any claude web app. The scrolling and floating UI elements are inconsistent as hell, sometimes the only way to scroll a scroll container to have the mouse outside of it. Text is tiny even with UI scaling (1440p screen and I usually prefer small text). There is also no story or reason to do anything, this just copies systems from other idle games and packages them in a slopfest of UX.
First of all, I want to say that I genuinely appreciate and respect the developers of this game. People are obviously entitled to their own opinions regarding the use of AI, but one thing that is undeniable is that the developers are putting a significant amount of time and effort into this project. That being said, I unfortunately have to agree with some of the other negative reviews: despite the almost daily updates, the overall direction of the game's development still feels unclear. There is indeed a roadmap on the Steam page, so it would be unfair to say that there is no plan at all. It mentions things such as the talent rework, additions to gems and skill engravings, expansions to existing systems, and eventually new endgame content, areas and gear. My concern is less about the existence of a roadmap and more about how these updates are actually being designed and implemented. The talent rework is probably the best example. It has already happened, and rather than making me more confident about the future of the game, it had the opposite effect. The update introduced a large number of bugs, and many of the new talents felt like they had been generated by AI with very little consideration for how they would actually interact with the game's systems. One example is an Arcanist talent that only activates after falling below a certain percentage of mana. That sounds reasonable in isolation, except that by the mid-to-late game you barely spend any mana at all. As a result, the condition almost never becomes relevant. There are several talents like this: ideas that technically make sense when read individually, but make very little sense once placed inside the actual game. And this is really one of my biggest issues with Vespera at the moment. There are a lot of systems, talents, mechanics and frequent changes, but they often don't feel like they were designed with a coherent understanding of how everything fits together. The development also feels extremely reactive. Someone will complain about a particular mechanic on Discord, and sometimes it seems like that feedback can quickly influence the direction of the next updates, even when the original complaint doesn't appear particularly well-founded. Obviously listening to the community is a good thing, but constantly reacting to individual complaints can also make the game feel like it is being designed week by week rather than according to a consistent long-term vision. The result is a game that changes constantly while existing bugs remain unfixed, previously reworked systems still have obvious issues, and some fundamental mechanics continue to make very little sense. The endgame has some interesting ideas, but it suffers from a similar problem. In practice, progression mostly comes down to making your numbers bigger and bigger. There is very little meaningful build variety, and only a limited amount of variation through talents. You become substantially stronger, but your character does not necessarily become more interesting to play. The roadmap promises new endgame content, new areas and special-grade gear, which is obviously nice to see. But at this point, my concern isn't really about the amount of content being added. It's about the foundations underneath that content. Adding more systems, gear or areas won't necessarily improve the game if the underlying mechanics still lack depth, balance and coherence. There are many more things I could criticize, but I don't want this review to sound like I'm trying to tear down the developers or their game. The truth is that I enjoyed Vespera, and I genuinely think it has a lot of potential. That's actually why I feel a negative review is necessary at the moment. My biggest concern isn't any single bug, talent, balance issue, or even the use of AI itself. It's the way the development of the game is being handled. The roadmap exists, but some of the updates already delivered from that roadmap have reinforced rather than alleviated my concerns. Right now, the game feels like it is constantly evolving without necessarily becoming more coherent, and that makes its future difficult for me to trust. I genuinely hope this changes, because there is a good game here, and I would be more than happy to change this review to a positive one in the future.
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Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English, Simplified Chinese, Spanish - Latin America, Thai, Traditional Chinese
Hours played at review time, across 314 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
The concept is fun, but as the early access moves on, I think it's becoming more and more evident that the structure of the game itself isn't well-defined. My advice to the developers, if they're willing to listen would be to stop vibe-coding away at the game, sit down and draft out the gameplay loop, the formulae for the various stats, what the game progression should look like. Basically scaffold things out first, and THEN use AI as a TOOL to help you, not to do it all the way. The rapid iterations at first are always telling of an AI fueled game, and I ignored it for the most part because I hadn't gotten far enough along to see the balancing pains at the end. One of the discord mods keeps talking in past tense about things ("This was our first game" for example), so I'm inclined to agree that this will be one of those that never leaves Early Access.
Sadly in its current state I would not recommend this game. Unlike Melvor Idle which has a highly synergistic ecosystem of skills (at least the base game does), Vespera started with a lot of potential by streamlining those systems and focusing entirely the class power fantasy related to combat. However, once getting into the end game the cracks start to show in a significant way that honestly makes all other systems and content that isn't the Tower completely irrelevant and functionally useless for progression. Eventually you will just sign in, collect your offline rewards, and sign out. There's just simply no need to engage with gathering, crafting, the spire, or frontier after a certain point. There used to be frequent, at least once a day (often more), updates. But now the update cycle is significantly less frequent; there is a roadmap, but the devs have been mostly silent on Discord and there has not been any communication about the state of the game. Initially they were much more active, but the community engagement from both players and devs is stagnating. All in all Vespera had the potential to offer an interesting take on this sub-genre within the idle-incremental category, but it just isn't progressing at a pace where I would recommend this title and furthermore wonder if it will simply become another abandoned early access title. Only time will tell; skip for now.
这BD几乎不存在,框架做了那么多,内容和数值不能全让ai填啊
Gave the game its fair chance, but it's obviously AI slop on many levels way beyond the visuals. While AI visuals are the first thing you notice, and while you may believe it's a real dev behind it for a while, it stops being believable while you notice baffling decision after baffling decision, pointless stuff after pointless stuff, and moronic thing after moronic thing. For instance, with the recent talent change, the axe master get talents to "reduce the rage consumption of skills"... Except rage is not a ressource which is spent on skill, it's giving you a buff when you reach 100. It literally does nothing. It also have three critical damage nodes, two on the same row (while it's not supposed to be the case), and the third, which is located before the other two, is three time as strong. The game is riddled of stuff like that. A few additional examples: - You can "study enemies", the bonus are completely worthless, and it takes around a week to fully study a single enemy. There are a triple digit amount of them. - Ressources needed to craft are wildly inconsistant. A main stat T3 gem will require much rarer ressource than another T3 gem. For absolutely no reason. - The combat formulas are completely absurd, where the main stats (strength, dexterity, intelligence, etc) are completely pointless very quickly. It's especially hilarious for the barbarian where the class get a ♥♥♥♥ ton of strength buffs but they are all useless. - The skills feels like you copy pasted the same thing over and over, with a small tweak on damage and cooldown (but it's all useless anyway, as basic attacks is king) - The skill names also can't have been human-created. - The recent talent changes just made clear devs have no clue about their own game. It's about grinding monsters as fast as possible, where you are trying to kill mobs in 2-3s through haste scaling and a few autos. In their talent changes, they made it all about giving conditional buffs to skill with 8-10s CD on these effects. Autos will still shred, but heh, at least that skill which is 7% of your overall dps will have a 30% damage around 40% of the time. Etc etc. It's a game which was entirely vibe coded, and it shows. Feel free to try it out for a while, but keep your expectations accordingly.
AI slop with no real sense of what do in the game after you hit a certain point.
It wasn’t exactly terrible, but honestly, playing it felt more like a chore than something I genuinely enjoyed. What really put me off, though, was the developer’s attitude toward consumers and gamers. I’ve seen way too many snarky comments and defensive responses whenever people criticize their designs or concepts, especially when it comes to questionable fixes that seem to be defended rather than acknowledged as legitimate issues. At some point, it feels like the dev would rather argue with their own community and defend every sloppy design choice than actually listen to the people playing the game. Everyone is entitled to their opinion, but constantly being dismissive and snarky toward valid criticism doesn’t exactly inspire me to keep supporting the project. So while the game itself wasn’t necessarily terrible, the combination of the tedious gameplay, questionable design decisions, and the way criticism is handled has completely killed my interest in continuing to support it. At this point, it just feels like AI slop that I have no reason to keep throwing my support behind.
Well I thought [b]Visseron Idle[/b], [b]Eldara[/b], and [b]Fractured Realms[/b] were the best of the best of idle rpg's and then I found [b]Vespera[/b]. Vespera takes all of the great stuff from the three I listed above and some how makes it still unique. You got queues, a town/base in the [b]Magic Academy[/b], and [b]Mercenaries[/b] that are followers you can bring with you. And that is just the things you may notice right away playing. There is so much more. There is [b]offline progression[/b]. The before mentioned [b]Magic Academy[/b] has resource generation among many other things. It also has an [b]Arcane Bestiary[/b] that lets you research the mobs you kill for bonuses. It has it's own [b]Mastery[/b] system with is a full blown skill tree for gathering, crafting, and the economy. The crafting is pretty good. Rare and above items have gem slots that give bonuses like in Diablo. There is a [b]bank[/b] for the character you are playing. There is also a [b]vault[/b] you can store items in to give to your alts. The game has [b]Achievements[/b]. Both for Steam and in game ones that reward gold. There is also an in game wiki of sorts. Which is broken up in two parts. The first one is the [b]Dungeon Journal[/b], which has info on the various dungeons you can venture into. And then there is the [b]Codex[/b]. This thing has a whole page that simulates the [b]combat math[/b] of the game. So you can theorize what kind of damage you can do. It also has what is basically a [b]build planner[/b] for your player character. Did I mention there are [b]4 character classes[/b] and each of them have 3 sub classes? Well it's true. You got a melee focused [b]Barbarian[/b]. A magic user called an [b]Arcanist[/b]. The ranged [b]Warden[/b]. And the [b]NightBlade[/b] finishes it off with a pure dps class. This is all of the stuff I can think of so far. I keep discovering more and more neat things about this game. For the price (and with the current 17% discount it is a steal) this game is amazing. It is head and shoulders above the three games I mentioned in the beginning. Buy it!
Runescape clone - of which there are too many being released. AI-coded - and I have nothing at all against AI coding, but the standard interface makes it not fun to play, especially the left side overlong menu system - needs to be condensed down a lot. I mean both menu system and the actual content itself need a strong UI overhaul. A big expanded view of big graphics and spaced out options is nice to look at for the first minute - but it doesn't work for long-term play.
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Where this game's players are, estimated from review languages.
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