Sky Realm Idle blends Xianxia cultivation with idle progression and light management. You customize a main character and recruit companions, then watch resources accumulate while managing your estate, forging artifacts, and brewing pills. Best suited for players who enjoy spreadsheet-style strategy games with minimal graphics and long-term character advancement.
About this game
Sky Realm Idle is a Xianxia RPG combining Spirit Array strategy with estate management. Forge artifacts, cultivate pills, and recruit companions. Ascend from mortal to immortal through deep customization and idle growth.
Players, last 37 days
Peak 16 · Low 4
Daily peak concurrent players, sampled once a night from Steam.
What players are saying
▲ Recommended5 hrs
It's a cultivation game where you create a main character, recruit party members and adventure. Your main character has a class and an element, both of which you can change to fit your playstyle better.
Overall, it's very polished with full tutorials. If you like cultivation AFK-games this one is for you.
Downside is the translation is off in a few places, for example to replace an item it has been translated into "update". But overall there are no huge translation issues and the game is pretty enjoyable.
First of all, the game’s visuals are minimalistic, resembling charts or simple management games where you click around spreadsheets. This one follows a similar approach but adds an idle mechanic. Everything you need is located on the left side of the screen, with options such as Team, Estate, Alchemy, and several others. A tutorial appears the first time you click on an option, though most features are intuitive enough to understand without much guidance.
The first thing you do is summon heroes using jade, the game’s unique resource. Each summon costs 10 jade, and the results are completely random. Every character belongs to an element such as fire or water and comes with different passive and active perks, a class, skills, and base stats. However, these differences do not matter much at the beginning since all heroes start at level one.
After performing a few summons, you select three heroes to join your team, which already includes your main character. You then head to the Adventure tab and choose a zone to fight in. Each zone contains five stages, and you progress by defeating all enemies in the current stage before moving on to the next one.
Battles are fully automatic, so there is nothing you need to control manually. If your team wins, they proceed to the next wave. If they lose, they attempt the fight again after one minute. However, they will only retry the same wave within the current stage and will not advance to the next stage automatically. You must do that yourself. This design choice likely exists because most encounters feel like boss fights, with certain enemies having massive health pools that can take several minutes to defeat.
The battle screen is arguably the most exciting part of the game, featuring flashy special effects, large damage numbers, and dramatic character portraits that appear when a hero uses a special attack. The profiles for both enemies and heroes are well designed, but the locked high screen resolution makes the smaller numbers and text difficult to read.
Grinding through stages works well enough, as heroes gain levels and collect loot, mainly artifacts that can be equipped to boost team stats. If you need materials to construct buildings, you must assign tasks in the gathering menu. There are several types of materials, and each takes a considerable amount of time to collect.
Additional features become available once you construct the appropriate buildings. Although the selection is limited, each building can be constructed twice and upgraded further. The Bank generates money over time, while the Spirit Farm allows you to harvest resources passively.
Overall, this is a game best left running in the background. While it functions adequately as an idle experience, it looks very basic and lacks the strong visual appeal or deep upgrade systems that make similar games more engaging.
This is essentially an offline, xianxia themed, moddable, AFK-able version of the Granblue Fantasy browser game.
Am I complaining? Heck no, I'm liking the game and what it has to offer so far.
It's early in development but has all the bones that can carry it far later. Maybe some MC multiclassing/higher tier classes, some EMPs, "summons"... there's a lot of potential and I'm excited to see where this game is heading.
Cultivators, your journey continues on Mac!We’re excited to announce that the macOS version of Sky Realm Idle is now available on Steam. Assemble your artifact arrays, develop your cultivation abode, and challenge powerful foes as you pursue the path to immortality on your Mac.If you already own Sky Realm Idle on Steam, the Mac version is included with your purchase. Simply download it from your Steam Library to get started.Minimum Mac RequirementsOS: macOS 13 Ventura or laterProcessor: Apple M1 or laterMemory: 8 GB RAMGraphics: Apple M1 integrated graphics or betterThis release supports Apple Silicon Macs only (M1 or later). Intel-based Macs are not supported.If you encounter any issues, please report them in discord with your Mac model, macOS version, and a description of the problem.Thank you for your support. See you in the Sky Realm!Have suggestions or found a bug? Join us on Discord and help shape the future of the game!https://discord.gg/KJ43HeYZbt
Game Updates: 1. Added idle and attack motion portraits. 2. Added separate animation toggles for combat and individual pages. 3. Improved motion loading and playback performance; fixed interrupted idle loops and layering issues. 4. Improved Destined Artifact stacking and large-save handling, fixing quantity handling and equipment held by disabled Mod characters. Legacy equipment rolls are rounded upward to two decimal places. 5. Enhanced Guang Xi: Skill 1 grants one Auto-Revive at 50% HP; his near-death passive now grants permanent 30% independent ATK and DEF buffs. Editor Updates: 1. Unified still, idle, attack, C.A., and conditional portraits in the Portrait Settings dialog. 2. Added playback speed and start/end trimming controls. 3. Added target-element filtering for effects. 4. Added normal attack, Skill, and C.A. supplemental damage presets, plus damage-taken-up presets for all six elements. 5. Stages and drop groups can now drop specific Decrees or Edicts by Template ID. 6. Clarified several buff and debuff names. ---------- Have suggestions or found a bug? Join us on Discord and help shape the future of the game! https://discord.gg/KJ43HeYZbt
Game Updates: 1. Fixed activation counts incorrectly carrying across consecutive battles in the Decree and Edict system, causing Renewal Edict and other Edicts to stop activating after several triggers. A new wave now resets the activation count while preserving Spirit Qi and Decree trigger progress. 2. Player and enemy C.A. cut-ins now extend their display and combat wait to the video duration or one animated-image cycle, up to 10 seconds, while retaining the existing 1.2-second minimum for shorter assets. Enemy HP-triggered and instant C.A.s are also supported. Combat and victory/defeat settlement resume after the cut-in finishes. Editor Updates: 1. Added random rarity and weapon-type dropdown options for Destined Artifact drops in stage and drop-group editors. Select Decree/Edict kind, random or fixed rarity, and random or fixed weapon type. Online and offline drops use the same rules. 2. Refactored conditions in Skill, Passive, C.A., and Effect editors: each numeric quantity appears once, with an adjacent >=, >, =,
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