Idle Spiral tasks you with expanding a mathematical spiral outward from its origin through incremental upgrades and automation. The game layers prestige mechanics that let you reset progress to rapidly multiply earlier gains, wrapped in minimalist spiral visuals that invite extended, meditative play. It appeals to players who enjoy the intersection of mathematics and idle systems, though note that community engagement has drawn criticism.
About this game
This is a beautiful "Idle", "Incremental" game based on spirals and mathematics. Your goal is to make the spiral grow farther and farther from the origin. The game is very simple, but it is very deep and can be enjoyed for a long time!
Players, last 30 days
Peak 366 · Low 207
Daily peak concurrent players, sampled once a night from Steam.
What players are saying
▲ Recommended0 hrs
Got stoned and stared at the circle for an hour strait 돌에 취해 한 시간 동안 해협을 응시함.
I want to like this game. The spirals are cool. I like math idlers. I like incrementals where you add automation and hit a prestige mechanic that means the last (x) hours grinding for something pass again in mere minutes.
The problem is, I just didn't like it. I gave it a good crack, i think. I unlocked all the mechanics and kept waiting for that time when new mechanics made earlier ones simple, but it didn't really happen. Some new unlocks even make older challenges punishingly hard. Instead of the usual "Number Gets Bigger = yay", it seems the devs here are keen to keep number low and make it progressively harder, with increasingly small rewards.
Grinding away slowly at stats in one minigame, based on RNG rewards and requiring regular attention to re-optimise, to enable progression in the main game and other minigames, seems like lazy gating and is simply not fun. It isn't that this mechanic is one way to gain stats amongst many... it basically _becomes_ the game, as you need to prioritise it or you get nowhere. Significantly reducing the "Difficulty" scaling factor would help keep it idle, as well as reducing the RNG on the rewards significantly so you're not wasting so much time "killing enemies" that drop +1 to a stat you have millions of. It feels like the dev(s) have been playing too many bad MMORPG's and are just keen on getting their revenge making people grind.
The first 5 or so main prestige levels (T-5 in game) are interesting, popping new mechanics and new challenges. But there appears to be a huge wall around T-8 to T-12 or so which just isn't fun. A bunch of the challenges you unlock around there are essentially not doable until you are T-20+ which just makes no sense from a progression point of view as they don't help progression. And then everything is walled behind the aforementioned grindy "battle" mechanic so your progress stalls until you spend a few weeks dedicated to that.
Give it a crack if you want, and ymmv, but I think for me this one is going in the bin until it gets a revamp.
Game's fine, just has a few things that could be changed to make it better. Joined their Discord, and offered a simple suggestion, only to get shouted down by both players and developers alike.
Wishing I hadn't supported the game now, given the toxic nature of these devs. Play the game, avoid the community.
- Extended the Tornado unlock progression through T225. - Added exponent upgrades for a–g to the p tab, including the previously inactive T99 upgrade for a. - Added Z-Reactor EX_C at T98, which strengthens the exponent of c and features an intricate, braided flower-like curve. - Added Z-Reactor EX_L2 at T200, which accelerates Loot progress and features a woven spherical curve. - Added six new Professor Challenges: - Sinkhole — T92 - Sphere — T102 - Drunk — T111 - Poor Math — T119 - No Rebirth — T150 - Sin Spiral — T225 - Each new Professor Challenge features 11 completion levels with progressively harder goals designed for long-term progression. - Added a per-clear cap to Professor Poor Math’s reward to prevent excessive scaling with extremely large parameters. The original Poor Math challenge is unchanged. - Added Tornado-based access to additional Battle Upgrade groups at T90 and T108, while preserving existing unlocks. - Increased the Tornado-granted Inspiration bonus from 100 to 200 at T96. - Increased the Tornado-granted Formula Fragment bonus from 20 to 40 at T117. - Added a custom numeric multiplier for Nuke Mode, saved separately for each enemy. All seven existing presets remain available. - Improved compatibility with older saves by filling missing progression entries without discarding existing progress. - Improved startup recovery for incompatible saves, displaying the rejection reason while protecting the original data from being overwritten. - Reduced curve-rendering workload on the desktop Battle screen. - Improved text contrast in account-linking and feedback dialogs, including the Google sign-in button. - Fixed clipped level labels in the store’s Variable Upgrade section. - Fixed the Tornado reward preview incorrectly displaying “Next Reward: Tier 9999.” It now shows the actual next unlock and its description. - Added English and Japanese descriptions for the new Tornado milestones. - Added a clear message when all current milestone unlocks have bee...
- Improved main spiral rendering performance. The spiral recalculated its screen mapping once for every point on the curve; it now does this once per frame. Sessions with many visible curves should be noticeably smoother. - The game now runs at a reduced frame rate while in the background, and returns to your chosen rate as soon as the window is focused again. The frame rate is checked continuously rather than relying on a single notification, so the game cannot get stuck at the reduced rate. - Added a frame rate and a spiral refresh rate setting so you can choose how much of your machine the game uses. - Added a Fit button to the menu bar that reframes the main spiral to the current curve. - Main Spiral Scale now follows a growing distance at a usable speed. It was easing so slowly that the view could lag far behind the spiral it was meant to be tracking. - Create Backup now works when saving has been blocked. Save writes stop for the rest of a session when the game cannot verify its startup backup — which is exactly when you would want a backup. It now captures your retained save data instead of the empty objects the blocked session is running on. - Save recovery now shows why a restore was rejected, rather than only that it failed. - Auto Prestige can now be set to a threshold of 0. Zero was previously indistinguishable from "not set", so it was ignored.
- Moved SAVE & QUIT to a fixed position at the bottom of Settings. A confirmation now appears before quitting without saving. - Improved recovery for some older PC saves by using a valid automatic save when legacy local data is incomplete. - Fixed the z-based Δr bonus decreasing after spending z on upgrades. - Fixed n, u, v, m, α, and β upgrade effects sometimes updating one purchase late. - Fixed Auto Start rerolling the current reward board. It now preserves the board while resetting battle difficulty. - Fixed spiral design changes overriding the Pixelize setting. - Auto P Prestige now plays the same transition as a manual Prestige. - Fixed Main Spiral framing and oversized old geometry after spending r, using P Prestige, starting a Challenge, or re- enabling Scale.
Posts come from Steam's official announcements feed.