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Idle Isekai - An idle RPG

Idle Isekai - An idle RPG

by NoobsGames

Price Free
Avg Players 0
Released To be announced
2DActionCasualFree To Play

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Idle Isekai layers roguelite runs with a strategic idle RPG core, letting you build character progression systems and tackle monster encounters on your own terms. The appeal lies in optimizing multiple growth mechanics across successive attempts, making it suited for players who enjoy both hands-off automation and tactical decision-making during active play.

About this game

Players, last 30 days

Peak 0 · Low 0

Daily peak concurrent players, sampled once a night from Steam.

Latest updates

Demo Progress Update July 24rd

39 days ago
Hello again fellow Gamers!Been a busy week! I have some new cool stuff to share with you! I'm stoked by the thought of all of you joining me on this amazing journey of creating this amazing game. I have been hammering away at some Key Art needed to get my demo out! Most of the physical stuff under the hood is good now and the list of stuff I need is shorter. I can't say how long it will be, just that we're closer now. I put a detailed update last time so I won't go too deep here, just touch on some of the stuff that has changed since then.ArtSyldove the healer! A staple for all early builds he is a quiet reserved elf. Age unknown, and is full of mysteries. Tanya the Tank! Female warrior, she is a damage sponge. Back story is a secret ;) New ContentChurch has been overhauled. While the actual mechanics stay the same, it looks and feels completely different. This is because the old method had several huge holes:The old method required 2-click purchases: click on the stat, then click the purchase button.Could not display changes due to size of buttons and how much information would be required; this was why I needed a second panel to show the changes.Because it could not display changes, I could not show which buttons could purchase a 10x multiplier without already clicking the stat, requiring manual clicks between stats to compare.No way to show the "breakthrough" mechanic, and many people probably didn't even know it existed.This new church panel fixes all of these issues! The colored bars show your relation to the other stats without even needing to compare numbers. All stats are displayed with icons, so the only text that is required to read is stats and costs. It also got a facelift with all-new art! :)Conclusion While this might not seem like much at first glance, each of those portraits took me 3-4hrs and the backdrop for the Church took me 2-3. Since this is a passion project and I also balance a full-time job and full-time school, I work on this in my slivers ...

Vs 0.3.0 Demo update Progress!

48 days ago
Greetings fellow gamesDemo Release coming soon!Hello welcome to this weeks update on my game progress! Vs 0.3.0 Demo is what i am calling my next publicly available build. I expect I could have a demo up as early as end of next week but may take longer based on unforeseen issues so don't hold your breath! Regardless progress has been being made at a rapid rate over the last few weeks. The demo will consist of one full world and will then let you go to endless mode up to floor 150. While demo progress will not carry over to the full game (at least not on this version) you will still definitely want to give it a try as completing the Demo will give an exclusive skin and badge that can only be gotten from the demo and will carry over to the full game.Art!I have been hard at work upgrading my steam page and refining my pixel art skills so if you have been watching you probably have seen some major changes including new character art and all new screenshots on my steam page. I'm very happy how it turned out and I cant wait to show you the stuff that I'm currently working on. In the mean time say hello to the main trio! Change Log as of 7-15-2026OK now to the nitty gritty! These changes are biassed on what i have done in the last moth and this list is by no means extensive. Feel free to read through to your hearts content! New StuffNew character art for GrougNew Character art for GoddessNew Character art for HeroNew Dynamic enemy system with key-framing for a smoother difficulty transitionNew Dynamic Difficulty systemDifficulty steps between units should now be more distinctUnit difficulty can be edited on the fly in the new editorstats are now "weighted" rather than simply being a set amount that i would need to manually adjust to create difficulty this should make creating defenses like "tank" or "Glass cannon" enemies more distinct and easy to buildnew story editorWhile not seen by players i have an editor that can be accessed from everywhere that i can fix spelling bu...

Idle Isekai is officially on Steam! Let's talk progress.

53 days ago
Hello everyone!It has been a crazy long journey to get here—3.5 years of programming, balancing job changes, becoming a dad, moving across the USA 5 times, and managing full-time schooling. Despite all the obstacles, here we are! I am absolutely thrilled to finally have this page up with you guys, and I look forward to sharing my passion project with all of you.Here is a summary of some of the major systems and features I have been working on under the hood over the last few weeks:Custom Developer Tools & On-The-Fly RebalancingThe Story Editor Tool: I built a custom story editor from scratch to completely streamline how story data, dialogue, and worlds are integrated into the core mechanics.Rapid "Keyframe" Setup: Using the new GUI editor, I can now set up an entire world—including all normal enemies and boss fights—in under two minutes.No-Patch Live Updates: Because the editor connects directly to the cloud, I can tweak balance numbers on the fly. Players will automatically receive the update within 5 minutes during a background data check, seamlessly updating their stats without ever disrupting their active idle experience.Dynamic Progression & Enemy Scaling OverhaulsProgressive Wave Transitions: Instead of rigid, jarring enemy shifts (like wave 50 suddenly spawning completely new monsters), waves now transition progressively. Enemy varieties and unit counts scale up smoothly using a custom keyframe system.Smart "Difficulty" Growth: Replaced old manual stat-tweaking with a dynamic difficulty growth system. Stats are custom-weighted toward HP and Defense at specific tiers, preventing frustrating "one-shot battles" and ensuring a much smoother progression loop.Cloud Architecture & Seamless Offline PlayData-Driven Cloud Storage: Story dialogue, city backgrounds, zones, enemy spawn rates, and special events are now entirely data-driven and safely hosted in the cloud.True Airplane Mode Support: On login, data caches locally alongside an encrypted key. If your connectio...

Posts come from Steam's official announcements feed.

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