Back to rankings
Bloobs Adventure Idle

Bloobs Adventure Idle

by Bloobs_Dev

★ 90%
Price $7.99
Avg Players 528
Reviews 650
Released Jul 15, 2024
2DAdventureCasualClicker
Prestige loop Offline progress
View on Steam ↗

Media

Video
Screenshot
Screenshot
Screenshot
Screenshot
Screenshot
Screenshot
Screenshot
Screenshot

Bloobs Adventure Idle draws inspiration from RuneScape with a skill-based progression system spanning 24 disciplines, pet collection, and a banked-time mechanic that lets you accumulate gains offline. The game emphasizes relaxed, self-paced play across training, crafting, and combat without demanding constant attention, making it suited for players seeking an idle RPG that respects their schedule.

About this game

What players are saying

▼ Not recommended 2525 hrs
Bloobs Adventure Idle is a game that until recently I enjoyed. It isn't sophisticated or requires constant micromanaging like some idler/clicker games I've played. It's a simple, relaxing game that could be seen as a homage to Runescape, as the two have a lot in common, which other commenters have mentioned.

The game currently has 23 skills and multiple locations that are slightly different enough to feel unique and offljne gain that saves up to 36 hours (more if you prestige Dexterity), the downside is that the only way to use it is lo have the game open. Bloobs Adventure has a Beastiary for the monsters, item Compendium for all items, and even a Thief's Log for the stalls and chests for the Thieving skill. The Rainbow Bloob (next to the bank) sells cosmetic outfits and the Stats board shows the stats for most skills, there's a lot of detail for certain parts of the game, which is great, this however brings me to the new skill, Soulblinding.

Soulbinding is a recent update in which skills and (some?) monsters give souls (which as of this review aren't currently added to the Beastiary). Souls are akin to pets in that they give bonuses. Souls are beyond extremely rare, playing for tens of hours and still not getting one of the 129 souls (25 of the 154 can be bought), the souls gotten from skilling/killing give bonuses stats, whereas the ones bought are simply cosmetic. The rarity of souls will most likely be improved as it's a new update and the developer is active, but even if a .0 is taken away, making the souls ten times more common, that's still over 1k hours to get roughly 100 of them.

I feel conflicted giving this game a negative review after the amount of time and enjoyment this game gave me. But for me, the idler/clicker genre are played to be fully completed, the new update has added thousands and thousands of hours to fully complete all achievements in this game, which is simply unfair.
After spending over 100 hours since the update came out, I've gotten a total of one soul, this has made me realise that getting the achievement that requires 100 souls would take (for me, at least) a possible time of 10,000 hours, which is an absurd amount of time to complete any game, even an idler. Fortunately you can buy 25 souls reducing the number required from 100 to 75. I understand that souls are extremely rare because you're meant to fully play the game to get them, which leads me to another problem, almost everything stops at level 100 (with the exception of Strength, Magic, and Range which still boost damage, as well as Beastmastery as that currently has two monsters that require over level 100 to fight) so getting prestiges to level 2, or 5, or even 10 with skills that stop at 100 feels pointless.

It seems that the developer wants people to fully complete the game in order to get all souls, which on its own is fine, most idle games have achievements that can only be required once you've gotten to the end-game, but since all skills (except the four mentioned earlier) stop at 100, forcing people to go above and beyond just for souls seems kind of cruel, the bonuses gotten from prestiging are minimal for the time it takes to unlock. Getting 10 prestige in Imbuing (Which takes billions of EXP) for 30% instant Imbue chance is just terrible and getting that far will take literally hundreds of hours, most likely going in to the 1000s.

The update has made me realise that the developer(s) is going too far too quickly, the game has been out for almost a year, but it already has a level cap of 1,000 but nothing above 100 for 22 of the 23 skills. It's not a bad game, as I mentioned earlier I quite enjoy it, but the sheer repetitiveness towards the later parts of the game where there's nothing but mindless grinding gets tiresome.
23 found helpful Steam ↗
▼ Not recommended 315 hrs
I want to preface this review by saying that I truly wanted Bloobs Idle Adventure to be a great game, and I am sad it didn't turn out that way. The game had the potential to be one of the best in its genre, but it fell short on many levels. I believe the main downfall stems from technical deficits. The developer implemented certain features, like the combat and movement systems, in a way that makes it difficult to change or fix them later on without completely rewriting core functionality.

The game also suffers from a lack of nuanced progression. Early tiers are rushed through, making the lower levels feel meaningless since you blow past them so quickly. Once you reach around level 60 in most skills, you're stuck letting the Bloob run for days to level up, which makes it feel like you breeze through the actual content the game has to offer, only to be left idling for the rest of the time.

Additionally, the game uses far more CPU resources than a game of this type should, which suggests that it is heavily under-optimized. This ties back to the technical deficit I mentioned earlier.

Before the game’s release, the developer cultivated a positive community and vibe, which led me to believe he genuinely wanted to improve the game based on user feedback and bug reports. However, after the game launched, his attitude changed significantly. There were instances in the Discord where I or others mentioned a bug or suggestion, only to be met with hostility from the developer and his close associates. It seems that the technical deficit I mentioned influences how well a bug fix or suggestion is received; if the developer perceives the fix as tedious, he is more likely to dismiss your suggestion. There was even a situation in the Discord where suggestions were labeled as "hand-holding" by his group.

Overall, between the technical deficits, unbalanced progression, and the shift in the developer's attitude within the community, I would advise against purchasing the game at the moment. I might give it another try in a few months, but I'm not getting my hopes up.
21 found helpful Steam ↗
▲ Recommended 1400 hrs
Good game. Responsive and friendly dev. I asked for scroll bars to keep their place when swapping windows and he liveposted himself adding it in real time.
19 found helpful Steam ↗

Reviews are by Steam users, hosted on Steam.

Latest updates

Version 1.1.0.4 — Challenge Improvements, Experience Buffs & QoL

12 days ago
Updates Seed Research Bench now shows the level requirements. Started Challenges will show as a cyan colour, in the challenge UI. Challenge UI - Smithing Now have arrow tips as sub category. Challenge UI - Foraging Now has sub categories which match the skill guide. Updated Devotion Prestige to state it gives an instant Sacrifice chance. Chests that require keys to open now work with Thieving's Instant thieve chance. Devotion Sacrifice Experience Buffs Splintered Vessel Now gives 450xp Previously 425xp. Desiccated Cap Now gives 475xp Previously 450xp. Woodcutting Experience Buff. Dune Thicket Now gives 345xp Previously 335xp. Bug Fixes Fixed Imbuing Level up Getting Stuck. Fixed Gilded Robe + 2 having no tooltip. Fixed Auto Eat percentage showing incorrectly for some players. Fixed an Issue with the Item Compendium which would show Fixed Bank Searching not finding every item. Fixed Golden Shortbow having magic damage/accuracy, instead off range damage/accuracy. Fixed an Issue with manual Eating when finishing a stack of food, previously this wouldn't allow you to eat anything else. Fixed an Issue with the Item Compendium showing items that are not found yet.

Version 1.1.0.2 — Golden Reforging, Compendium Optimisation & QoL

14 days ago
Firemaking and the FoundryGolden and Gilded Equipment ReforgingGolden Armour and Weapons can now be reforged at the Foundry, just like Golden Tools.Each supported item can be reforged through the following progression:Golden +1 → Golden +2 → Golden +3 → Golden +4 → Golden +5 → Gilded → Gilded +1 → Gilded +2This update includes:8 Melee weapons across 8 reforging tiers8 Ranged weapons across 8 reforging tiers8 Magic weapons across 8 reforging tiers40 Melee armour variants — 5 armour pieces across 8 reforging tiers32 Ranged armour variants — 4 armour pieces across 8 reforging tiers32 Magic armour variants — 4 armour pieces across 8 reforging tiersAll newly added Golden Weapons and Armour can also be melted down into Golden Chunks at the Foundry.The Move to Foundry option now requires Level 60 Dexterity. Players who do not meet this requirement will now be informed when attempting to use it.Item Compendium OptimisationUpdated the Item Compendium with all newly added items.Previous item total: 1,296New item total: 1,420The Item Compendium has also been heavily optimised. It now uses approximately 60 GameObjects, compared with more than 1,300 GameObjects previously.Bank OptimisationOptimised the Bank UI to significantly reduce unnecessary memory usage and background processing.The Bank previously refreshed and rebuilt interactions across all 1,920 bank slots whenever items were deposited, withdrawn, sorted, searched, or tabs were changed—even though only a small portion of those slots were visible at once.Bank slot references and interactions are now cached and created only once, instead of being rebuilt during every refresh.The Bank’s behaviour, item order, and existing features remain unchanged.Additional UI OptimisationsFurther optimisations have been made to the Inventory, Equipment, and Shop interfaces.InventoryOptimised the Inventory UI so item icons, quantities, tooltips, and click interactions are cached and created only once instead of being rebuilt every time th...

Version 1.1.0.1 — BeastMastery Milestone Rework & QoL

25 days ago
Major Bug Fix. Fixed BeastMastery Experience remaining calculation scaling , this was scailing was to high and has been corrected to work like every skill in game, Sorry fixed as soon as i was aware. Qol Challenge Information Updated to show each milestone. Challenge Categories now have tooltips.

Posts come from Steam's official announcements feed.

Comments

Log in to leave a comment.

Loading comments…

Developer of this game? Add an IdleDB badge to your site