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Gaiadon: Eternal Quest

Gaiadon: Eternal Quest

by nadukkon

Price $4.99
Avg Players 90
Released Jul 1, 2024
AdventureAuto BattlerCasualClicker
Prestige loop

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Gaiadon: Eternal Quest layers RPG progression systems atop an idle foundation, emphasizing steady advancement through unlocks and team-building mechanics. Prestige carries over meaningful progress rather than forcing total resets, maintaining momentum across ascensions. Best suited for players seeking consistent dopamine hits from incremental growth without heavy strategic management demands.

About this game

What players are saying

▲ Recommended 46 hrs
Gaiadon: Eternal Quest is somewhat of a breath of fresh air within the idler genre. It's hard to find the good ones and this game is quite good. The feeling of progression is very high, whilst nothing really gets tiring. There's a decent amount of stuff to unlock and ascension doesn't reset EVERYTHING so it doesn't make it a complete borefest of having to regrind literally everything back again.

EDIT: With the new Update 10 0.9.15, I'm updating my review. The new update brought in some nice things, but it added a whole lot of absurd farming that will keep you playing for a long time to see progression in end-game. They added further equipment utilization to upgrade your gear passed epic status. I'm pretty happy about that since those items in particular were just being collected without a way to use them, now I can use 'em in Crafting (Blacksmith); however, Legendary is where it stops and it's basically being repeated again. Legendary items will end up not being used in the end, sadly, but the Max Level of the end-game Legendary gear increases. Fame isn't maxed at 16 any more, but the next level requirements is a bit crazy. Two Billion enemy kills seems a bit insane to me. I'm two days into killing enemies for the next fame and I'm only at 720M/2B. Onslaught is a new boss feature that allows you to kill higher Tier bosses for hopefully better rewards. There are some things that still need work and I updated my list below.

With all the above in mind, the game does have things that needs to be reworked or updates for certain currencies or features that are just sitting there not being used. I do recommend, though, from the shear amount of time you can get from a $5 game. I compiled a list below what I think needs worked on.

  • Ascension seems quite useless up until Ascension 10-ish. You're ascending so fast the entirety of the mechanic isn't at all unique. The stats you obtain from ascending is underwhelming and ascending is really used for unlocking new areas, beginning features and maybe end-game features. IMO, Ascension can be removed and progression can be moved to leveling instead.
  • No offline progression for materials, kills, etc. All you get is a buff for 2 hours that gives you 2x game speed for being offline for awhile.
  • You feel the sense of progression until you transcend and it starts slowing down from there.
  • You will burn through everything pretty quickly, but when you get to Ascension 30, you'll hit a wall.
  • Progression is so fast certain features like "Fame" cannot keep up with you ascending.
  • Fame 16+ kill requirements are incredibly high and not at all based on the previous Fame level kills. Seems like next-level requirements for most things were overly increased intentionally to keep you playing crazy longer.
  • Bosses are very underpowered and are STILL super unrewarding for the time spent waiting to eliminate them.
  • Higher tier quest shop items are overly expensive. It'll take me weeks, maybe even a month to buy an item worth 50k+. You can receive these higher Tier items from killing bosses, but the drop rates are SO low and the time waiting to kill a boss is absurd.
  • I'd love to see more skills and/or spells. The skill trainer is sitting there not doing anything for me now and you max out your 3 spells very easily. Would be neat if we could choose active spells for different builds. At minimum effort I'd love to see another Book to unlock new skills at least.
  • I'm 3 days in my first Transcendence and I'm only at 42/60 for the next level. It's basically going to take me a week or even longer to get an Ascension level with full XP boosts it seems.


I'm at Fame 16+, Ascension 30+ and seeing this game is in early access there's not much content in between 10-25 Ascensions. Essentially, you're going to work your way up to Ascension 30 to unlock some sort of new end-game feature, but you need to really push yourself to do it.

I might be nit-picking some things, but the biggest thing for me is Ascension doesn't feel very valuable at all and there's lack of content between Ascension 10-25ish. I'd love to see more spells, skills and basically updates to things that are just sitting there accumulating currency you can't use because you maxed everything out. I'll continue playing since I do find the game fun. However, I hope some of the things I mentioned above gets worked on. Highly recommend!
18 found helpful Steam ↗
▼ Not recommended 303 hrs
Look at my time played.

The first 1-2 days was very busy with a ton of unlocks and the making of a fun team builder idler.

Then I hit the wall, and all that fun went away. Since then I have been doing the exact same thing over and over and over and over and over and over and over and over and over please kill me and over and over and over end the pain and over and over and over and over you think this is a joke and over and over and over and over and over and over its not and over and over.

When will the pain end? Who knows. Will I keep playing? Well I made it this far so I guess. Honestly I would strongly caution people that pick this up, You get about 36-48 hours of a decent idler and then (from what I can tell) 500 hours of the most mind numbing wall you will ever experience in ANY game.
14 found helpful Steam ↗
▼ Not recommended 7 hrs
TL;DR: might be exactly what some idle game players are looking for, but not my thing.

This is just personal preference, but I like idle games for the management aspects. This one has numbers go up and lots of progression systems, but very little strategic decision making aside from minor efficiency things. What it does have is enjoyable enough, but it's not for me personally. My second issue with the game is that, even as I hit numbers that used scientific notation, it felt like not much had changed besides having a few more menus to click through.
12 found helpful Steam ↗

Reviews are by Steam users, hosted on Steam.

Latest updates

Update 0.9.8910

6 days ago
- New: 2x Celestium Trial Marks Drop buff event added. - New: 2x Celestium Favour XP server buff event added. - Expeditions were causing a freeze/lag spike when all heroes were turning in loot every min., adding a delay (0.3s) between each hero seems to have improved it. - Apotheosis discipline xp tooltip now correctly shows the total disciple xp gained (it was not showing the + All Discipline XP stat). - Relic lootbox drop chance will now be slightly boosted by the floor you are on. - Generous will roll less but will always drop resources (not relic/lootbox) based on the rarity, at max divine will drop 11 times the resources. - Reduced the chance for an affix to be rolled on an enemy to a max of 55% based on the floors from 80%. - Fixed a bug that made celestium enemy affix Bomber roll more often. - Fixed offline gains not working for some. - Added Relic Fragments to the bottom currency list in inventory window. - Changed upgrade cost display in relic upgrade, from cost/amount you have -> amount you have/cost. - Fixed an issue where new relics when viewed through mausoleum did not remove the yellow dot (new item indicator) from inventory. - Fixed a typo in Relic destroy label. - Fixed an issue where Relic tooltips did not display the updated floor after upgrading a Relic's floor.

Update 0.9.8900

15 days ago
What's New New Feature: Divinities Summon powerful Divinities by sacrificing a set of pets and their cards. The first Divinity, Zarethion, The God-Scaled, has been added. Level up Divinities using Trial Marks specific to each Trial. Example: Zarethion uses the Mark of Veyloris, which drops from enemies in the Trial of Veyloris. Divinities have a total of 9 ranks. Currently, the first 5 ranks (starting from Angel) can be upgraded. New Feature: Mausoleum Sacrificed pets are converted into Vestiges with their own levels and ranks. Vestiges multiply Relic stats based on their level and rank. Vestiges have 6 ranks and a maximum level of 1000. New Feature: Celestium Summoned Divinities enter their own Trial Towers in Celestium. Climb floors, defeat enemies, collect loot, and gain Favour towards the tower Archons. The first Trial, Trial of the Archon Veyloris, Starweaver, has been added. This Trial has a maximum of 2400 floors. Floors are unlocked based on your Transcendence level. 59 new enemies and 19 new bosses added to Celestium. Celestium enemies do not drop pet cards. Your Main Hero and party continue fighting on Campaign/Incursion maps while your Divinity climbs the Trials. Celestium enemies can roll affixes (including affix rarity) that modify their stats and behavior. Affixes are displayed on the enemy spawn card. Added Max Paragon Level to the Profile window. Every 200 Celestium Trial floors cleared increases the maximum Paragon Level by 1. New Feature: Relics A new item system. Equip Relics in the Mausoleum Relic Chamber. Relics can roll with: Random rarity (slightly increases with floor). Random affixes (slightly increases with floor). Random suffixes (slightly increases with floor). Relic tier, dropped floor, and modifiers can be upgraded or changed using Relic Fragments obtained by destroying Relics. Relic tiers are also based on the floor where they drop. Relics only drop in Celestium and from Relic Loot Boxes. 21 new Relics, 27 Affixes, and 27 Suffixes adde...

Posts come from Steam's official announcements feed.

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