Fantasy Clicker offers basic idle RPG progression where you click monsters, gather resources, and upgrade heroes and buildings to increase your damage output. The core appeal lies in steady stat growth and prestige-style advancement, though the execution suffers from poor UI design, limited hero variety, and imbalanced resource generation that can leave you waiting between productive actions. Best suited for players who tolerate rough presentation in exchange for straightforward incremental mechanics.
About this game
Fantasy Clicker is an Idle RPG clicker. Battle different monsters in fantasy inspired levels, gather gold/resources to upgrade your heroes and buildings. Craft items. Farm experience to level up.
What players are saying
▼ Not recommended0 hrs
It's barely stitched together AI slop. Just 1 screen has 10 different poorly cut out, various resolution images layered over one another. Menus overlap each other. nothing has a tooltip. there's no guidance whatsoever.
Uninspired, untalented, no fun, no challenge, no mechanics, no depth. Nothing. A brutal downgrade insult copy of Clicker Heroes: not even a remote slight shadow of it. Waste of time and money. Refunded. I would have said the same even if it costs 0.01€ . Should be free, in itch.io, and saying "made as a final project of my first year programming academy".
I rly like idle games and I see some good progression on this game. You gain more and more strength, the more you invest the better you get. BUT I don't want to wait 5min or more for a few ressources that get used in an instant. Maybe some more heroes would be fun too, because when you get the third one (wizard ishh) you have them all. But it doesn't matter, the dmg is all the same, no types of damage, no differences, just raw dmg. Also make it so that the you can not have multiple things open at the same time, like Inventory and crafting, it just seems wrong to do that. Also also please just let me close these things with just a click outside the box! I dont want to click on "exit" everytime, it sucks.
Overall though, good mid game. Will be better when fully developed!
After a long wait here is the new patch:Gold mine level cap increased to 159(so more gold and gold ore gained for you)Added Difficulty II(90 levels for now). Think of a harder version/progress compared to the first 400 levelsAdded the armor mechanic on enemies after lvl 400. It reduces overall damage % taken by the armor value(for instance 20% armor means -20% damage dealt by you after all bonuses)4 new weapons(with armor penetration) and 2 new armor setsAdded more steam achievements(hit a 100 achievements cap so cannot add more currently)Added in game achievements for all the 90 levels.Added a legendary pet for armor penetrationAdded a new expedition that gives pure expedition experienceYou can now assign multiple stat points into dexterity/strength via holding: shift+5/ctrl+10/alt+25Added the option to change between scientific notations +X or letter onesBalance/Tweaks: Increased the pet egg expedition success rate to 60%The egg hunt expedition on failure now gives 5 pet crystalsIncreased the pepper expedition success chance to 40% from 30%Buffed clicker/follower's damage + synergies substantially after level 900Buffed the trader's soul of attack flat damage by a substantial amount(starts after lvl 200) Le nerf bat: Removed critical chance from the ascended battle petLowered critical bonus damage from the ascended battle pet from 100 to 80Lowered dexterity bonus gained from all ascended petsLowered pepper of power drop chance from 0.01% to 0.008%Lowered critical chance gained from dexterity from 0.1% to 0.02%(it was getting out of hand late game)Lowered the bonus damage gained from ascendancy points from 0.0018% to 0.0010%(again too much focused power)Small fixes: Fixed the UI bug of not showing the proper levels of followers in the synergy menuRemoved the part when you ascend to un-equip all follower weaponsExpeditions now show the expedition exp they giveVery small general code improvements
Added another safeguard for a rare inventory reset after restarting the game that some players are reporting.(if you lost your inventory, write me a DM so we can fix it).
Added the Pet system - go on expeditions, find different rarity of eggs and hatch different pets. Level them up to get their bonuses higherBig performance optimization for the whole gameAdded 1 new talent to the chronomage to support it's AFK natureAdded another batch of steam achievementsAdded another ascendancy bonus: kills threshold reduction(you need less kills to progress to next levels) Inventory changes:Changed the starting inventory slots from 10 to 18Added tags which you can press to only see the particular item types in the inventoryAdded hover-over effect when hovering over items in the inventoryYou can no longer delete equipped items UI changes:Full professional main screen UI re-workYou can now drag around most of the menusClicking on a menu brings it on topEvery menu closes with ESC buttonCrafting panel now opens the crafting details on the right side instead of on topAdded confirmation window when trying to ascendBuildings resource generated now shows: resource/second, resource/minute, resource/hour and tickChanged notations from pure letters to E+XSmall tweaks in the expedition info UIAdded % of HP on enemiesRemade the first background's foliage/effects Misc:Keeping the current selected level is now moved to global saves(so you can continue via steam cloud on other devices)Buffs to some expeditions % success rates and changes some timers Fixes:Fix for the game not always properly starting when not focused(for instance alt+tabbed)Fix for weapons sometimes loosing their damage or reverting to level 1 damageFixed synergies properly applying when bulk buying follower levelsAnother potential fix on workers not giving increases to buildings ~level 30-31Fixed the heavy stuttering when using consumables, especially using bagsA potential fix to ultra-wide monitors(please write feedback if it works or not)
Posts come from Steam's official announcements feed.