Idle Cultivation tasks you with grinding through ten stat-based activities—mining materials, forging gear, battling enemies—to acquire physiques and manuals that boost your core cultivation stat during offline periods. While the progression loop is straightforward, players report the experience feels repetitive and shallow, with gear becoming obsolete quickly and little variation between equipment types to meaningfully change gameplay.
About this game
Idle towards Immortality! Ascend the cultivation stages to become immortal. Battle experts, monsters and mythological beasts. Draw talismans, craft powerful equipment and powerful pills to assist you in combat.
What players are saying
▼ Not recommended53 hrs
This game is not rewarding in any way. There are no breakthroughs, no new mechanics, no nothing. It is nonstop the same grind. Rare drops are completely obsolete after you progress one tier or simply craft them yourself. Overall just not an enjoyable experience.
Shortly about the game: you have 10 stats (activities), [Cultivation] being the main one, everything else is auxiliary to it. Main loop is: you mine materials to forge gear to battle enemies to get your [Mind] and [Body] to level up and find physiques and cultivation manuals in dungeons, then you equip it and cultivate (afk). Difference between weapons, techniques, physiques and anything else is non-essential, you can beat any element with any gear and manuals of the same tier.
The game lacks depth. You will see 1 (one) new mechanic in your whole play through - upgrading weapons, it is a 1 button luck-based no real risk action to make your gear up to like 10% stronger.
Everything takes ages to progress (even if you speed up the game to 100x getting from one cultivation stage to another takes hours) and resource/experience ratios between your activities are not balanced, for example, I had [Mind] stat cap out at 100 while [Body] stat was around 40-ish out of a hundred, they both get experience from the same activity, and you need them both to hit certain threshold to be able to progress further.
This game is probably fine for the price but I find I just don't like it. Feels... like a bad reskin of Melvor Idle with way less content. IMO idle games need novel mechanics to be worthwhile.
Greetings Fellow cultivators! Here is another patch of minor fixes Note! There seems to be a bug where the Dao Companion asks for an item, but the displayed item is wrong, restarting fixes this. I’m still trying to figure out how this bug occurs, so if you encounter it, let me know in detail how you got it in the Discord. Today’s Changes Added toggle to Auto Finish Dao Companion Tasks, now if you have met the goal of the task, it will automatically finish the task. This can be toggled in sect settings but is on by default Hide breakthrough popup, and hide lootbox poup have the wrong hover info Fixed so Hide Breakthrough and lootbox popup now have correct tooltip Fixed so hiding lootbox popup now applies to opening lootboxes normally and not just all at once Adjusted Ship Upgrade cost, now upgrading from tier 3 -> tier 4 costs earthly (Tier 4) materials Fixed incorrect name on Immortal Earth Puppets Fixed typo in Sect Artifact Panel Previous Fixes Collection log now shows name of item, even if you havent found it yet. Should hopefully remove some of the confusion on what items you are missing. Added more checks on what items Dao companion can request Fixed Auto Recruit bug Added Active Cultivation modifier to Dao Companion buff. Changed some values for skill tasks from Dao companion, should no longer default to 20m. Should now be more appropriately capped to your cultivation
Greetings fellow cultivators! I have been making small patches every day. I decided to only post it in the discord. So this will be a list of fixes today and a summary of fixes since last Steam post. Today's Fixes Fixed a problem with the Minimum Age for auto recruit had wrong minimum lowest value. Fixed bug where in the elder effects panel, Training and Mission power took value from the Palace Elders power. Previous Fixes Dao Companion Breakthrough buff should now properly be included in the total % Devouring for Body xp should now properly count for Dao Companion Task Moved Sect Armory settings to show under the item list Dao Companion should no longer ask you to craft Yin and Yang Equipment that cant be crafted. Skip cost now is capped to your Cultivation, but still based on your Companions Cultivation Task Goal should now longer randomize constantly Additionally, Idle Cultivation 2 is in full development, i decided to pause the other project that i had. In the future i will share some teasers in the Discord. And as a throwback, here is a picture of what an early in development Idle Cultivation 1 looked like. {STEAM_CLAN_IMAGE}/45607971/6b795a325bcc2cd6b7e316d5775107bb8abfab2a.png
Greetings fellow cultivators! Here is some more fixes to Dao Companion. Changes Fixed problem with items sometimes not counting Fixed UI in Mission Panel so rewards are not stacked instead of displaying each roll separately Fixed problem where sometimes too high item amounts would be requested Dao Companion buff should now properly go to 24 hours
Posts come from Steam's official announcements feed.