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Between Adventures IDLE

Between Adventures IDLE

by Loop Forge · Published by Rogue Duck Interactive

★ 70%
Price N/A
Avg Players 153
Reviews 359
Released 2026
AdventureCasualCharacter CustomizationFantasy
Offline progress
View on Steam ↗

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Between Adventures IDLE is an offline-friendly idle RPG where you accumulate resources, fight enemies, and craft equipment through mastery of eight different skills. The core loop revolves around automating your character's progression—leveling skills, creating tradeable items, and upgrading gear—while you're away from the game. Suited for players who enjoy traditional RPG progression without pressure to spend money.

About this game

Players, last 70 days

Peak 1,450 · Low 0

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

What players are saying

▼ Not recommended 4 hrs
A bit torn on whether to recommend or not but leaning towards not recommending in its current state and to wait for some improvements. I'll probably keep playing but I'm a sucker for idlers.

Pros
1. Price is fine.
2. Seems technically polished so far and runs well - if you happen to not have smooth mouse movement, try clicking Pause in the bottom left and changing graphics settings
3. The core components of a RuneScape-like idler are there - gathering and processing skills, combat, gear, selling to shop for coins, some basic quests, etc.
4. It is listed as Early Access so if you like completing the current content and being there for major updates for more to do, there's that.

Cons
1. To me the game lacks any distinct identity or soul, feeling a bit generic. Despite the dev's claims, this indeed feels like a stripped down Melvor Idle and that game came out 5 years ago.
2. Progression feels unbalanced right from the start. A couple hours in I already felt a wall. My gathering progression is woefully behind processing such that I only have 1000+ level 1 materials to process even though my processing skills are all level 35+.
3. A lot of quality of life features missing and some unintuitive UX choices that can be improved such as how consumables are used, how items are sold, not showing level requirements on gear you craft, not having a responsive window size (resolutions are in a list in settings instead of being able to drag the corners to your liking and the game adjusts like other idlers), needing to click two buttons to leave combat (but if you start a skill it instantly switches), having to pause the game to see and edit the Settings menu (but you still get xp as if the game wasn't paused??), etc.
24 found helpful Steam ↗
▼ Not recommended 48 hrs
I've played the game now for about two days, and unfortunately it left me with the impression that it is extremely unfinished and only superficially complex.

The entire game basically revolves around fighting the same enemy over and over again. The enemy itself doesn't really change — its HP, defense, and attack simply scale as you increase the difficulty. You kill it, collect gear, craft food for fights, combine item rarities into higher ones, and use upgrade stones to increase and change item stats.

The biggest problem is that the game contains a lot of RPG systems that seem to have little or no actual purpose. In fact, a large portion of the game's mechanics feel unnecessary because they barely affect how you play or what decisions you make.

There are melee, ranged, and magic weapons, for example, but it doesn't seem to matter which one you use. Items also have different resistances and other stats, despite there being no gameplay mechanics that make those stats relevant.

This creates the illusion of depth without actually providing meaningful choices. Most of the progression boils down to making numbers bigger so you can fight the exact same enemy again at a higher difficulty.

The game strongly gives me the impression that a checklist of common RPG and idle-game mechanics was added without enough thought being given to how those systems should interact with each other. I don't know whether AI was used during development, so I'm not claiming that it was, but the overall design often feels very generic and strangely disconnected.

I understand that this is an Early Access game and that the price is relatively low, so I wasn't expecting a huge amount of content. Even with that in mind, however, I don't think there is currently enough to do to justify the price. The core gameplay loop becomes repetitive very quickly, and after a short time it feels like you've already seen almost everything the game has to offer.

In its current state, I can't recommend it.

The game desperately needs more enemy variety, meaningful build choices, and actual reasons for systems like different weapon types, resistances, and other stats to exist. Right now, too many of the game's mechanics feel like they are present simply for the sake of having more systems rather than because they add anything meaningful to the gameplay.
21 found helpful Steam ↗
▲ Recommended 0 hrs
Just a little token of gratitude for my hubby! 💕
If he ever finds this (and actually bothers to check his phone notifs 🙄), I really hope he likes it... XOXO 💋
11 found helpful Steam ↗

Reviews are by Steam users, hosted on Steam.

Latest updates

Patch 0.7.5.4 Notes: Bulk Fusion, Merchant QoL & Crafting Source Guides

12 days ago
Patch 0.7.5.4 Notes: Bulk Fusion, Merchant QoL & Crafting Source GuidesNew Feature: Bulk Item Fusion ("Fuse All")Fuse All Button: The Item Fusion (Rarity Upgrade) panel now features a dedicated Fuse All button! It automatically scans your inventory and slotted gear to bundle complete sets of 4 matching items of the selected rarity.Batch Processing: See exactly how many fusions will occur at once (e.g. Fuse All Rare (x3)) and complete them all in a single action, earning skill XP and paying the combined gold cost seamlessly (with a small 25% convenience fee).Merchant QoL & Stat UpgradesBulk Inventory Slot Purchase ("Buy xN"): You no longer need to click repeatedly to buy bag slots! Selecting the Inventory Slot upgrade now presents a Buy x10 (or maximum affordable amount) button to unlock multiple bag slots in a single click.Clear Upgrade Stat Comparisons: When inspecting upgrades at the Merchant, the description now clearly previews exact before-and-after values (Current > Next (+Gain)), including:Auto-Loot Speed (e.g., 45s > 30s)Offline Hours & Offline Efficiency (e.g., 8h > 10h, 60% > 70%)Crafting & Progression GuidanceIngredient Acquisition Tooltips: Ever wondered where to find a specific crafting material? Hovering over any recipe ingredient in Blacksmithing, Cooking, Refining, and Crafting now reveals its exact source:Resource Nodes: Displays which tree, ore, fish, or herb node provides it (e.g., "Gathered from Oak Tree.").Act Combat Level Cap Notice: When earning reduced XP from combat after reaching the current Act's level cap, the floating XP indicator now explicitly explains the reason (e.g., "+1 XP (Act Level Cap)").Enchanting & Economy BalancingReduced Enchanting Costs: Base gold costs for enchanting equipment have been reduced by 50% across all rarities.Cheaper Transmutation & Extraction: Transmuting essences and extracting materials now costs only 25% of the standard enchant cost, significantly lowering the barrier to experiment with essence crafting.Bug...

Patch 0.7.5.3 Notes: Combat Auto-Sell & Auto-Loot Overhaul

19 days ago
Patch 0.7.5.3 Notes: Combat Auto-Sell & Auto-Loot OverhaulNew Feature: Combat Auto-Sell SystemMerchant Upgrade – Equipment Auto Sell: You can now unlock the Auto Sell upgrade from the Merchant for 200,000 Gold.Combat Rarity Filter: Once unlocked, a new multi-select dropdown appears directly on the Combat screen, allowing you to choose which equipment rarities (Common, Uncommon, Rare, Epic, Legendary, etc.) you want to automatically sell.Instant Gold Conversion: Any dropped combat equipment matching your selected rarities is immediately liquidated into Gold at full merchant value upon dropping.Auto Sell Floating Popup: Earning gold through auto-sell now displays a clean, dedicated floating popup indicator (Auto Sell: +X Gold).Protected Items Whitelist: Only weapons, armor, and accessories are affected by Auto Sell. Valuable crafting materials, consumables, tools, and quest items are fully protected and will never be automatically sold.Auto-Loot Overhaul & Loot ManagementAll-At-Once Loot Pickup: Auto-Loot has been reworked! Instead of collecting a limited number of items per tick, Auto-Loot now vacuums all pending combat and ground loot into your inventory in a single sweep whenever it triggers (as long as you have inventory space).Tier 4 Speed Upgrade: Added a new Tier 4 Auto-Loot Speed upgrade to the Merchant, allowing you to reduce the auto-pickup interval to rapid collection speeds.Ground Loot Stacking: Identical stackable items dropped in combat now automatically merge into existing ground loot stacks rather than taking up additional ground slots.Standardized Ground Loot Limit: Combat ground loot capacity is now standardized to 12 slots.Merchant & Interface ImprovementsClear Maxed Upgrades: Fully upgraded items in the Merchant shop no longer vanish unexpectedly. Instead, maxed-out upgrades now remain visible in the shop with a clean MAX indicator.Compact Gold Numbers: Large gold amounts across Merchant shop slots, trade amount dialogs, and the "Sell Junk" preview...

Patch 0.7.5.2

22 days ago
Boss Chambers: Balance & Loot RefinementsBoss Stat Tuning (+20%): Increased Health, Physical Damage, and Elemental Damage across Boss Chambers 1–10 and Skill Mastery Bosses by 20% to provide a tighter endgame challenge.Dynamic Loot Roll Ranges: Rebalanced Boss Chamber rarity weights (Rare through Eternal) and ensured dropped equipment levels and rarities respect both the Boss's current level and your Combat Level.Enchanting & Rarity Upgrade ImprovementsSafer "Auto Fill" in Transmute & Extract: Clicking Auto Fill in the Transmute & Extract tab now loads your lowest-rarity, lowest-value item with extractable suffixes into the slot for preview before extracting—allowing you to inspect the item and its Orb/Essence yield before confirming—and works across all inventory tabs.New "All" Rarity Filter in Upgrade: Added an "All" option to the Rarity Upgrade dropdown. When All is selected, clicking Auto Fill automatically pulls a complete set of 4 matching items starting from the lowest available rarity without locking your dropdown selection.UI & Quality of LifeMerchant "Sell Junk" Gold Preview: The Sell Junk button in the Merchant window now visually highlights whenever you have items marked as Junk and displays the exact total Gold you will earn before selling.Act Max Combat Level Notice: When your Combat Level reaches the cap for a lower Act, the Act Overview panel now displays 1 XP alongside a clear "Reached Max Combat Level For This Act" indicator.

Posts come from Steam's official announcements feed.

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