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Between Adventures IDLE

Between Adventures IDLE

by Loop Forge · Published by Rogue Duck Interactive

★ 71%
Price N/A
Avg Players 272
Reviews 295
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 30 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 Notes 0.7.1.0 | Act 5 & Area Bosses

1 day ago
New Content: Act 5 – The Blue Goblin Realm12 Brand-New Combat Zones: Journey through 12 newly uncovered areas (Act 5-1 through Act 5-12), taking combat progression to the next level.New Enemy Faction – Blue Goblins: Face off against the fierce Blue Goblin tribe, featuring 15 distinct unit variants equipped with custom visual gear, attack animations, and high-tier combat stats.Boss EncountersAct 5 Boss Encounter (Level 70): The colossal Blue Goblin Chieftain awaits at the climax of Act 5-12Act 4 Boss Debut (Level 54): Officially introduced the final challenge for Act 4, featuring a 4x Health multiplier, mythic difficulty rating, and bespoke encounter parameters.Boss-Exclusive Loot Table:Defeating Act 4 and Act 5 bosses guarantees 1 to 3 high-tier equipment drops.Dynamic Enemy Affix & Tag Modifiers SystemEnemies across all acts now have a chance to spawn with special Affix Tags, altering their defensive profiles and significantly increasing your rewards:Wealthy: Grants +15% Health and drops +150% Gold (2.5x total Gold).Tough: Possesses +50% Health, gains 10% flat damage reduction against all incoming player attacks, and boosts overall loot reward multipliers.Armored: Grants +75% Armor, heavily dampening non-piercing physical strikes while increasing reward multipliers.Empowered: Boasts +25% Health, +15% Armor, and yields +150% EXP (2.5x total EXP).Pierce Resistant: Grants 35% Armor Pierce Resistance, countering pure penetration setups.Multi-Tag Elites: Higher acts now feature a chance for dangerous monsters to spawn with 2 or even 3 simultaneous tags.Rarity Bump Chance: Defeating elite tagged monsters with high reward multipliers now grants a progressive chance to bump dropped item rarity up by a tier (e.g., turning a Rare drop into an Epic, or Epic into Legendary).Chests UpdatesInstant Opening for Special Chests: Special chests can now be opened directly without holding delays, instantly transferring rewards straight to your inventory.

Hotfix #9

2 days ago
New Feature: Inventory: Multi-Item Selection & Bulk ActionsMulti-Item Selection (CTRL & SHIFT): You can now select and manage multiple inventory items simultaneously up to a maximum of 18 items:CTRL + Left Click: Toggle-select individual items across your inventory.SHIFT + Left Click: Select a contiguous range of items between your last selected item and the clicked slot within the current tab.Multi-Item Drag & Drop:Dragging any selected item now drags all selected items together as a group.Dropping the group into another inventory tab or slot moves all selected items in order to the destination tab.Bulk Context Menu & Hotkeys:Bulk Lock / Unlock: Right-clicking or pressing the Lock hotkey now locks or unlocks all selected items at once.Bulk Junk Marking: Mark or unmark all selected items as Junk in a single action.Keyboard Shortcut Tooltip Hints: Hovering over inventory items now shows contextual footer hints for CTRL - Multi-select, SHIFT - Select range, ALT - Details, and TAB - Compare.New Feature: Combat Auto-Loot SystemMerchant Upgrades Added:Auto Loot Unlock: Unlocked automatic combat loot collection from the Merchant. Once acquired, monster drops during combat are automatically gathered into your inventory over time without requiring manual clicks.Auto Loot Speed Tiers: Upgraded your looting frequency to gather drops much faster:Tier 1: Collects loot every 45 secondsTier 2: Collects loot every 30 secondsTier 3: Collects loot every 20 secondsAuto Loot Capacity Tiers: Increased the number of items collected per cycle:Tier 1: Collects 2 items per triggerTier 2: Collects 3 items per triggerInventory Safety & Drop Protection:Added inventory fullness safeguards: Auto-looting automatically pauses and displays an "Inventory Full" alert when storage limits are reached, ensuring valuable items are not lost.Any uncollected pending loot drops are safely preserved across game saves and sessions.Enchanting System OverhaulItem Burn & Destruction Removed: Items can no longer ...

Hotfix #8

3 days ago
Task System & MultitaskingTriple Concurrent Task System: Upgraded the task engine to support three fully independent, simultaneous activity channels:CombatGathering (Mining, Woodcutting, Fishing, Gathering, Arcane School)Crafting (Blacksmithing, Cooking, Alchemy)You can now actively fight in Combat, gather resources, and craft equipment/potions all at the same time without interrupting each other.Triple-Slot Task Bar: The main status bar now features three dedicated slots displaying real-time cycle progress, queue counters, and icons for Combat, Gathering, and Crafting simultaneously.Combat & EnemiesEnemy Variety: Added new Goblin and Human enemy variants to bring greater visual diversity to combat encounters.Gathering & Potion LoadoutsDedicated Gathering Potion Slots: Resource gathering screens (Mining, Woodcutting, Fishing, Gathering) now feature dedicated, persistent potion loadouts directly on the resource panel.Quick Potion Selector: Clicking a gathering potion slot opens an inline menu showing matching potions from your inventory, letting you equip, swap, or unassign potions instantly without opening the character equipment window.Live Potion Timers: The resource panel now tracks and displays real-time countdown timers for active timed buffs alongside remaining consumable charges.Offline ProgressionOffline Gathering Potion Simulation: Offline progress calculations now fully account for potions equipped in your gathering loadouts. Active potion speed boosts and charges are accurately consumed and applied to offline gathering yields while away.Crafting & Equipment UpgradesTargeted Rarity Upgrades: Added a target category selector to the Rarity Upgrade station. When combining items to upgrade their rarity, you can now target a specific gear slot (Weapons, Armor, Amulet, Ring, Shield) or keep it set to Random.

Posts come from Steam's official announcements feed.

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