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Rocky Idle

Rocky Idle

by Rocky Games Studio

★ 84%
Price $9.99
Avg Players 361
Reviews 324
Released Mar 26, 2026
AutomationCasualClickerFarming
Offline progress

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Rocky Idle borrows the RuneScape-inspired progression framework popular in games like Melvor, letting you level skills, farm resources, and fill a collection log. The game supports offline play but rewards frequent engagement through temporary boost mechanics, creating a hybrid between passive and active idle gameplay. It's best suited for players who enjoyed Melvor's structure but want a more streamlined experience with better in-game documentation.

About this game

Players, last 30 days

Peak 417 · Low 300

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

What players are saying

▼ Not recommended 34 hrs
This is just a super dumbed-down Melvor Idle with AI art. It's also supposed to be an idle game but there's these boosts that GREATLY improve your progress and you have to click a button every 10 minutes to be efficient. Half the achievements only give improvements to boosts so the dev clearly thought active play is the way this IDLE game should be played.
155 found helpful Steam ↗
▲ Recommended 6 hrs
Review based on 2.3k+ hours on Melvor, this game is really good so far and shares the OSRS foundation which I believe is S tier for Idle games personally. If this is just the start of things to come, this game has a very promising future. Definitely worth the price of entry.

Improvements over Melvor
- Ingame Wiki
- Info ingame of loot drop rates
- Ingame achievemnt system and rewards
- Quest system and rewards
- If you need an item for anything, you can click on it and it will take you to the monster that drops it to fight it straight away

Little QOL features which really surprised me.
46 found helpful Steam ↗
▼ Not recommended 704 hrs
Drawing some inspiration from Melvor and OSRS, and putting it's own twists here and there, it's evident that the foundation for a decent idle game is there. Plenty of options and new features here like the chests, the in-game wiki, the boosts, and some other mechanics are a welcome addition and the ideas work really well. However it feels as if the dev just didn't know what to do with them, how to add meat to the game, or how to handle the balance around it. Obviously it's not expected to have surgical precision levels of balancing, but the game is just infested with all these baffling decisions and lack of basic QoL that you'd expect from an idler.

For starters, most of the time the weapons and gear that you can get from monsters far exceed what you can craft at the same baseline level. Ironically, a lvl30 staff that you can acquire from the very first mob in the water area will carry you through till mid-game. That doesn't necessarily have to be a bad thing, but when you look at the crafting options for staves, you'll realize that you now need runecrafting lvl90 to get an incrementally slightly more powerful weapon, because the lvl75 staff is weaker. But also the opposite is true. The slingshot that you can farm from another mob (first mob in another area) is vastly inferior to a basic bow you can craft, or basic bow you can farm from similar leveled mob in a different area. Even though the slingshot requires its own ammo and provides no extra benefit whatsoever. There's also weapons where they make no sense existing, for example there's a high level mob that drops a wand, but the wand is completely outclassed by the lvl30 staff you get from the early game mob. This has been discussed in the steam forums and the dev has replied back with a "magic gets its power from the spells, not from the weapon", which is half-true. Yes the wand has faster attack speed (2.2s vs 2.5s), but the highest level spell still does almost half damage in comparison. Similar thing happens with the melee equivalent (claws) where I could just not find a use case for them at all.

This gets even more exacerbated once you progress to the end-game where you can farm a lvl400 mob and a lvl600 one in the same area. The lv400 one drops a quiver with a 1/5.000 chance, the lv600 drops a gem with a 1/10.000 chance. Pay attention, this is important. The quiver, you can equip the moment it drops and is a pretty big power spike, which is rewarding. The gem, you have to combine with the advanced cape, which you need to complete a quest requiring two of your skilling levels to be 108. Once you get the advanced cape and the gem, you get the viper cape which... is inferior to the quiver in all stats. Why? Just why?

With armor the problem gets worse. You sometimes will spend days (depending on rng) to grind some gear, yet you'll realize that the power you get from said gear is minimal. There's these bosses that you need special tokens to complete the fight (so you can't exactly "farm" them non-stop), and the gear drop chances are so abysmal that they have to be good. But they're not. Because you'll end up getting a drop, only to find out you get a measly "+4 accuracy" from it, which is nothing at that point of the game.

The quests equally feel tucked in with no real thought behind them and their rewards. The rewards are XP for the skilling skills most of the time which is somewhat lazy, as you're supposedly grinding XP for that same skill to be able to do the quest in the first place. Sometimes you'll need the quest to be able to procure certain items from a skill, and sometimes you get a cape and that's about it. To further demonstrate how lazy they're implemented, all quests have a certain skilling lvl requirement. You'll very often see quests that need "Blacksmithing Lvl90", but that's not entirely true, because you'll need to craft specific gear that require your Blacksmithing to be lv98 for example. Why not just put that as the requirement for the quest then?

To top it all off, there's seemingly no point to many of the skilling's crafting progression. Smithing always seems to be two steps behind in strength relative to what you'll be getting from mobs, fletching is useless as you can only craft bows and arrows and that's it, runecrafting is painfully slow and inefficient that you're better off farming runes from mobs, thieving is pointless as you get less than what you'd get from mobs and there aren't any exciting rare loot you can get, prayer seems to be more of a "get to X lvl and forget for now" since there is no mana mechanic for prayers, it's just certain threshold levels you reach to unlock them. Slayer feels tacked on, as its only use is unlocking higher level mobs and that's it. The only meaningful skills are fishing/cooking and farming since that's the only way to get meaningful amounts of bark for your potions. Additionally, you'll very often see very dumb decisions, for example you need fletching lv80 for diamond arrows, but you need smithing lvl99 for diamond bars for those arrows. And no, there's no other way to get diamond bars except doing extremely late game (lvl 115+) chests.

One last thing I've noticed which is somewhat alarming, is that if I left the game overnight to farm a mob (because you need a special currency to unlock offline farming for each individual mob for some reason), the game client would be very laggy the next day. A simple restart fixes the problem, but it's still very weird.

There's many many more design flaws in this game that I'd rather not get to as I'll get upset just typing them out (why is there no auto-slayer?) and they far exceed the positives. Ultimately I got my money's worth, but it certainly wasn't enjoyable past a certain point. I do have to mention though that it felt as if the dev hasn't played his own game, because if he did he would be bothered by all these compounding little things.
28 found helpful Steam ↗

Reviews are by Steam users, hosted on Steam.

Latest updates

Life update

45 days ago
Hello everyone. As some of you might know, I have been studying Computer Science while working on Rocky Idle. After five years, I have finally completed my degree! It's a huge milestone for me, although my motivation and focus have mostly been on developing Rocky Idle the last 2.5 ish years. :))) No more studying also means that it is possible for my girlfriend and I to go on a long journey, something we have been dreaming of for a long time. Because of this, I will be taking a break from game development while we are away. We don't know exactly how long we will be traveling, but we expect it to be a maximum of ten months. The game will of cause still be playable as normal, and hope that you will still play it, also you can put in suggestions but I will look at them when i get back:)I am incredibly happy and grateful for all the feedback and support from everyone in the community throughout the entire process, and hope to see people sticking around. I have spent the last few months since release fixing bugs, making QOL stuff and a some content updates. I am hoping things feel stable enough with the game for me to step away for a while, and BTW I am impressed that some of you have even finished the entire game!! As a side note, I will be spending some time during my travels brainstorming ideas for Rocky Idle 2. (Or maybe even ideas for new content for Rocky idle 1). The commitment will be much bigger now that I have the choice between working full-time and continuing with game development, but I think I am going to give it a shot and see if I can make it work when we get back. Hopefully, by the time I come back, I will have a notebook full of ideas ready to start developing. This time around, I will prob also hire a professional artist to help. :)) I understand that pausing updates might be disappointing if you were hoping for new content soon, but I really hope you can support this choice.If you have any feedback or ideas for the next game, feel free to complete the...

Patch v1.3.0: Pet Changes + UI Customization Update

72 days ago
Hello everyone!Pets are no longer just cosmetics, they now have small but meaningful benefits and introducing a dedicated pet slot. A bunch of this came from community feedback, so thanks to everyone who shared thoughts and for voting on discord. Let me know what you think!UI customization changes are here. The goal with this update was to give you a big pass on customizing the interface, letting you make the layout truly your own.New Features & ContentPets & ReworksThe Pet Slot & Benefits: Pets now gives boosts: combat pets boost your skilling 5% speed or batch per pet in that area, and skilling pets boost your combat by 5% dmg to that area. All skilling pets can be combined into 'the pet', combining all stats from all 6 of the skilling pets.Unlocking 'The Pet': 'The Pet' can be unlocked directly in the Slayer tab for 10,000 Slayer points, a combination of all skilling bosses.Account Avatars: Any pet you have unlocked in your collection log can now be set as your account avatar, shown off with a golden background.UI Customization & LayoutDrag & Drop Layout: The inventory and current-action panels (current quest, skilling/combat, etc.) can now be dragged around and scaled independently.Movable Bank Window: The Bank window can now be resized and dragged anywhere on your screen, and it will remember its size and position for next time.Optional Left Sidebar: Added a new optional left sidebar with all your skills, tabs, and menus in one clean panel. This can be collapsed into a slim rail or toggled off entirely in Settings.Configurable Keybinds: Set your own keyboard shortcuts for skills, tabs, and menus. You can find this in Settings under 'Keybinds'.Inventory Shortcuts: Gear and Bank shortcut buttons now sit right above the inventory. These can be toggled off in Settings if you prefer the old look.Quality of Life & BalancingShop Buy Back Button: Added a buy back button in the shop, so you can easily undo accidental item sales.Shop Sell Back Button: Added a sell back b...

Patch v1.2.0: FINAL Boss + Slayer rework + Offline mode

84 days ago
Hello everyone!Slayer changes are here. The goal was to move away from the "9 Easy + 1 Expert" strategy(or simular ones) and get people committing to longer tasks instead. Harder tasks should now feel a lot more worth it.A bunch of this came from community feedback, so thanks to everyone who shared thoughts. Let me know what you think!Play OFFLINE: A lot of people had issues especially from Russia and China, where they were unable to connect to the server, so we now have a possibility to play offlineComplete the game by getting the CAPERONNew Features & ContentSlayerSlayer Streaks Per Difficulty: Slayer streaks are now tracked separately per difficulty (Easy, Medium, Hard, Expert).Extended Task Bonus: Completing an extended Slayer task now rewards bonus Slayer points on top of the normal streak reward (+2× the master's base rate).Slayer Point Rewards Increased: Hard difficulty base reward increased to 40 per task (from 25). Expert difficulty base reward increased to 180 per task (from 75).Simplified Streak Bonuses: The 250th and 1000th task streak bonuses have been removed from all difficulties to simplify the reward structure.Streak Conversion: Because the old streak didn't track which difficulty it was earned on, it can't be migrated directly. As compensation, your old Slayer streak will be converted to Slayer points at a rate of ×10 per task completed (e.g. a streak of 89 gives 890 Slayer points). The button disappears once claimed inside the Slayer tab.Equal Task Odds: All Slayer tasks now have an equal chance of being assigned. Task weights have been removed.Slayer Tasks Tab Update: The tab now shows the extended amount range and its bonus Slayer points reward instead of the old weight column.Quality of Life & BalancingWeakness Icons: Monster cards now show a small icon indicating which attack style they are weakest to.One Click Harvest & Plant: Cost reduced from 750 to 50 Slayer points (you'll be refunded the difference).Magic Weapon Buffs: All 2.2s magic weap...

Posts come from Steam's official announcements feed.

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