Idlewood Outpost places a customizable pixel RPG party at the bottom of your screen, where heroes automatically patrol, defeat enemies, and collect loot while you work on other tasks. The game progresses whether you're watching or focused elsewhere, with minimal screen real estate and a quick-hide feature for when you need taskbar access. It's ideal for players who want an unobtrusive idle experience that rewards occasional glances without demanding attention.
About this game
An idle desktop pet game where pixel RPG heroes patrol the bottom of your screen, collect loot, and level up while you work.
What players are saying
▲ Recommended28 hrs
Fantastic cozy little game, great to have at the bottom of the screen while doing other things, definitely recommend!
This is probably my favorite idle taskbar game. I don't have to interact with it if I'm really concentrating on my work and it takes up a lot less space than other idle taskbar games. It also has a really nice button on the right to quickly hide it if I need to reach something at the bottom of the screen.
The only negative I have is I wish there was an option to have the dropped items go behind the heroes instead of in front. I get a laugh when I look down and the entire bar is nothing but coats and books, but I can't see the heroes. That or just make the items smaller.
Otherwise, a great little game to watch while working and to take a break with. Don't expect huge amounts of progress or anything, it's more for giving you a smile or quick break while working in my opinion. :)
Also, I hope one day we can name the heroes. My favorite is the wizard, and I named nicknamed him Shifty because he's always hiding in the corner making potions or reading a book with a shifty look in his eyes, lol
It's done! The game is out and you can grab it for about the price of a nice coffee here in Stockholm. Or you can keep playing the demo for as long as you want for free - I won't be taking it down.If you've been following the game and end up liking it - a review, forwarding it to a friend or your favourite streamer are additional ways how you can support development. The game selling more copies ultimately means I can invest more time in updates, fixes, etc. - which I'd love!Here's a little clip to see where it all began, a little tech experiment with Electron in May of this year. Thanks for following along :)
Horses, Pandas, Capybaras...Short update: You can now ride all the things! All the launch mounts are implemented and working. They're currently purely cosmetic, but I got basic logic implemented so that they could also function similar to items and give the rider some stats boosts. Let's see what ya'll think!Also finished some UI tweaks and QoL issues that got raised over Next Fest. There's now a HP bar that shows on hovering a hero and a little context menu that shows their gear and progress levels on clicking the hero. And some other small stuff. Am now well underway on the heroes - just finished the Monk - and have 7 more to do there! Not nothing but should be easy for the looming release deadline.
Launch is approaching fast!With just over 30 days left until Idlewood releases, I wanted to give a quick update on what's left on my plate. Broadly speaking it's finishing up the release content scope and fixing any bugs and smaller QoL issues ya'll find during Next Fest. So it's a little flexible, but here's the rough outline:Heroes: Biggest task by far. Every Hero needs a set of several animations (idle, walk, train, work, recover) for their different equipment tiers. So 15 animations for 1.0. This will fill most of the time between now and November.Mounts: I got them working, so it's mostly a matter of creating the pixel art & animations for all the mounts that will be in 1.0. Couple days work.Monsters: Same thing - it's a much larger set than the mounts, but I got most of them ready to go so this is mostly a matter of importing sprite sheets and maybe making smaller tweaks. A day, two at most.Artifacts: These are relatively trivial to produce but need more balancing than e.g. Mounts. I expect to finish all the art, names etc. in a day or two - and then balance them out as I leave the game running while working on other things. Advantage of making a passive game :PBalancing, bug fixes, QoL issues: Depending on severity/community feedback I'll prioritise these as they're found and flagged. Game feels pretty stable at the moment, but as we hit more different computers and screens there might be resolution issues etc. So effort unknown on this one, but hopefully not gigantic!So that's it! Let me know if you think I missed something or have bugs/issues you'd like to see addressed before 1.0.Cheers,Ben
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