Evitania Online combines idle progression with light RPG systems, letting you accumulate loot and level skills without constant engagement. You'll develop your character across professions, craft gear, and tackle bosses at your own pace in an open world designed to minimize the time commitment typical MMORPGs demand. Best for players who enjoy passive advancement and character building without the grind.
About this game
Online Idle RPG with an open world without the grind of classic MMORPGs. Collect rare loot, develop your character, master professions, craft powerful gear, and defeat challenging bosses as you progress endlessly.
Players, last 30 days
Peak 1,424 · Low 1,070
Daily peak concurrent players, sampled once a night from Steam.
What players are saying
▼ Not recommended1 hrs
easy rpg dont need to try too hard Kinda love the art and the gameplay i hope there will be a guild / dungeon multiplayer in the near future
Lets get the elephant in the room out of the way, yes it plays similar to idleon. Now with that mentioned, its a fun game if you like casual idle gameplay. Its a bit more simplistic than idleon in its current state, but I like the monetization here better and hey we get auto loot!
The game has been getting frequent updates with active devs that communicate a lot on their discord and frequently implement suggestions from the community. To sum it up, the game is simple but fun at the moment.
Also cosmetics have no stats, so thats a big one. Pets have stats, but they all share the same baseline numbers and you can get those for free ingame(not much effort, a quest gives it) so no p2w there.
Its free so just give it a go. While its not for everyone, it might be for you.
Not great, not even good, it's just okay. The game consists of too much idling and not enough management for my tastes, and the mobile game microtransaction BS is off the charts. Collect your daily login bonus, and your weekly login bonus. Buy your beginner's pack, but also you need a starter pack! Buy skins, buy consumables, buy pets, buy upgrades! Buy it now because time's running out! 50% off for a limited time! It's a great value! Buy, buy, buy!
You can find much better idle games right here on Steam, for free even.
A positive review claimed all the microtransactions were for cosmetics only. Which is what got my interest. But that is a lie. There are real money only microtransactions for a whole host of stuff - not all of which are cosmetic. So I wanted to leave a negative review to balance things out.
A positive review claimed all the microtransactions were for cosmetics only. Which is what got my interest. But that is a lie. There are real money only microtransactions for a whole host of stuff - not all of which are cosmetic. So I wanted to leave a negative review to balance things out.
Dungeons Daily dungeon keys now stack on top of what you already have instead of just topping you up, with a cap of 20 keys. Keys from purchases can still push you above the cap. Victory cards now show only the loot the server actually handed out, so a party mate who had no key left shows nothing instead of loot he never received. Party members now show their guild tag and emblem inside a run. The 'hide other players' setting no longer empties a dungeon run - your party stays visible while the run owns the screen. If your connection drops while searching solo, the search now continues on the same timer once you are back instead of counting up forever behind a disabled run button. Leaving the victory screen no longer throws you back into the matchmaker. Searching is now always started by the Find button. Matchmaking is faster: a full group no longer waits up to 15 extra seconds after the last ticket lands. The dungeon now fights on a single lane, with wave sizes adjusted so the room still holds the same 102 monsters. The side menu Events button and the dungeon Shop button now carry a notification dot when you have keys left or an affordable headline vendor lot is in stock. Pending payouts from earlier runs are also picked up at startup. Guilds Guild emblems now appear in the weekly standings, matching the guild card, lobby and roster. A guild that has never picked an icon now shows a default sword emblem instead of an empty slot. The roster now shows today's contribution, and a new switch lets you look back at the week that just ended. Last week stays greyed out until a full week has been archived. A brand new guild's activity bar now counts its first twenty members instead of sitting under a flat ceiling. Lone wolves now have their own weekly gathering targets for wood and ore. Lone Wolf status now lives on the server. Social & Accounts Friends and the guild roster now show your account name, with the hero you are currently playing listed beside it in angle brackets...
Update 0.319.1 Party Dungeons Party dungeons are here as the current running event: enter through the portal in town or the Events button once your character reaches level 50. Four dungeons gated at character levels 50, 80, 100 and 110, each with its own monster stats and payout. Queue alone or with your party through matchmaking. Dungeon keys are a balance that tops up each day. Entering costs nothing - a key is spent only when you claim the reward at the end. (will probably change the system in the next patches: should work just like older events (+4 keys per day, no cap)) Extra keys can be bought for gems, up to six a day. Guilds Guilds can now wear an icon next to their tag: six are available for everybody. The members tab now shows each member's weekly donations and research supports, not just their activity. Research track descriptions now say what the track actually does - including fully researched tracks and the fact that Seal Rewards also raises the weekly cap. Guilds now unlock at character level 60. The weekly guild kill task no longer banks a claimed offline session's kills, so the target has to be met by playing. Two guilds on the same weekly activity score are now ranked by who reached it first. UI & Quality of Life Hunter, Engineer, Runes, Bonfire and Curios can now be browsed from the side menu the way the smithing table already could: live state visible, every control disabled. Hourglass shop items are bought in a single tap - the confirm dialog is gone. The Realm portal has been removed. Fixes Tapping the screen right after logging out or switching accounts should no longer drop you into a fresh, empty save. If your save cannot be read, the game now stops on a retry screen instead of starting on stale data that the next autosave would make permanent. Localization All ten languages moved onto a new text system, with missing, stale and untranslated lines filled in throughout - including the last places that still called Drop Quantity "Magic Find" or...