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Path of Idle: Old Gods Rising

Path of Idle: Old Gods Rising

by Small Mill, Small Mill

★ 78%
Price N/A
Avg Players 1,676
Reviews 1,206
Released Q3 2026
2DAdventureCartoonCasual
Offline progress
View on Steam ↗

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Path of Idle: Old Gods Rising blends incremental progression with Lovecraftian mythology, tasking you with automating combat, farming loot, and opening chests while constructing a corrupted town between battles. The game layers mechanics like gear crafting, runewords, and dimensional towers into its idle loop, appealing to players seeking deep customization systems alongside the relaxation of letting battles play out offline.

About this game

Players, last 37 days

Peak 4,751 · Low 953

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

What players are saying

▼ Not recommended 1 hrs
As small as a puddle, as deep as an ocean, you could say.

There's not much to do but focus on your bewitched prisoners to increase their level/stats to keep venturing through the "campaign".
The problem is that there are so many attributes and so many stats but little to no helpful information on what scales on what.

You can have an Archer that can equip both a bow and a dagger. Do both scale from dex, or daggers from physical? Or both? And he's got a skill that does lightning damage, is that Magic damage? Do I need Intelligence now too? It doesn't explain anything.
There's so many stats on equipment and no way to find out if it's better than what you've currently got equipped.

So, if you like creating spreadsheets to find out which skill will benefit most of which attribute, or which items is better for your current build, go for it.
I find it confusing and I'm pretty sure after the first hour you've seen all there is to find in this game and it just becomes a rinse and repeat to min/max your parties, which is not for me.
109 found helpful Steam ↗
▼ Not recommended 30 hrs
This game has so much to like about it. It's pretty well designed with 5 of the 6 classes having interesting abilities and builds. It even has fun little alternatives thrown in from time to time so you aren't looking at the exact same battles over and over. Even though it's an idle battler, it's still fun to watch it and tinker with your team to make it better. So what's the problem then? Well, you're going to have a hard time ever getting to play those interesting builds. At some point the game stops being so forgiving about what gear you're wearing and what skills you've invested in and you will stop progressing unless you start putting together abilities and a party with synergy. No big deal, we'll just start being more intentional with what things we pick...except, you can't. Every element of getting stronger is blocked behind 100 layers of RNG. You will spend an entire day getting what looks like an outrageous amount of resources and you'll spend it all in less than 5 minutes rolling dice trying to get what you want/need and just end up with nothing but a wasted day. It's a miserable feeling, and unfortunately one that overshadows all the great things this game could be.

EDIT: I wish there was a better review system rather than just thumbs up/down, because just a "negative" feels unfair to the work that's been put in. I stand by my frustrated feeling of wasting the entire day's idle farming in an instant without getting any stronger, but the dev(s) are very active with updates and do seem like they want you to have more agency in your gameplay. If you are reading my review, please do not take this as "this game sucks, stay away". Instead, take it as a warning that if you're the type that likes to experiment with build ideas, this very early version of the game will give you a lot of frustrations trying to do that. Based on the way daily game updates have trended I think eventually my review will be changed to a positive one, but for now I'm leaving it where it is.
57 found helpful Steam ↗
▼ Not recommended 58 hrs
they need to remove more then 50% of stats from this game. the fake complexity is annoying and creates horrible RNG moments. i got neck with Elemental Damage and Elemental Attack and Spell damage . its ALL THE SAME FFS . i know AI did 90% of your work . but it doesnt mean u cant clean it up.

2nd Review. many skill dont have good explanation . and some features dont even work. like the tower. it says it increases xp and gold and such. but it doesnt feel faster at all.
40 found helpful Steam ↗

Reviews are by Steam users, hosted on Steam.

Latest updates

[Full Release] Version 1.1.3 Update

1 day ago
\1. \ Fully RemovedOn-Kill Recovery had little impact in game, but polluted Affixes.It has therefore been fully removed from appearing.Fine Affixes no longer roll On-Kill Recovery; existing Affixes are unchanged.Divine Tower Divine Power no longer grants On-Kill Recovery.Warrior Mastery \ adjusted.Hunter Mastery \ adjusted.Mercenary Mastery \ adjusted.2. \ ExtendedSome players felt Doom progressed too quickly and ended before much play.Doom is therefore being extended step by step, with more effects added.Doom is initially extended to 5 stages.After the update, Stage 2 players advance to Stage 3, and Stage 3 players advance to Stage 5.Note: if your stage increases after the update, difficulty rises accordingly.Stages 4 and 5 of Doom add new rewards.3. Codex InheritanceRebuilding the Codex on a new save felt too grindy.Codex Inheritance was added: when creating a save, you can inherit Codex data from another save.Saves created before this update also get one chance to choose inheritance.If the current save already has the best Codex, you may skip inheritance.\Initial German language support; some UI issues remain and will be improved. More languages will follow.\Added unlock VFX for new buildings.Advanced difficulties now increase drop rate.Stele UI adds \ for easier Corrupt removal on equipment.Stele Corrupt Affix list now shows levels.Golem Reshape UI now supports Mastery locking.Rune Affix roll values scale with Equipment Grade; Perfect-grade equipment always rolls max Rune Affix values.Boon marks new equipment to help unlock Codex entries.A flash animation plays when equipment is moved into the Vault.\Golem Mastery max-level increase is changed to Mastery level increase, raising both the upper and lower bounds.\Fixed an error in the sell-equipment tutorial.Fixed Corrupt Affixes not being affected by Equipment Grade.Fixed Rare Rune stats being lower than Fine Rune stats.

[Full Release] Version 1.1.2 Update

8 days ago
\1. \ Level Cap IncreasedAs late-game combat power rises, Exploration rewards at level 20 have become somewhat lacking.Exploration gains 4 more levels; max level is now 24, with richer rewards.2. \ Stages ExpandedTo support new building upgrades, Astral Essence drops were insufficient.Outlands gains 3 more stages; 12 stages in total.3. New \Workshop adds a new upgrade: every 10 Forging levels raise Base Affix Level by 1, up to +3.Market adds a new upgrade: Common equipment has a higher chance to roll 3 Sockets.Market adds a new upgrade: Vault equipment has a higher chance to be Perfect grade.Market adds a new upgrade: Fine Affix levels will not be below 2/4/6.4. \ Unlock DelayedAdventure slots unlocked too early, forcing too many heroes to manage early on.The second Adventure slot now unlocks after clearing Chapter 5.The third Adventure slot now unlocks after clearing Chapter 12.Players who already unlocked them are unaffected.5. \ DelayedToo many equipment types early on confuse new players.Unique equipment is also hard to understand and use early.Unique equipment can now only start dropping after clearing Chapter 10.Accordingly, Market Orders no longer require Unique equipment in the first 60 stages.Unique Vault upgrades in the Warehouse have also been repositioned.Unique equipment power and usefulness will be improved in later versions.\When a Golem is max level, the upgrade button and cost are hidden.The main UI Change Season button is renamed Select Season.Improved Nightmare Difficulty special effect descriptions.Equipment Chests now show level.Equipment Grade markers are added on equipment base icons.\Fine Affix strength increased by 20%.\Fixed Vault equipment affixes not being affected by Codex Seals.Fixed Legendary equipment \ special effect not applying.Fixed Market hide rules not working.Fixed Stele possibly advancing to higher stages incorrectly.Fixed Season reward display issues after clearing and deleting a save.Fixed being unable to create Nightmare Di...

[Full Release] Version 1.1.1 Update

12 days ago
\1. \ UnlockedAdded Training Grounds dummy practice, unlocked after clearing Chapter 8.You can set Dummy Level and choose 1–6 dummy targets.2. \ ImprovedMarket trading removes the sell-only slots; sell and buy slots are now merged.Sold equipment appears directly in the trade slots and can be bought back at the sell price if sold by mistake.Refreshing the Market removes sold equipment; it cannot be recovered afterward.3. \ AdjustedThe previous update removed on-kill recovery Affixes.This update continues removing unsuitable Affixes from each equipment slot.Rare Affix pools per slot are reduced from 32–35 down to 30.Codex Seal max level is also compressed to 16 to reduce Seal setup pressure.Awareness required per Seal level is slightly increased to slow early Seal pace.Later versions will keep refining this system.4. \ Display ImprovedTalent trees differ by class and were hard to browse.Talent display is now unified from left to right:Column 1 is always Talent Skills.Columns 2 and 3 are always Talent Masteries.Column 4 is always Inspire Masteries.Column 5 is always Mutated Skills.\Added Mythic equipment - Shaman's StoneAdded Mythic equipment - Death's Gaze\Armor Transmog adds an option to hide equipment.Market auto configuration adds Base Affix Level.\Fixed Advanced Difficulty weapon Transmog not displaying.Fixed incorrect Baptism skill tips.Fixed an issue where an achievement could not be obtained.

Posts come from Steam's official announcements feed.

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