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Recursive

Recursive

by Xero

★ 87%
Price $6.99
Avg Players 3
Reviews 38
Released Mar 13, 2026
2DCasualChoices MatterClicker
Short (under 2h)
View on Steam ↗

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About this game

What players are saying

▲ Recommended 15 hrs
For the price of $7, the game is kind of fun, pretty short. I have some complaints about it, mainly little things, but they're all pretty flexible. One of the first things that annoyed me early on was the coloring of the green leeches; they blend into the background when you're doing Iron Fortress. Iron Fortress felt dull, just upgrade arrows put it on 10x and wait, that's it. And comparing that to the other mechanics, it feels out of place for this type of game. I think the crafting system could benefit from a bit of a rework. Trying to match items up myself, even though you have the hints, feels tedious. Having to go through every possible combination is quite painful.
The UI at times can also be a bit hard to read sometimes, so maybe a few UI tweaks would help.
TLDR: Game is a good bit of fun for a $7 price tag, with a few tweaks to the gameplay progression and some visual issues the game would be great.
4 found helpful Steam ↗
▲ Recommended 4 hrs
This game focuses on defeating every monster that appears in front of you. The core mechanic is simple. You hold down the left mouse button, or click, over an enemy to deal damage. Enemies do not fight back, and you continuously damage them until they die, then move on to the next target. Each wave contains several enemies and ends with a boss fight.

Bosses introduce one important change. You must defeat them within a time limit. If you fail, you will need to grind basic enemies until you gain enough experience to try again. There are no restrictions on how long you can play or which waves you choose to fight, and you are always rewarded with something, including numerous drops that range from common to rare.

Clicking on the hero opens an upgrade tree with several nodes that generally improve damage per click, critical chance, and experience gained per kill. As in many similar games, you must purchase the first upgrade before unlocking the next one in the chain. Each upgrade can be bought multiple times, and the cost increases with every purchase.

Since the hero alone will not be enough, you also gain essences from defeated bosses. Essences function as structures or characters that can be placed on marked stones around the hero, each providing unique locations and benefits. The first one is a mage tower where mages convert experience gained from killing enemies into gold, which can then be used to purchase tower upgrades.

Just like with the hero, tower upgrades can be purchased multiple times until they reach their limit, and each level costs significantly more than the last. However, the available upgrades are limited to improving the conversion rate, speeding up the conversion process, and increasing the damage dealt to enemies with each conversion. The faster the conversion rate, the faster the damage is applied. The tower also offers four additional mages who must be purchased in order, each costing considerably more coins than the previous one. Every new mage is stronger and deals extra conversion damage, although they all share the same upgrade options.

With the second essence, a defensive tower, you unlock a separate gameplay mode with its own progression system. These upgrades require iron, a material obtained by playing a tower defense stage that shares mechanics with the main hero gameplay. In this mode, you protect a central tower by holding the cursor over approaching enemies to damage them.

Whether you win or lose, you still earn a decent amount of iron, and the stage can be replayed as many times as you want. The tower features a larger upgrade tree similar to the hero. Upgrades increase damage, add archers and mages, improve critical chance, and more. They also increase the hero’s damage per second. After enough upgrades, the damage from your structures becomes strong enough to kill enemies on its own, allowing the game to run idle while you continue gaining experience that can be converted into gold.

A later essence unlocks the blacksmith, who forges equipment from the many monster drops you collect. Crafting requires the correct combination of three materials. The recipe book provides hints, but using the wrong combination wastes the materials.

Crafted gear can be equipped on the hero, while everything you create is stored in your inventory and comes with a unique perk. For example, the leather cap increases experience gain by twenty percent. Only one copy of each item can be crafted, but it can later be upgraded to a higher rarity by investing additional materials and experience.

After progressing far enough, you unlock the ability to prestige. This resets all upgrades across the hero, tower, and mage tower, but rewards you with prestige points that can be spent on powerful permanent perks. The system has three tiers. The first two tiers contain six perks each, while the third tier contains four. Unlocking higher tiers requires investing enough points in the previous one.

Some perks can be purchased twice to further increase their effectiveness. For example, double click damage can be upgraded to triple click damage. However, the one you need to get first is the boss harvest perk, which adds a chance of a boss dropping a prestige point. The chance increases with each boss, and you can grind them later and gain a bunch of prestige points.
3 found helpful Steam ↗
▲ Recommended 7 hrs
Fun game! took me about 4 hours to complete and 7 hours to get all achievements. Could be done a bit quicker.
1 found helpful Steam ↗

Reviews are by Steam users, hosted on Steam.

Latest updates

Update 1.9

34 days ago
This is another HUGE update for the game and for myself. Recursive has officially launched on the Google Play Store for all to play, and will hopefully be coming to IOS in the near future.Along with releasing on Mobile, today we're introducing a brand new system. Ascensions!Ascensions work very similarly to the Prestige system, but with a new added difficulty layer and a huge new set of bonuses. The ascension system isn't technically fully available at this time, but will be very soon. Update 2.0, which will be releasing soonish, will introduce more ways of receiving ascension points as well as a MASSIVE content expansion for the game.Added achievement support for Google PlayAdded ASCENSIONS!Ascensions work very similarly to prestiging, after a certain threshold is reached the system reveals itself, allowing the player to ascend.Ascending grants AP(Ascension Points) which can be used to toggle ascension upgradesAscension wipes all progress (Except achievements)Investing AP introduces the new difficulty systemDifficulty multiplies things like enemy health in all modes, base upgrade costs, mage hiring costs, mining rock hp, and so on.Investing AP increases overall difficulty by 30% per pointAP can be added/removed to upgrades just like with Prestige upgradesRemoved the "Thanks for playing" modal, as the game has gone far beyond what the original completion was.A bunch of mobile fixes/changesGoogle Play Release!

Update 1.8

41 days ago
Added proper height clamping for the initial language selection modalAdded a new toggle in the options that provides better touch friendly UI mechanics, toggled off on PC by default, toggled On on mobile devices by defaultReworked tutorials a bit more. Reduced total count from 42 to 25, removing quite a few that have been marked as redundant by many players. Consolidating a few into one better explained tutorial tipFixed an issue with main town essences not dropping correctly in some specific casesAdded actual icons to the prestige upgrades, matching the other upgrade treesMade it so the stars and shattered moon no longer move when panning the cameraLowered how much the parallax moves while panning by about halfApplied the same parallax changes to Tower WarsBunch of little backend fixes and clean up workBunch of work for mobile port

Update 1.7

48 days ago
This is another update mainly focused on tackling some bugs and improving on game stability. There's also quite a bit of work being done behind the scenes for a mobile port of the game, which will hopefully also translate to better touch functionality on devices such as the steam deck!Improved touchscreen supportStarted working on official mobile support/portAdded a width cap for mobile platforms that makes it so certain UI elements don't get cut-off on devices with rounded edgesAccepted the fact that most people want this to be an idle game over an active incrementalCried a bit, but ultimately got over itAdded a new offline-collection system that allows the game to "play" while closed, gathers currencies and materials as if you were idling with the game open. Also auto-processes potion brews and accounts for them expiring while awayNew Idle Mode system is now capped at 4 offline hours (May be adding upgrades to extend the time)Idle Mode now displays a "While you were away" modal when launching the game and being away for more than 30 seconds.Idle mode will not kill a boss if that boss has not already been defeated, but will loop the boss if it has been defeated alreadyImplemented a UI scale system with 4 options - 75%, 100%, 125%, and 150% (This was so rough to do, but honestly so worth it. 125% is my idea of perfect, but 100% is default)Moved around the equipment panel to better fit the new UI scaling featureHovering over your equipment list will now show 2 modals, your current equipment and the hovered piece. Hovered piece will have green/red on the stats comparing it to the equipped pieceYou can now click, or hold, anywhere in the overworld to attack an enemyForge of Creation amplification cost scaling is now a bit more intense. Previous cost scaling allowed for pretty much just spamming upgrades on any equipment with currency multipliers to upgrade infinitelyFixed a bug that was making it so the 3rd main essence never appeared as a drop/selectionSwapped the mou...

Posts come from Steam's official announcements feed.

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