TEEFS is a goblin and orc-themed clicker where you build an economy by accumulating resources and purchasing upgrades in a humorous, chaotic world. The core loop mirrors Cookie Clicker: watch numbers climb, unlock automation, and prestige to reset for multipliers. Its writing is deliberately absurd, minigames break up the clicking, and it works perfectly as a second-monitor game for idle moments.
About this game
TEEFS is a goblin and ork themed idle clicker where you build a wildly unethical TEEFS based economy from the ground up. The dawn of da great green bonkin' machine is yours to command. Make da valley green. Make da sky green. Make da water green. Its your great green destiny, now go fulfill it!
Players, last 30 days
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Daily peak concurrent players, sampled once a night from Steam.
What players are saying
▲ Recommended0 hrs
If you're into idlers, this isn't particularly groundbreaking. It's what you'd expect from a cookie clicker game- nice numbers go up, clicking upgrades whenever you look over. It's nice side monitor gaming, and I always appreciate getting some writing about orks. You're not going to get your socks blown off but to me it's worth a few bucks and supporting an indie dev. :)
My wrist hurts from all the clicks. Not a game I would normally play but is surprisingly addictive. The ork theme is fun and text is comically written.
It's not ground breaking, but is a fantastic second monitor game that you can idlily play that's pretty well put together. Humor is very Ork and produces a few giggles, the lore is fun, the art style is solid. The play is quicker than Cookie clicker and the mini games keep things engaging. It's simple, it's fun, you can tell there was some effort put into it.
The Great Green RebalanceA progression overhaul: prestige now pays, achievements and offline time finally earn, the active layer stops going quiet, and six long-standing bugs come out including three finished minigames that could never appear. Build 2026.08.27 Status Unreleased Engine Godot 4.4.1 Scripts touched 21 Save format Unchanged Measured impact Captured from a real headless boot against the development save 9 resets, 13 buildings, 30 achievements before and after the changes below. Development save, identical starting state Metric: Before After Change Effective production 2.61 / sec → 44.89 / sec 17× Click value 4.33 → 18.43 4.3× Global multiplier ×1.000 → ×5.395 5.4× Offline earn rate 0% → 25% newThe global multiplier resolves as Greenskin Legacy ×4.15 (nine resets) × achievement bonus ×1.30 (thirty unlocked). Neither existed previously; the entire meta-upgrade tree had been worth roughly +5% in total. Progression & economyThe prestige loop previously returned almost nothing, and several stats stopped growing partway through a run. Both are addressed. New Greenskin Legacy Completing a Great Green Reset now grants a permanent multiplier to both production and click power, scaling with every reset point ever earned. A first reset is worth roughly +35% to +105% immediately, and the effect compounds across runs. The multiplier is applied before the existing anti-runaway governors, so growth stays bounded. Legacy is the payoff; the fourteen-upgrade tree now shapes a build on top of it rather than being the entire reward. Existing saves are credited. Saves written before lifetime point tracking existed report zero points earned. Legacy reconciles lifetime points, banked plus spent points, and completed resets, taking the highest so long-running saves are not denied the bonus. No save data is modified. New Achievements now pay Every unlocked achievement grants +1% to global production, applied through the standard multiplier pipeline. At the full set of 69 that is...
Changelog: -Player discovered a bug where your visual hammers would begin to go away after earning a goofy amount of TEEFS, this is now fixe. Thanks Brad. -Cosmetic unlocks were not persistent for most players, this should now be fixed. -The game was very heavy on RA and CPU demand; this has been very ironed out and should no longer impede your other application use on your computer. I hope this patch helps some people out. Cheers, Swamp Donkey Interactive
Changelog: -Player discovered a bug where your visual hammers would begin to go away after earning a goofy amount of TEEFS, this is now fixe. Thanks Brad. -Cosmetic unlocks were not persistent for most players, this should now be fixed. -The game was very heavy on RA and CPU demand; this has been very ironed out and should no longer impede your other application use on your computer. I hope this patch helps some people out. Cheers, Swamp Donkey Interactive
Posts come from Steam's official announcements feed.