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IDLE_DIRECTIVE

IDLE_DIRECTIVE

by Kevinfu510

★ 86%
Price N/A
Avg Players 137
Reviews 512
Released June 2026
2DCasualClickerCrafting
Offline progress

Media

Video
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Salvage resources from ruined landscapes and rebuild civilization through grid-based inventory management in this offline-friendly idle game. Between scavenging runs through procedural ruins and managing your stockpile, you'll encounter other survivors and gradually restore a deteriorating world. Best suited for players who enjoy methodical resource puzzles combined with light storytelling and the satisfaction of slow, tangible progress.

About this game

Players, last 37 days

Peak 302 · Low 86

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

What players are saying

▼ Not recommended 8 hrs
Let's start with the good bits: I like the overall vibe and style, as well as the core mechanic of arranging different components in a limited grid,

And while there are little flaws in the presentation and lack of some QoL features, there is one thing I will not forgive: Arbitrary timers.
The game will constantly force them upon you, where you do nothing but stupidly wait. 3 minutes, 15 minutes, 6 hours. Yes, 6 hours, or 360 minutes, where you can be swimming in resources and still do nothing else than leaving the game open for 6 hours.

Or, you know, you could buy an upgrade that gives you 1h of offline progress, like in those Freemium mobile games everybody loves so much. Or you could spend a bunch of prestige points to shave a whole 10 % off of it! WOW! Many value! Great fast!

So yeah: I don't know what the thought process was, but I have yet to see someone thinking a large timer constitutes enjoyable or engaging gameplay. It rather feels like a very cheap and easy way to pad out the available content; And make no mistake, the content is rather limited.

You'll have a bunch of nonsensical icons on a map, of which 95% are the same thing, just with a different artwork associated with it, and a different distribution of the two resources available. Same goes for the fractions, just that they sell slightly different items.

Other than that there is no lore, no dialogue, and nothing happening. You could spend half an hour collecting resources and another 15 minutes of w a i t i n g to repair some random reactor, and the reward is... nothing. Well, you get another point to spend in prestige, but literally nothing else happens. Cool.

And the icons on the map are rather... creative. A pile is represented by a triangle; Okay, I guess. A ruin by a button; Probably supposed to be a building? But why is a wreckage a pill? Why the carcass a weird cage? A crater a mario-pipe? Well, as I said, those are nit-picks.

So yeah, I am still going to give it a chance and play for a while, but if there's no big turn-around, I don't expect this review to change.
34 found helpful Steam ↗
▼ Not recommended 1 hrs
Fun for like an hour than becomes really unfun as you unlock the map and prestige. just a slow slog of not much happening. the upgraded parts you get from the map poins offer little change and the one thing that seems like it can have an effect are the prestige skill thought i cant unerstand why the prestige points barely come in, it seems like you would just finish the game without prestiging a single time thus never using the game changing perks. i dont have the patience for the game and if this is the 1.0 of the game and not an early access i doubt it is likely to to change alot so i dont think im finishing it which is why im giving it a negative review
20 found helpful Steam ↗
▼ Not recommended 27 hrs
This game ran out of content within a few hours. I stuck it out for longer because there were a lot of initial positive reviews, but I don't think it was worth it. I did a prestige and got a bunch of prestige upgrades and they let me collect resources faster and move faster. But it doesn't really matter, because I've spent the last 5 hours just waiting for a 6 hour timer to count down.

There's also a surprising amount of jank for such a small game. There are some fields that you can type into where it seems like the typing doesn't update anything, you have to type and then use the up/down buttons to cause the game to register the new value. Or my auto-explore is stuck because it is trying to go to a certain ruin but it is using the wrong coordinate, and it is now just waiting at that coordinate. Or how it warns you if you try to recycle an in-use component but not if you try to delete it.

But the biggest issue is that there's just not much to do. There aren't that many parts or tiers to them, and you pretty quickly have a good enough bot that you can easily collect enough resources to just spend all of your time repairing things aka waiting for timers that can't be sped up. I only have two gameplay-changing prestige perks left: one is a final augment that gives you free augment points (why?), and the other is the replicator which sounds interesting but feels ultimately meaningless since I'm swimming in parts.

It's sad because there are good bones to this, but it feels like little content was added and then these timers were added to pad out the game time.
18 found helpful Steam ↗

Reviews are by Steam users, hosted on Steam.

Latest updates

Patch Notes for v1.1.3

22 days ago
Hello everyone, This is a small patch to address some bugs as well as adding some minor features/content! FIX: Cancel after current UI bug, where if players click on the actual checkbox the crafting does not cancel correctly. FIX: Item Upgrade Window now moves correctly to stay on-screen when upgrade costs change near the edge of the screen. FIX: MAX level calculation when upgrading items fails and over-counts the maximum level past player resource availability. ADD: new Grabber (II) item, and its blueprint. ADD: Middle mouse button now turns off/on items quickly. BUFF: Energy Amplifier from 5% to 10% amplification (per level). NERF: Concentrators from 20% to 15% amplification (per level). Localization work for IDLE_DIRECTIVE is still being worked on, and because it is taking longer than expected; I've went ahead and made v1.1.3 to address some issues players have been encountering (as well as addressing some minor feedback)! Thanks for reading, and thanks for playing! -Kevin

Patch Notes for v1.1.2

46 days ago
Hello everyone, This is a small patch to address some bugs as well as adding 2 QoL features! FIX: Plural form of Nexus being wrong in text. FIX: NPC Item and resource stocks not being reflected properly on relevant augment purchase. FIX: Decomposer I and Decomposer II underperforming during Offline Calculation. FIX: World gen improved to avoid Traders spawning on-top of or too close to Terminals, Spires, and Reactors. ADD: Lab Access Tokens are now used during auto-explore when applicable, Labs are now also skipped when they can not be unlocked automatically. ADD: "Cancel after current" button option for Replicator jobs to cancel without losing any resources.HOT-FIX UPDATE a hot-fix patch was appended to v.1.1.2 (Roughly 4 hours after the initial patch went live):FIX: String for upgrade-effects now has consistent capitalization, revising the text for upgrade-effect text for Spatial Containers (no longer "carcass_storage", but instead "Storage Capacity").FIX: "Cancel after Current" not working for continuous mode in the Replicator. Thanks for reading, and thanks for playing! -Kevin

Patch Notes for v1.1.1

50 days ago
Hello everyone, I'm here again with a minor patch that is more or less a continuation of 1.1.0 from a few days ago! The following are the change logs: ADD: "Mute on Unfocused" setting (defaults to off), that mutes all game audio when window focus is lost. ADD: Varying audio pitches to make Spinners, Pulsers and Biocores sound less annoying. ADD: Middle Mouse button shortcut to use Blueprints and Consumables. FIX: Non-storage items showing the "recycling storage container" warning. FIX: Databank item-name search box not being flagged as typing, causing WASD to cause map movement and hotkeys. FIX: Flawed check handling for item-wiring, this only affected the Cultivator. FIX: Disconnected Grabbers still counted as "Functional" by Auto Explore; causing it to wait indefinitely. FIX: Mouse held-down behaviour for Metal and Biomass buttons (for POIs). The buttons now correctly register mouse up and down events (no more weird moments where holding down the button does nothing until you click once first, as well as no more Biomass storage warning spams when the panel switches thanks to Auto Explore). FIX: Text typo in Emergency Stop warning ("Trigerred" instead of "Triggered") FIX: Fog of War generation and rendering, causing the POIs to be revealed while still hidden behind the black fog on the MAP. This hopefully also fixes the fog-drift too? but still unproven. CHANGE: Audio for Biocore altered to have less bass and volume. CHANGE: Increased "Repair Speed" level cap from 6 to 8, now repair speed can be further reduced to just 20% of base repair time. And that's all the changes in this patch; thanks for reading, and thanks for playing! -Kevin

Posts come from Steam's official announcements feed.

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