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IDLE_DIRECTIVE

IDLE_DIRECTIVE

by Kevinfu510

★ 85%
Price N/A
Avg Players 586
Reviews 314
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

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 v1.1.0!

3 days ago
Hello everyone! the anticipated QoL patch that I've been mentioning in the Steam Community forums is now available as v1.1.0!ADD: ESC hotkey to close top most window/popups.ADD: Mouse wheel up/down to rotate items.ADD: Recycler Button in scavenge grid now shows time until it has a free slot to use.ADD: "Collect" button in item-context menu to quickly gather up the appropriate loose items from the inventory (e.g: random Wires in your inventory for the Wire Box).ADD: Ability to Lock the contents of Materials Cases to only allow a specific Upgrade Material.ADD: ALT key functionality to view the contents of Materials Cases at a glance.ADD: SPACE hotkey to open/close the Upgrade Panel.ADD: Upgrade Panel now shows upgradeable Spatial Containers.ADD: new Databank sections for Upgrade Materials as well as Items that can be upgraded, so players can easily cross-reference which upgrade materials are used for what.ADD: Find chance percentages are now listed in the POI section of the Databank.ADD: Destroy and Recycle confirmation popups when player is about to destroy/recycle an upgraded Spatial Container that is empty.FIX: Rare Metal counter in Offline Progress Calculations screen being stuck at 0.FIX: Recycler Button not updating properly if it is repaired while you're viewing the Scavenge grid.FIX: Steam not initializing properly during startup, causing achievements to not load and trigger properly.BALANCE: Spatial Carcass Containers and Spatial Scrap Box is now cheaper to upgrade, cost scaling reduced from 1.2x to 1.1x.There are still a few QoL improvements that could be made that have been suggested by players, but the ability to more easily view and lock the contents of Materials Cases is the big one, so it's getting pushed out as soon as possible!Thanks for reading, and hope you enjoy this patch!-Kevin

Patch Notes for v1.0.8

6 days ago
Hello everyone! This is a small patch to fix the following, as well as to optimize a huge cause of lag for some players:\ All text-fields now properly block map-movement input, previously only the feedback window's textbox have this effect.\ Possible crash source in energy-floaters/indicators.\ Task Items not being "delivered" properly if you happen to look at the Augment or Offline screen when it was being submitted.\ Animated portraits of Traders not resetting properly if you view the Augment screen and come back to it.\ I changed how the map fog-rendering works in the backend in an attempt to fix the "drift" that some players are seeing. I couldn't replicate the issue on my end, and I hope that this solves it.\ Changed out the GPU-intensive rendering for buttons in the Actions panel with something way cheaper. This probably effects players who play on large resolutions or players without a dedicated GPU. This change might even improve slowdowns/lag that some players are reporting, but I am not sure about this.All the development focus is now on the QoL patch; although this upcoming patch may include bug fixes/optimizations tooFinally, thanks for reading, and thanks for playing!-Kevin

Patch Notes for v1.0.7

6 days ago
Hey everyone! the following are fixed/changed in this patch:FIX: Game crash when opening the Augment window while the map is rendering (thread related).FIX: Random game crashes due to the game-engine trying to access invalid objects (Crashes might still happen, this fix solves only possible crash sources that I could find).FIX: Floating-point errors causing players to stop gaining energy (energy capacity capped at 9.9999999999998)FIX: Using up upgrade materials from Materials Cases not notifying the Replicator or newly emptied space.OPTIMIZE: Salvager and Harvester backend has been slightly optimized (10% faster), but it will still cause stutters at late-game stages (200k power or more). Further optimization will take time.For players who were regularly experiencing crashes, do let me know if it is still happening or not in the Steam Forums/below this announcement!Thanks for reading, and thank you for playing! - Kevin

Posts come from Steam's official announcements feed.

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