Epic Idle Quest II blends active and passive dungeon crawling with elemental combat across 900+ monsters, letting you fight manually or accumulate offline progress on verified servers. The loop combines crafting, loot management, and leaderboard competition, though players note the loot filtering system and inventory constraints limit true idle play. Best for those seeking a simplified Diablo-style experience who don't mind occasional active management.
About this game
Idle crawler RPG with elemental combat, 900+ monsters, crafting, PvP, and 1,000 achievements (96 at launch). Fight actively or let the server grind while you're away. No cheats — all progress is server-verified. Cross-platform with web and Android.
What players are saying
▲ Recommended68 hrs
I love this game but I have three gripes:
1. It's not very idle when you need to babysit loot. You have to buy a crummy Loot Filter scroll, only after every 2 runs. It would be much better to just let us filter whatever, whenever.
2. Sometimes I hit max battles and the battle # it triggers seems random. I think it's related to offline time. Sadly, if you minimize the window it seems to count it as offline, I think.
3. Can't tell what souls I caught. Maybe a star next to their name in battle, or different color?
Lots of achievements! I enjoy collecting souls (skins).
I like the game, sort of a semi idle simplified diablo. It IS single player but there are leaderboards. My complaint with it is, its not quite idle enough, inventory is small and loot filtering is not a setting but a rare scroll you can activate. So bags fill quickly if you go idle which means you are really managing the entire time. I find this is a frequent issue in "idle" games, they often end up not being idle but more autobattler. I would not recommend this as a set an forget game, but if you want an autobattler its good. I wish they would put loot filter in the settings though. Also possible bug, auto-equip during battles does nothing.
QoL: Reforge now guarantees all 3 offered choices have different attribute types. Fix: After starting a run where the enemy sprite was briefly missing and the HP bar flickered. The client now self-heals from any missed enemy data by recovering from embedded fight-round fields. Fix: Android — watching a Boost video did not activate the boost; the button stayed visible even after the ad finished. The reward was being misread as a failure. Fix: Travel Backpack sometimes lost the stars on your starred items, especially after switching browser tabs away and back during a run. Stars are now tracked per item and stay put. Fix: Tamer Bait buff icon disappeared from the buff bar after restarting the game or switching devices mid-run. Fix: Normal Tamer Bait tooltip showed 30% tame chance instead of the correct 20%. Fix: Tamer Bait showed “Equipped (empty)” in the merchant preview. Fix: Tamer Bait appeared in the smithing item list. Fix: Tamer Bait of the same rarity no longer piles up as separate stacks — it now auto-stacks with existing bait on pickup and when moving to/from the stash, like Picky Scrolls.
The Pet System Every account starts with a Loyal Dog companion. From there, it's up to you. {STEAM_CLAN_IMAGE}/46088878/0bf91e5ae8b4a5eb0347527ea4eab78da578573d.gif Taming: defeat a boss while carrying Tamer Bait (drops during runs) and you'll get a chance to catch it. Higher rarity bait = higher catch rate. Pet Attacks: each round, your pet has a chance to strike — damage goes through the full combat pipeline (armor, weakness, resistance). Passive Abilities: defensive pets grant flat elemental reduction or bonus armor. Offensive pets add flat elemental damage. Some are pure attackers with no passive — perfect for raw damage builds. 385 unique pets across all 8 areas and 6 tiers. Catch at higher difficulties to level up your pet's abilities. Pet filter in the Town Well lets you search by name, filter by minimum level, and toggle categories (defensive / offensive / attack-only / other). Check the Pet Wiki for the full breakdown. {STEAM_CLAN_IMAGE}/46088878/a9a585e12a29366144010948133f509a359ffc5a.png Season 1 — 10 Days In Season 1 launched June 1 with the Temporal Realm — a fresh-start competitive ladder. Here's what the community has been up to: Global Stats (All Realms) 5,400+ accounts — nearly 1,000 joined since Season 1 launched 9.5 million monsters slain 24,500+ hours played — over 1,000 days of combined adventuring 218,000+ runs launched (70% retreats, 30% glorious deaths) 439 Hardcore characters created — 281 have fallen ~6,000 PvP duels fought 45,000+ boss skins unlocked 254 Supporters — thank you for keeping the lights on Temporal Realm (Season 1) 958 characters competing on the fresh-start ladder 1.8 million monsters slain in 10 days 4,600 hours played — the race is on 124 Hardcore characters — 78 already fallen 1,638 PvP duels Temporal Leaderboard #1 Level: Land Song (Lv.283) — also top Hardcore alive #2 Level: DOG (Lv.275) #3 Level: Vimes (Lv.270) Most kills: Land Song (86,000+) Top PvP: 1,543 Elo Top Hardcore alive: Land Song (Lv.283), Dang (Lv.151), Cas...
Fix: Nightmare fights caused extreme GPU usage on some devices. Caused by the nightmare vignette overlay rendering at millions of pixels instead of the intended 1280x720.
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