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Octogun - Idle

Octogun - Idle

by Ivy Leaf

★ 100%
Price N/A
Avg Players 1
Reviews 12
Released May 25, 2026
2DActionArcadeArena Shooter
Prestige loop
View on Steam ↗

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Octogun pairs arena shooter action with idle mechanics, casting you as an octopus wielding up to eight weapons simultaneously against endless enemy waves. You accumulate gold, upgrade and merge weapons, and prestige through descents to grow progressively stronger. It appeals to idle fans who want active combat variety and weapon experimentation without demanding constant attention.

About this game

What players are saying

▲ Recommended 25 hrs
Idle & Incremental Lovers recommends Octogun, with caveats:
Eight "arms" Broctopus brings six "arms" Brotato vibes into the idler genre. Casual take, lots of weapons, numbers go up and clean UI. Pacing is way too slow to be enjoyable in the long run, though.
+ Like said in this short review, the game has a lot of qualities and potential.
+ It's fun to experiment with the different weapons in the first hour of play.
+ Hats for the collectors out there (and some synergies too).
+ My first gripe with Octogun was that a lot of things were unexplained and that I was missing crucial information to understand how the game works (it took me 30 minutes to fully get it). Props to the dev for quickly tackling this point with a patch introducing various tutorial informations into the game!
+/- While technically it's possible to create "builds" and merge weapons, you quickly realize that you can brainlessly progress just by scaling your stats and weapons. I went this easy way, but i admit some people may have fun tinkering with specific builds.
- Some informations are still missing despite the latest patch, but what really bothered me was not knowing how much new skill points I was going to get after prestiging. If you want to create a specific build (or simply finish the skill tree like i absolutely wanted to do) and ultimately fall short because of that, it's pretty frustrating.
- With no enemy variety, it quickly becomes repetitive.
- After prestige, you have to start at wave 1 again, and you don't clear the waves quicker (or very marginally). It would (maybe) still be OK if there was an auto-advance to the next wave (I went to wave 316 before clearing the skill tree, and given you can beat 15-20 waves with the latest weapons you buy, you just sit there, bored, watching your screen and clicking once in a while to go to the next wave... just to do the same thing over again after prestige).
- No ending. I decided to call it a wrap when I cleared the skill tree after 25 hours, but I only really had fun the first 1-2 hours of the game.
*What do you call two octopuses that look exactly the same? Itenticle.*
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4 found helpful Steam ↗
▲ Recommended 1 hrs
This game is a simple but surprisingly satisfying idle arena shooter. The basic loop is easy to understand: defend yourself, collect goldfish, buy better weapons, merge upgrades, level up, and eventually descend to come back stronger.

What I like most is how quickly the game turns from “small octopus defending snacks” into full-on bullet chaos. Being able to equip up to 8 weapons at once gives it a fun “what ridiculous build can I make this time?” feeling. Sniper, minigun, flamethrower, and a bunch of other weapons all push you toward experimenting instead of just buying the same thing every run.

The progression is very much a numbers-go-up loop, so if you do not like idle games, this probably will not change your mind. But if you enjoy upgrading, merging, unlocking hats, and watching your build slowly become stupidly strong, it works well.

It still feels like a small game and I would like to see more content and polish over time, but the core idea is fun.

For my the nicest thing is: try to use the same weapon in all the tentacles, and unlock a hat that matches it. Like spears + medieval helmet.

It gets better
1 found helpful Steam ↗
▲ Recommended 2 hrs
Very fun and addicting idle game. (Pls dont nerf sabers)
1 found helpful Steam ↗

Reviews are by Steam users, hosted on Steam.

Latest updates

Patch Notes v.1.0.4

60 days ago
Descension Modifier PatchBuild: v1.0.17GeneralThe time between resetting the money per second calculation has been increased from 30s to 60sDescension ModifiersAdditional modifiers to toggle have been added to the descension screen. These modifiers are meant to increase the pacing to level back up after descending down to level 1.Modifiers are unlocked by reaching higher and higher levels.A corresponding tutorial has been added to the descension screenElite EnemiesEnabling a modifier will activate a unique effect and increase the chance for elite enemies to spawn. Elite enemies will have twice as much health as their normal counterpart but reward you with 3 times the usual amount of money.BalanceTo decrease the staggering of enemies and upgrading specific powerups into redundancy, the effect of some power ups have been reducedRangeReduced the additional range received from 2% per level to 1% per levelControlReduced the additional control received from 1% per level to 0.5% per levelProjectile SpeedReduced the additional projectile speed received from 2% per level to 1% per levelBug FixesFixed a bug where the damage taken state for unlocking the crown was reset to available when restarting the game

Patch Notes v.1.0.3

61 days ago
Quality of Life PatchBuild: v1.0.16Quality of LifeThe hitbox of the tentacles was moved slightly up to match the visual area of the tentacles moreRecommended weapons can now be bought without discarding a weaponRecommended weapons will replace the lowest level weapon of the same type or merge when applicableA label was added to the descension modal displaying the amount of skill points to spend after descendingThe label will not appear before the first descensionA label was added to the weapon tooltip identifying which weapons are counted as "Pirate Weapons"Automatic LevelingA feature was added to automatically increase the current level when certain conditions are met. This automation can be set to 3 different levelsDisabledThe game will not automatically level up when conditions are metCautiousThe game will automatically level up. If the player is taking damage this setting will automatically change to "Disabled"FullThe game will automatically level up once the condition is metEnemy TypesTo create a more varied appearance, enemies have been split up into 3 categories.Additional to the default unit there is now also a small type, which moves at an increased speed, usually appearing in larger numbers.Furthermore a heavy type was added. Heavy enemies move slower and have an increased health pool, but also reward even more goldfish when defeatedBalanceSome adjustments were made to certain weaponsGrenadeThe grenade was renamed to "Bomb" and received a new visual appearanceOctobeard's SaberTo visually distinct, the legendary saber from the common saber, octobeard's saber received a new appearanceBlunderbussBase damage was increased from 7.5 to 12Stun duration was increased from 0.5s to 0.75sNukeBase damage was reduced from 20 to 5Radius was increased from 5.5 to 6.5

Patch Notes v.1.0.2

64 days ago
Tutorial & Balance PatchBuild: v1.0.15Tutorial ImplementationSeveral Game Interactions will trigger now the appearance of Tutorial windows explaining certain game mechanics in more detail.Weapon MergingWeapon DiscardingPower UpsDescensionHatsWeapon DebuffsUser Interface ImprovementsA settings window was added allowing the control of settings in a separate windowPrevious settings were removed from the user interface and added to the settings windowA settings button was added to the user interfaceA setting to enable and disable fullscreen was added to the settings windowA button to close the game was added to the settings windowBalanceSome adjustments were made to the balance of the gameHats can now be changed at any level at willSome adjustments to certain weapons were made. Single target weapons got their strength increased, while some adjustments were made to some bleed weapons.LaserBase damage was increased from 6.25 to 6.5MinigunBase damage was increased from 2 to 2.5GunBase damage was increased from 30 to 35ShotgunBase damage was increased from 5 to 6SMGBase damage was increased from 3 to 4TeslaBase damage was increased from 0.85 to 1BlunderbussBase damage was increased from 5.5 to 7.5Saw gunBase damage was increased from 14 to 20Bleed was reduced from 400% to 300%TazerAttack delay was reduced from 1.2s to 0.8sInk gunRange was increased from 3.5m to 4mProjectile Speed was increased from 4.5m/s to 5.5m/sSpread was reduced from 30 degree to 25 degreePaint gunRange was increased from 3.5m to 4mProjectile Speed was increased from 4.5m/s to 5.5m/sSpread was reduced from 30 degree to 25 degreeSnowballBase damage was increased from 20 to 25MoneygunAttack delay was increased from 0.22s to 0.25sDaggerThe dagger is now counting as a melee weaponNukeAttack delay was reduced from 6s to 5sBlow dartAttack delay was reduced from 0.65s to 0.55sBowBase damage was increased from 30 to 35Damage reduction per arrow was increased from 5 to 6Bug FixesFixed a bug where the paint gun w...

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