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Vespera

Vespera

by Idle Gamers

★ 83%
Price N/A
Avg Players 444
Reviews 262
Released Jul 21, 2026
2DAuto BattlerAutomationCharacter Customization
Offline progress
View on Steam ↗

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Vespera is a classless idle RPG where you accumulate offline gains while juggling quests, dungeons, and faction standings against real players. With four base classes, subclass talent trees, and 200+ enemies spread across 12+ dungeons, there's enough depth to sustain long-term progression without spending money. Best for players who want meaningful RPG systems alongside traditional idle mechanics, especially those who value asynchronous multiplayer competition.

About this game

What players are saying

▲ Recommended 1 hrs
Hands down the best "Melvor Idle" style game I ever played. The game doesn't follow the same copy paste formula we keep seeing. You have many progression systems that are going on at the same time and holds your attention. You can do combat and gather/craft at the same time. You can passively generate resources via Magic Academy and it has its own leveling system. You can hire mercenaries for combat or expeditions. And I only scratched the surface. There are many more systems that unlock at later levels.

10/10 This is an instant buy!
13 found helpful Steam ↗
▲ Recommended 1 hrs
Great game if you like the genre, some stuff remind me of Path of Exile or Diablo a bit. I'm still early game but looks like there's a good amount of endgame content and the devs are very active on discord which is a plus.
10 found helpful Steam ↗
▲ Recommended 12 hrs
Well I thought Visseron Idle, Eldara, and Fractured Realms were the best of the best of idle rpg's and then I found Vespera.

Vespera takes all of the great stuff from the three I listed above and some how makes it still unique. You got queues, a town/base in the Magic Academy, and Mercenaries that are followers you can bring with you. And that is just the things you may notice right away playing.

There is so much more.

There is offline progression.

The before mentioned Magic Academy has resource generation among many other things. It also has an Arcane Bestiary that lets you research the mobs you kill for bonuses. It has it's own Mastery system with is a full blown skill tree for gathering, crafting, and the economy.

The crafting is pretty good. Rare and above items have gem slots that give bonuses like in Diablo. There is a bank for the character you are playing. There is also a vault you can store items in to give to your alts.

The game has Achievements. Both for Steam and in game ones that reward gold.

There is also an in game wiki of sorts. Which is broken up in two parts. The first one is the Dungeon Journal, which has info on the various dungeons you can venture into.

And then there is the Codex. This thing has a whole page that simulates the combat math of the game. So you can theorize what kind of damage you can do. It also has what is basically a build planner for your player character.

Did I mention there are 4 character classes and each of them have 3 sub classes? Well it's true. You got a melee focused Barbarian. A magic user called an Arcanist. The ranged Warden. And the NightBlade finishes it off with a pure dps class.

This is all of the stuff I can think of so far. I keep discovering more and more neat things about this game.

For the price (and with the current 17% discount it is a steal) this game is amazing. It is head and shoulders above the three games I mentioned in the beginning. Buy it!
9 found helpful Steam ↗

Reviews are by Steam users, hosted on Steam.

Latest updates

Patch 0.15.0

1 day ago
⚔️ Tower Progression & Offline Combat 🟠 Fixed existing Tower 1 characters already between Floors 1,000 and 1,999 sometimes not receiving the first Ascension option. Their reached floor and permanent progression are preserved, and Ascending restarts Tower 2 at Floor 1. 🟠 Tower XP no longer loses value simply because you replay an already reached floor. Online and offline rewards keep the floor’s fixed XP budget, while high Combat Levels cannot inflate low-floor rewards. 🟠 First-time clears from Tower Floor 1 through 100 now provide bounded catch-up XP for Combat Levels 140–153, reaching Combat Level 154 at Floor 100 for Awakening I. This stops at Level 154 and never repeats on replayed floors. 🟠 Reclamation now settles the correct kill and completion XP for every combined floor online and offline, including eligible first-clear catch-up XP, without awarding the opening enemy twice. 🟠 Reclamation fights now use the strongest included enemy as their health baseline, with a controlled increase for each additional floor. Combined waves no longer become disproportionately durable. 🟠 Reclamation Defense now represents the combined floors more evenly. Every wave remains capped below the next Boss, Guardian, Eclipse encounter, or other protected fight. Rewards remain available for every reclaimed floor. 🟠 Offline combat now applies ability-specific Skill Engravings to damage, Crit Chance, Crit Damage, cooldown reduction, Lifesteal, and Bleed damage across supported offline combat routes. 🟠 Direct healing abilities now recover a meaningful percentage of Max HP at high health totals online and offline while respecting their existing safety caps. Repeating triggered heals retain their separate flat scaling. 🟠 Special Gem Attunement and Crown Forge explanations now clearly separate the systems. One selected equipped Gem grants its Attunement bonus once; additional Gems and higher tiers do not multiply it. Crown Imprints improve the Gem’s own stats separately.

HOTFIX 2.1 RECLAMATION

2 days ago
Reclamation now: Uses the strongest included enemy’s HP, plus 10% per additional floor. Never exceeds 85% of the upcoming protected encounter’s HP. Uses average Defense instead of the highest Defense. Keeps its reduced damage.

🏰 Patch 0.14.9 — Tower Ascension & Combat Reliability

2 days ago
🏰 Patch 0.14.9 — Tower Ascension & Combat Reliability 🏰 Tower Ascension 🟠 The first Tower Ascension is now offered when Tower 1 reaches Floor 1,000, before its Guardian fight. Existing eligible characters receive the same option, and later Ascension gates are unchanged. 🟠 After Ascending, Auto-Combat can now combine up to nine previously cleared ordinary floors into one Reclamation fight. Bosses, Guardians, Eclipse encounters, repeated or manually selected floors, checkpoint backtracking, and new-record floors remain individual fights. 🟠 Every reclaimed floor still grants its own XP, Gold, drops, quest credit, kill credit, and session progress. Divine Gear progression, Ascension rewards, and save progress remain preserved. ⚔️ Combat & Offline Progress 🟠 Nullwell Siphon’s healing now scales correctly with level and combat stats online and offline while preserving its Max HP safety caps. Its tooltip and Combat Mathematics entry show the corrected healing. 🟠 Offline Auto-Cast now correctly calculates area damage and non-Bleed damage-over-time effects. Hybrid abilities such as Nullwell Siphon apply their healing without being omitted or counted twice. 🟠 Each character now uses its own offline timestamp when loading or switching characters, preventing another character’s activity time from shortening that character’s offline progress.

Posts come from Steam's official announcements feed.

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