Set in the cyberpunk corpo-state of NewHaven, IDLEPUNK is a story-driven idle management RPG. Recruit and equip a crew of operatives, take on contracts across a hostile city, build your reputation, and uncover the stories behind the people working for you.
Players, last 30 days
Peak 23 · Low 3
Daily peak concurrent players, sampled once a night from Steam.
a classic casual game experience. looking forward to how it develops in the future. and how many more characters i can gamble for (i will collect them all #trust)
A note to current players that want to try out the preview This update changes and rebalances many core mechanics. Because these systems interact in complex ways, some parts of the game may feel unusually difficult, too generous, or otherwise unbalanced until more testing and tuning are completed.Before trying the preview, please back up your current save by either clicking "Export" and manually saving the save to a txt file or by using the backup option in the game settings/ "login" page. For the cleanest and most representative experience, starting a new game is strongly recommended. Keep your previous save safely backed up in case you want to return to it later.Your feedback will be especially valuable during this period of major change. Thank you for helping shape IDLEPUNK - Ghost Link as these systems continue to evolve. How do I try out the preview?Right click on IDLEPUNK - Ghost Link in your libraryClick propertiesClick game versions & betasSelect bleedingedgetest WHAT CHANGED? ContractsAdded detailed squad-performance forecasts and risk indicators.Enemy squads now scale with Contract tier and risk.Added Veterans, Heavies, Elites, Commanders, and Bosses.Added faction- and role-specific enemy artwork.Added the option to retreat from active Contracts.Added operative upgrade materials as Contract rewards.Contracts now resolve through deterministic squad-versus-enemy combat instead of a percentage roll. Operative injuries are consequently more common, giving Trauma Ward upgrades and Combat Sim Rehabilitation greater value.Expanded Contract progression across T1–T16.Story Contracts now retain a fixed duration to avoid the feeling of artificial time gaps between ongoing quests.City Threat has been disabled.Rebalanced Contract durations, reputation requirements, progression costs, and late-game difficulty.Tweaked the mission-duration scaling curve so Contracts with a higher base duration award more gear, materials, Components, Reputation, Foothold, Intel, and Insigh...
Core- Added manual backups management in settings and profile selection screenLoadout- Added a way to browse previous/next operative while in the gear screen via pressing new UI buttons ( keyboard A,D,Left,Right keys also works )Inventory- Added quick-salvage system players can set up their quick-salvage settings based on Rarity, Gear type, Equip Status. players can also specify a minimum highest base stat to keep or/and a minimum base total to keep, protection for enhanced gears and failstack gears is available.- Added faction tag in inventory- Made the search field correctly interact with the salvage filtered buttonEnhancement:- Refined material auto selection behavior Known issues- some temporary alternate unit-art ended up in the build unintentionally
Development Update – Mission Rework, Story Plans & Save Warning Hello everyone,Just a small development update.I am planning a rework of the game's basic mission loop so that it's easier to expand it into more end-game activities in the future. Given the results of the recent discord poll, I also want to spend more time refining the upcoming storylines instead of simply rushing out an unpolished version. Development pace Unfortunately, my holidays are coming to an end, so I will be returning to my day job.Don't worry, this doesn't mean development is stopping. It simply means that updates will likely come out a bit more slowly than they have recently.I'm very thankful to everyone who has given the game a shot, joined the discussions, voted in the polls, or left feedback. It genuinely helps me understand what works, what doesn't, and where the game should go next. ⚠ Bleeding Edge Test Branch Warning I also want to take this opportunity to remind everyone that if you are using the bleedingedgetest version of the game, there is a HIGH chance that your save may become corrupted.That branch is intended for testing experimental changes and may contain unfinished or unstable systems, so please keep that in mind before using it with a save you care about. Thanks again for sticking around and helping shape the game while it's still early in development. — IDLEPUNK Games
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