Cindervale Idle layers traditional RPG progression into an offline-friendly framework where 12 skills develop passively across your session. Combat, gear crafting, and advancement through cursed zones continue whether you're playing or away, rewarding return visits without demanding constant attention. Best suited for players who want substantial systems and actual character growth without the time commitment of active games.
About this game
A fantasy idle RPG that respects your time. Master 12 skills and combat, forge legendary gear, and battle through 12 cursed zones and 4 raids — from the Rat Warrens to the Demon Sanctum. Deep systems, passive skill trees, one-click progression, and embers that never die while you're away.
Players, last 62 days
Peak 5 · Low 0
Daily peak concurrent players, sampled once a night from Steam.
What players are saying
▲ Recommended3 hrs
Pretty good idle game, has a lot of potential, could use some UI changes and definitely needs a lot of work, but with enough time and effort I feel this game has potential. It's basically a melvor idle clone with a bunch of extras that melvor needed mods for like another reviewer has said and I completely agree on.
As long as the dev continues to work on and progress with the game I will continue to play it.
UPDATE ON REVIEW: changed score to positive, dev response was detailed and addressed my technical function concerns. I will be marking the relevant section as obsolete, while leaving the text for context of said dev response. Game certainly has major potential now that I can be certain it isn't some weird malware, I say this as someone with 100's of hrs in melvor idle (the closest comparison I can think of) and numerous gripes with MI that a fresh game could fix before they become entrenched. As always, be certain you're willing to work with a very early-access build, but the price is certainly reasonable.
ORIGINAL REVIEW (((
As for the game itself, it seems alright, essentially just a watered-down Melvor Idle clone with a few unique systems and some QOL you'd need to get from mods in MI. The UI is pretty overcluttered however, and coupled with the practically nonexistent tutorial (less than a paragraph, basically just says "hey, here's where you can see the different walls of text and icons, have fun") it is extremely overwhelming even as someone who has played idle RPG's to an excessive degree. (additionally, the low-contrast text and textures makes it rather hard on the eyes, imo)
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OBSOLETE SECTION FOR DEV RESPONSE CONTEXT (((
My bigger concern, and why I would caution against this game until an official dev response is issued: why does this game run 3 instances in task manager simultaneously? the second instance seems to be the UI as force-closing it turns the window into a whitescreen, but it still stays running (the whitescreen is ~2/3rds of the total CPU usage), while a third instance runs at 0% all usage (alledgedly) but auto-reopens after force-closing through taskmanager.
Sorry for the long wait between this and last update, Magic was a big one and ran into a ton of issues. There will be some that are persisting but please just report them through the bugs and feedback menu. Thank you for being patient. Magic Magic is here. It is a third way to fight, next to melee and Ranged, and it comes with a new skill, Runecrafting. Bows also get their own damage stat, and you can now choose an enchant. Magic Equip a staff or a wand, load runes in your quiver slot, and you cast spells. 16 spells: four sizes in four elements. Bigger spells use more runes and need better runes. Every monster is weak to one element and resists another. Weak means 15% more damage. Resists means 15% less. This goes for raids and the Spire too. The spell bar is under your health bar. You can change the spell or the element at any time, even during a fight. Keys 1 to 4 pick the size. Shift + 1 to 4 picks the element. Magic is a sixth combat stat. Three styles: Focused, Swift and Warded. All three train Magic. Warded gives half its XP to Defence. Spell Runes per cast Bolt 1 Blast 2 Wave 3 Surge 4 Element Unlocks at What it does Fire Magic 1 burns the monster Frost Magic 12 slows the monster's attacks by 25% for 6 seconds Storm Magic 30 some casts cannot miss Shadow Magic 50 heals you for part of the damage Runecrafting The new skill. Mine runestone, carve runes, and make wands, staves, cloth and robes. 79 things to make. Eight kinds of rune, from Ash to Starfall. Better runes cast bigger spells. Runes are for casting. They sell for only 1 or 2 silver. It has a full skill tree and a skill cape. Runecrafting is part of The Ashen Circle guild, with its own quests and title bonuses. Robes Robes are the armour for mages. Seven sets of five pieces, from Linen to Wyrmsilk. Plate and leather make your spells weaker: 0.3% less spell damage for each point of Defence they have, up to 40%. Shields and capes do not count. Bucklers from Cobalt up, Stonewright Gauntlets and capes with...
Sorry for the delay with the update! Ran into some issues with the new enchanting rework, but hopefully most of it is sorted out. Thanks for being patient.EnchantingEnchanting has been rebuilt. Every piece of gear can be enchanted now, combat and skilling, and every enchant is rolled. Skill lists are in level order, the Combat Mastery board can finally be filled, and there's a big batch of fixes from your bug reports.Rolled enchantsEnchanting a piece gives it two random enchants. Unique drops and raid gear get a third Unique enchant at double strength.Every enchant rolls a value in a range. A roll near the top is rare, and two top rolls on one piece is rarer still.Reroll to try for better numbers. Rerolling replaces every enchant you have not locked.Lock an enchant to keep it when you reroll. You always have to leave one unlocked. Locking makes rerolls cost more, and locking a really good roll costs more again.Skilling gear can be enchanted too. Skilling pieces roll skilling enchants, combat pieces roll combat enchants, jewelry can roll either.Skill enchants only roll on that skill's gear.What each slot can rollChest and legs: armour enchantsHelmet and gloves: their own setBoots and cape: their own setWeapon: weapon enchantsShield: shield enchantsJewelry: combat and skilling enchantsTwo new enchants: rare find chance (rare drops from skilling) and prized catch chance (prized fish).The bench shows what a piece can roll, the cost, and every enchant's range before you spend anything.Your gear and your satchelAn enchanted piece is its own item now. Three Runite Helms used to share one enchant. Now each one you enchant is separate, with its own enchants, sockets and ascension.Enchanting the one you're wearing keeps its gems and ascension. Enchanting a spare leaves them on the stack. (This will be changed next update.)Loadouts and presets follow the enchanted piece.Your jewelry enchants moved over automatically with exactly the same values.Skill lists in level orderA lot ...
Arrange your satchelDrag an item onto another and it takes that spot. A gold line shows where it will go before you let go. The sort button has a new Your order, saved per character. Dropping an item on the one right after it used to do nothing at all.Right-click anything in itSell 1, Sell all, Sell an amount, Equip, Use, and two new ones:Lock it to prevent it from being sold.Keep a placeholder and when you run out, the faded tile holds its spot and its slot, so that item can always come back in even when the satchel is full.603 satchel slots, on a much cheaper climbslots now before103 1,680 3,080203 16,350 196,580333 233,850 57,545,580603 56,037,850 not reachableSlayerAuto-continue will now go to your next slayer task automatically.Pick your next master at any time, free, without skipping or blocking. A finished bounty can be claimed from any master.The bounty card is now painted with the zone its target lives in.FixesAlerts keep their place instead of jumping back to the top after every action.Item cards name the recipes that use a material, and how many each takes, when you hold Shift.Creature tooltips in the fight bar stopped hiding behind the arena.Nothing in the Collection Log says "source unknown" any more. The Spire, shop items and keepsakes all say where they come from.Prized catches and the dishes cooked now have correct icons.The combat log is no longer cut off during a raid.Click the creature you are fighting to open its Monster Log entry.The satchel explains why it can hold more stacks than it has slots: worn gear and take no slot.
Posts come from Steam's official announcements feed.