Your adventurer ventures into Lowmoor's depths entirely on their own, hunting creatures, ranking up, and selling trophies while you're away. The game wraps its idle progression in the language of classic adventure modules, presenting narrative choices as sealed letters that resolve automatically. With three story arcs and an endless endgame, it's suited to players who enjoy watching their character's journey unfold without direct input.
About this game
A zero-player idle RPG in the voice of the old adventure modules. Your adventurer hunts, ranks up, sells trophies and descends on their own; choices arrive as sealed letters that settle themselves. Three arcs and an endless court below, complete and free.
Players, last 30 days
Peak 169 · Low 87
Daily peak concurrent players, sampled once a night from Steam.
What players are saying
▲ Recommended0 hrs
I don't mean to sound braggadocious, but it's not out of the question that I may be the greatest Lowmoor Idle RPG player of all time.
Within a mere 60 seconds of loading up this game, I had already managed to mercilessly slay a beast, and just seconds later, I had already defeated my first boss. I had to close the game immediately thereafter to come to grips with the possibility that I may have just found my one true calling in this corporeal realm. However, I would soon learn that I had minimized the game rather than fully closed it, and that I had been absentmindedly slaughtering endless hordes of creatures without even being tabbed into the program.
The shock of this revelation has rendered me entirely catatonic (as diagnosed by medical professionals), and yet I still can't seem to stop progressing through the game with unfathomable speed and proficiency. Although my quality of life and overall life expectancy will now undoubtedly suffer moving forward, I feel that it will all be worth it in the end, as I am now certain that even death cannot stop me from making new strides in this game.
I wouldn't totally call this a zero player game, you chose some things optionally, and try to win a dice roll for them, which is cool. You can also build your own skill tree how you like it (or auto that).
Its like a 1000x better Progress Quest tbh.
Also has features like after your character dies you get Prestige Points to add to the next lives- I assume I will take a few days/hours/weeks to die (i have no idea), so we will see how that plays out, looking forward to dying lowkey lol
Story stays open while you answer, and Master Pell sells the low-level gear that stopped dropping at your depth. New · Answering a choice no longer closes Story. The card opens on top of the book, so the next letter is one click away. · A new box hands the choices on the road to the Guild, which always takes the first option. Both story boxes sit on the Build board too. · Master Pell sells gear now. For gold he digs out one common or uncommon item that no longer drops at your depth, and it goes into your armoury book. Adjustments · Story has one list at the top holding every letter you can answer, with one Answer button each. · The choice card says how many letters are still waiting. Fixes · Nobody could finish the armoury book, because the club dropped from nothing. The lowest items drop early in a run now, and the book says why an item is out of reach. · Adjusted how often traps and ambushes catch you at higher levels. · Records shows Traps sprung unseen. The game counted it all along and never showed it. · At the Barracks' last stage the yard sends for the hirelings you asked for by itself, and the send-for button appears the moment you buy that stage. · Your auto and manual switches carry over to a new adventurer now instead of going back to auto, and auto-equip fits you from the Armoury as soon as a run starts.
Lowmoor plays itself, so the few places where it asks you something have to be worth the ask. This release adds two of them and puts more gold in your purse on the way down. Rank choices arrive with their auto box already ticked, so a hands-off run keeps playing itself; Story has a box of its own and it starts off, because the choices in that window decide how your run ends. Ranks 5, 11, 20 and 30 now offer a choiceFour thresholds, three columns at each, and what you take is kept for the rest of the run. Rank 5: +10% damage from attacks and abilities, +15% max HP, or +20% max MP. Rank 11: +50% crit damage, +2 Defence, or MP regenerates 30% faster. Rank 20: +20% damage to foes below half HP, -15% damage taken after Defence, or -1 MP on your main ability (a Warlock's pact costs 1% less max HP instead). Rank 30: +25% damage from attacks and abilities, +25% max HP, or a 25% chance your main ability costs nothing. Ticked, the Guild takes whichever of the three you have picked most, and your trade's own until you have picked any: a Fighter defends, a Rogue hits, a Wizard banks MP. Untick it and every reached choice waits for you. The window opens from the + beside Rank on the Adventurer's Papers, or from the Choices button in Build. An existing save has its reached choices entered when it loads, unless you already had every auto box off. Story keeps the road you walkedThe letters, the camps, the forks in the hall: the game has always thrown scripted moments at you, and once one was answered it existed nowhere. Story, on the menu bar, is the book of them. Every moment you have met is listed in the chapter it happened in, in the order you met it, with the answer you gave written beside it, and an answer the Guild made for you says so. Anything still waiting sits in its own chapter with a button to answer it now. Nothing in that book expires. A crowded satchel used to settle a letter on its first option to make room, and that included the eight answers at the last camp that ...
And here we are at 1.6.6. It is closer to 1.7.0 now than to 1.6.0. Today's notes are all about showing you your own numbers clearly, because until now they were scattered all over the game and there was no simple way to check them. At the end I also lay out where Lowmoor goes next, especially 1.7.0, and I finally talk about another project I have been building for a while. Every figure on your sheet, itemised by sourceOn character sheet - you can check every detail of your characterYour points, on one panelThe Upgrades window has a summary panel: points spent, points in hand, how far the next point is, what a reset would cost, the columns your points went to and everything in detail. A long return shows its workComing back after hours away is tens of thousands of turns of the engine, and it used to run in one run: the browser painted nothing until it finished and the app showed no window at all, which reads as a game that has freeze. Anything over a minute now runs a helping at a time, behind a bar that names what the absence bought. Fixes The Unmoved now caps every blow a beast lands at 10% of your HP, as the card says. It used to work only on the road, against traps and travel events, never in fights. The cap now covers grave wounds too, so a natural 20 cannot take you out while sworn. The fight log now names the cap where it holds. Watchhouse stages now show on the Spot row at once, not at the next quest. The Foundry bonus applied from purchase, but its display was late. Fixed. Endowing the Foundry now updates forge odds while the Armoury is open. The Statistics speed ledger read a hold as a boon. It now names the mark and its minus. A save taken mid catch-up now owes you the rest of your time away instead of losing it. Eleven more terms in the Glossary: the Papers, the body, the well, a leg of the road. 1.7.0: Road Events and Fates1.7.0 is all about road events and fates, and fates themselves get a revamp. I want the choices to matter more and to feel varied for...
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