Prigod Idle lets you assemble a custom hero through gear, gems, relics, and tech trees, then watch it auto-battle bosses while you're away. The core appeal is optimizing your build to counter specific encounters and experimenting with different combinations to find what works. It's a one-time purchase with offline progression and no mandatory dailies, making it ideal for players who want strategic depth without live-service pressure.
About this game
Build a hero and send it to battle to fight for you. An idle auto-battler RPG where strategizing with your build is fun and meaningful. Combine gear, gems, relics, pets and tech trees, counter strange bosses, participate in multiple minigames and progress offline. Pay once, no ads, no daily chores.
Players, last 44 days
Peak 0 · Low 0
Daily peak concurrent players, sampled once a night from Steam.
Hi everyone! Two things today: Prigod Idle is part of the Steam event Companion Falls for You and there is a big update for you. I have been working day and night on this one :)Companion Falls for YouThis is a Steam event for desktop companion games. It is hosted by Mister Morris Games, the developer of Rusty's Retirement, together with IndieLab. It starts today and I am very happy to be part of it! Have a look at the other games too: Link Prigod Idle runs well in a small window at the side of your screen. Turn on "Keep window on top" in the settings and you can watch the fight while you do something else, that's the way I play it most of the time! :) Fights are easier to understandFight text has its own spots now: crits above the head, hits on body, dodges and blocks at the feet.Bosses speak in a speech bubble above their head.Potions show when they go off. Every slot has an Against setting, so your rare potions wait for the fights that need them.As some of you requested: A new Utility Tree node: Time Sense. Slow motion for fights. Rank 3 lets you pause a fight with P. Now you can more easily identify the mechanics!If you click on a stat, you get an explanation of where A Notes panelA much requested feature: Write down what you want to remember for a character and it stays with that character. This should help you theorycraft without needing to leave the app.More improved visualsEnchanted items now glow in the colour of their element.Every enemy and boss attacks in its own style now: breath, club swings, plant storms, dive bombs and more.The enemy colors are better now.Nodes are coloured by the stat they give, in all four trees.Boons within a stage have a better description and should be easier to understandAlso newMore sounds: beating an enemy, bosses dying, and each stage type has new music tracksDaily login: missing a day no longer resets you back to day 1.Demo: you can start a second character now. And a third. And a forth...A lot of small fixes and improvement...
Just a small patch this time, mostly about how the game looks and feels. A lot of them were on the beta branch for a few weeks, now I feel somewhat confident to release it. What's newA lot of new animations, especially for abilities in combat. Some are still placeholders, but I am getting closer to the final version.Improved UI while fighting. I hope this is more readable, leave feedback!A lot of small UI updates and improvements, for example on the achievements screen and the reward screen. After opening a chest your rewards now fly to your gold, gems and Bag. FixedFighting an enemy with a Whirlpool attack could crash the game. This is fixed, no more crash! Thanks a lot to everyone who sent me their logs. Version 0.9.2.3 will go live in the next minutes, have fun and thanks for playing!
A lot of things have been fixed since Update 4, I have been working day and night! Most of it is art plus fixes from your reports, thanks again for your engagement! There is also the one thing people kept asking for: a damage panel that tells you where your damage actually went, as well as several UI improvements. As some people also did not know: you can switch profiles in the (new improved) setting menu, try it out if you like to start another playthrough :)The new damage chartFour looks to pick from in Settings: a ledger, a share bar, an inset track and a pie. Open it as a side panel and it gets the full height, every source listed, the fight still on screen.Poison and bleed have their own bars again. Their ticks used to bank under Hemorrhage and eat both. Everything past the fifth source was cut, now it folds into "Other".A new Enemy tab says what the thing in front of you does: its trick, its abilities, what it has hit you with so far.A new lookStage cards show the stage's own art as their background.Home screen: Combat Power is displayed inside the level badge, with some new animationsThe Stats sheet, the tech tree bonuses and most of the side screens were rebuilt. Settings now has 5 tabs. 176 new icons for the tech tree and abilities.Improved color highlighting for stats.Unlocking now has animations! And a lot more animations in general, can you spot the differences?More visual feedbackButtons have a pressing animationScreens have better transitionsReward displays show their rewards betterSeveral improvements to visabilityEvery enemy fights differentlyThe non-boss enemies are now even more unique, having more different traits. Also it is ensured you don't fight the same enemy twice in a row if you don't want to.Hard tiers have their own versions of them, shadow, fire and water in turn.The tech tree can be searchedA magnifier next to the tabs. Matching nodes are highlighted and shown in a list. The result list covers all four trees, so a search from Utility st...
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