
An idle/incremental RPG where you're an Archmage of a wizard guild. Your skills bolster the frontlines and the supply lines. Every skill multiplies the others, and it all keeps running while you're away.
Revenue comes from in-game items and microtransactions, which our price-based model doesn't estimate. Copies below reflect the player base, not paid sales.
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About
An idle/incremental RPG with deeply interconnected skills. Your skills feed the frontlines: Attunement, Summoning, and Sigilry power your wizards as they fight across an elemental hex map. Your skills feed the supply lines: Research, Runecrafting, Alchemy, Mercantile, and Scavenging keep the resources flowing. And skills you won't find anywhere else, like Chronomancy, Diplomacy, and Appraisal, tie it all together.
Burn Runes in the Runic Cauldron. Train wizards at the Academy. Sell surplus goods on the Bazaar. Collect hundreds of items that fuel both your skilling and your combat. Your guild keeps working while you're offline.
Genres
Stats
Languages: English, French, Italian, German, Spanish - Spain, Portuguese - Brazil, Russian
Engagement
Reviews
Themes across 70 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
Very pleasantly surprised by this game. On first glance it looks like a melvor knockoff but to be honest I've been enjoying this game more. The UI is very nice, I especially like being able to see exactly where an item is sourced from and what it's used for without needing to consult a wiki. Being able to do combat and skilling simultaneously is wonderful as well. There's a premium shop but I haven't once looked at it or felt the need for it, am very happy with my rate of progress so far and feel like it's well balanced and fair. Performance is also great on my machine, only at 2% cpu and 1% gpu. Definitely recommend it for anyone that's enjoyed games like arcanum, melvor, and such
It's a game with a definitive end and a pretty definitive time investment. Your choices don't really matter, just turn it on and wait each thing out. 1/5 - The concept is fine, but the rails are hard and fixed. Do not waste your time or money.
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Trends
Concurrent players on Steam, sampled daily since tracking started.
Hours played at review time, across 70 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
If the microtransactions weren't so plentiful I would have liked to support this game.
not ready for release. been playing a few days and was really hoping for a new daily idle game but its just too much vibe and not enough coded/checked/polishing. my biggest gripe is that you're expected to farm for hours to gamble on what to unlock and how useless its going to be. giving descriptions before buying skills and upgrades would make a big difference and seems absolutely insane and conceptually goes against the entire point of theses games. also needs mid game tutorial for several less than intuitive mechanics
great game other than the fact whoever made it is dumber than ♥♥♥♥ and should learn to make a UI that doesn't make eating shards of glass seem enjoyable by comparison. the game has everything i could want out of an wizard idle game. too bad they smashed it together to make triple double ♥♥♥♥ piss supreme and threw it in front of you and said "eat it and you'll like it" and don't bother looking up any info either cause you'll only find info of better made games that do the same thing but without vomiting in your eyes. like the whole game is the UI so why is that the part with the least effort put into it. with a fixed UI 9/10 but without 3/10 at best
spend 3 hours trying to understand how to upgrade my wizards got the needed thing to get to guild level 2 and then checked how much the wizard shcool (academy in game name) saw it was 2.5 million and quit the game
Pay to win
2/10 👎 Not Recommended I downloaded an idle game, but somehow ended up with a second job. More menus than gameplay, more currencies than a Forex exchange, and progression slower than my Monday mornings. Uninstalled before the fun ever showed up.
Its a super grindy idle game that is mechanically weak. When the game opens up the cash shop it felt really slimey. If you're going to have a cash shop lead in with it that way you're being honest. If you hide it and wait until the grind ramps up you're basically being an exploitative jerk of a developer. For a game that's vibe coded, the prices are riddiclous, you don't deserve to get that kind of payment for a game you didn't technically make yourself. And what you have here isn't even that good. Its a very mediocre "bar go up faster" idle game with lots of pointless grinding. Its so hands off that I fail to see the point. I was curious because the screenshots looked like it might be a management style game but no, its a weird auto-battler and not even a good one. I don't recommend it. I fail to see the point of the game. And the MTX is frankly insulting for a vibe coded game.
Linux version of the game does not work. I played by forcing the use of Proton. The game could use some ways to automate supply chains, but in the current state you just set it to gather an absurd amount of each resource you need one at a time. Not what I look for in a PC game. Probably fits much better as a mobile game you open for two to five minutes every four hours.
Engagement
DAU/MAU are modeled from peak concurrent players (≈×8 and ×28) — Steam publishes no active-user counts, so treat these as rough estimates, not reported figures.
Audience
Estimated from the language of this game's reviews — a proxy for where players are, not official Steam demographics.
Audience
Games most often reviewed by the same players — an audience-affinity signal from our review sample, not full ownership data.