
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. The player count below is how many people own it, not what they spent.
Prices
The United States storefront in every case, so this compares stores and not countries.
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, Dutch, Indonesian, Japanese, Korean, Polish +1 more
Sums Steam + Google Play
| Store | Price | Audience | Score | Chart | Est. revenue |
|---|---|---|---|---|---|
SteamYou are here | Free | 130reviews | 63% | — | $0 |
| Free | 1.8Kratings | 94% | — | $145K |
Matched by title — a reused name can pair the wrong games. * is a critic aggregate. Prices and positions are each store's United States storefront; Epic charts worldwide. Audience and Score too, except Steam's, which is worldwide.
Engagement
Reviews
Themes across 114 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
bad
Gameplay-wise, it's very similar to Melvor and that style of game, although thankfully reworked into a different theme rather than a straight clone, but fundamentally the same gameplay. Gather a resource, use it to make another resource, rinse repeat. Also very heavy on the microtransactions, a lot of the gathering routines produce surplus fluff items that take up bag space, and extra bag space... more microtransactions. Slightly curious to see where it goes, but not enough to endure the somewhat tedious grind.
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Hours played at review time, across 114 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
It's alright enough but can only idle on 1 of 13 different crafting things at a time... this totally kneecapps progression and interest for me Quickly found myself in a pattern where I'm idling on one thing for 15m, moving to another for 10m, then moving to another for 30m The most fun I've had with idle games is the opposite where you can do things in each of those 13 screens at the same time, this style is just too slow and not it.
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.
Archmage Idle is an ambitious idle RPG that transforms the familiar concept of passive progression into a surprisingly intricate management experience centered on magic, guild development, and strategic planning. Developed and published by TopCog, the game casts players as the leader of a growing order of spellcasters whose influence expands through research, exploration, and mastery of increasingly complex magical systems. While it embraces the accessibility expected from idle games, it also offers enough interconnected mechanics to keep players actively engaged in optimizing every aspect of their guild's growth. Rather than relying solely on automatic number increases, the game consistently rewards thoughtful decisions that shape long-term efficiency and progression. At the heart of the experience is an extensive collection of magical disciplines that all contribute to the guild's overall success. Combat-oriented abilities strengthen wizard expeditions across an elemental world, while support professions improve research speed, crafting potential, economic output, and resource gathering. Every specialization serves a practical purpose, encouraging players to invest in multiple areas instead of focusing on a single path. Because nearly every improvement enhances another system somewhere else, progression feels cohesive and satisfying, allowing the guild to evolve naturally into a powerful magical organization. The constant interaction between various mechanics prevents gameplay from becoming repetitive despite its idle foundation. Guild management extends well beyond simply assigning upgrades. Players recruit and train aspiring mages, unlock new facilities, conduct magical experiments, and improve specialized structures that increase productivity. Research laboratories, rune crafting, alchemical experimentation, trade management, and artifact appraisal all become meaningful components of the overall progression cycle. Hundreds of collectible items further enrich the experience, providing valuable resources that strengthen multiple systems simultaneously. Every new unlock introduces another layer of optimization, giving dedicated players plenty of opportunities to refine their strategies while steadily expanding their magical empire. Exploration and combat are presented through an elemental hex-based world that provides a welcome sense of adventure beyond menu management. Sending trained wizards into dangerous regions creates an additional objective beyond accumulating resources, making progression feel tied to exploration as well as economic growth. Battles themselves are designed to complement the idle format rather than overwhelm it, allowing players to enjoy continuous advancement while still making meaningful decisions regarding character development and resource allocation. This balance helps maintain a satisfying rhythm between active management and passive progression. Offline advancement is another major strength. Time spent away from the game continues to produce resources, complete research, and strengthen the guild, ensuring that every return session delivers visible progress. This system respects players who cannot remain active for extended periods while still rewarding those who regularly log in to fine-tune their production chains. The result is a comfortable gameplay loop that works equally well for casual players seeking steady growth and for optimization enthusiasts who enjoy maximizing every available bonus. The presentation favors functionality over visual spectacle, using clean menus and readable interfaces that make navigating the game's many mechanics straightforward. Although the graphics remain relatively simple, they suit the genre well by emphasizing clarity and efficiency rather than excessive visual effects. The fantasy atmosphere remains consistent throughout every aspect of the game, from magical research and rune crafting to guild expansion and elemental exploration, creating an immersive setting without distracting from the strategic gameplay. One notable aspect of Archmage Idle is the developer's openness regarding its creation. TopCog explains that AI-assisted programming tools and SVG generation were utilized during development while emphasizing that the overall game design, balancing, direction, and artistic vision remained under human control. This transparency allows players to understand the development process while keeping the primary focus on the quality of the finished product. The game's greatest appeal lies in its impressive depth. Players who enjoy carefully balancing production systems, unlocking permanent upgrades, and watching complex mechanics reinforce one another will likely find dozens of hours of rewarding progression. However, those looking for fast-paced action, cinematic storytelling, or highly animated combat may discover that its deliberate pacing and emphasis on optimization require patience. The enjoyment comes from gradually building an efficient magical infrastructure rather than experiencing constant excitement from moment-to-moment gameplay. Overall, Archmage Idle successfully elevates the idle RPG formula by combining extensive guild management, layered progression systems, meaningful exploration, and satisfying long-term optimization. Its carefully interconnected mechanics ensure that every upgrade contributes to a larger sense of growth, making each milestone feel worthwhile. The game demonstrates a strong understanding of what makes incremental experiences engaging while introducing enough strategic complexity to distinguish itself within the genre. For players who appreciate thoughtful progression and the satisfaction of building an increasingly powerful magical organization over time, Archmage Idle is an easy recommendation. Rating: 7/10
poorly balanced if we are being honest
The storage crunch is extremely unfun and obnoxious. Cool concept but your progress constantly screeches to a halt because you run out of storage immediatly. Hard pass. Oh I forgot the monetization. The game is "free" but you can buy huge progress boosts and advantages for cash. The reality is that its balanced to be borderline unplayable without paying.
In the genre of Melvor Idle or Runescape Idles - this is a gem among many. The skills are much more interrelated than other titles and mastering your skills is actually the point of the game for once - not just the start of combat.
Game is mediocre compared to other idle games. To the point I feel it isn't really idle till you start unlocking the Bazaar to start selling the things you find either from the combat part of the game, or from Attunement and having Field Research is kind of nice just to not have things take forever in that department (Research) to get the items for Alchemy, Sigilry, and Runecraft. I will say Summoning feels a little underwhelming most of the things cost to much gold for and there's a few of them that require certain items to unlock which I haven't found in combat yet... since my damage isn't that great, nor is my "shield" aka Health. At the moment of writing this I'm farming Glacial Lake (21) with little to no issues while trying to get my Attunement up I have 238 damage from Arcane Pulse with a 215 barrier. Has a in-game shop (Premium) that you aren't obligated to pay for just to have extra bonus's which I read from other reviews that they don't stack which glad I am not spending a dime to find that out lmao. Since they cost $3, $5, $10, $15, and $20 for all the "Patron" tiers not to mention there's a XP boost for $5 and a time skip which isn't really bloody needed... Especially if you have Chronomancy unlocked just store a ton of Warp tokens for idling in it over night (under Token or All which has a 20% to give it) I would sit here and complain about how it feels like a bit of a time sink for trying to get things unlocked or leveled but I can't really complain since I'm playing completely free, sitting here figuring things out on my own, and wish my Bazaar was making more since there's sooo much to unlock still, I need more storage I'm a hoarder since you need it for anything honestly because never know what bloody summon might take an item you sold a hour ago! :c Not pay to win 👍 like who are people competing against there's no leaderboard you don't have to spend money on this at all only your time.
great example of friendly monetization , you can finish the game without those, a bit slower I suppose.
Active players
Estimated daily and monthly active players (DAU/MAU) modeled from peak concurrency.
Players by region
Where this game's players are, estimated from review languages.
Players also reviewed
The games this title's players most often review too — audience affinity.
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