
Idle by default, deep when you lean in. BreakEven is an idle ARPG that embraces the grind, making sure it rewards you. Grind your way through a dark fantasy realm, get the best loot, and customize your Knight, Mage, Archer or Necromancer into an ever-expanding damage machine.
Modeled estimate, not a reported figure. How we estimate →
About
IDLE. UPGRADE. DOMINATE.
BreakEven is an idle ARPG for those that love the grind: kill, loot, upgrade, hit harder, repeat.
Combat happens passively while you focus on what matters; what to wear, where to invest your points, which build to pursue.
Step away and your hero will continue the fight. Return later and you'll find yet another upgrade waiting to be applied.
It plays like an action RPG but respects your time like an idle game.
Depth when you need it, invisible when you don't.
Each class plays completely differently with their own gear identity and progression tree; plate and steel for the Knight, robes and staves for the Mage, distinct weapons for the others.
Play as one, or all of them, and customize to your heart's content.
7 status ailments: Burn, Poison, Bleed, Freeze, Paralysis, Sleep, and Fear, each with a unique debuffing effect that slows attack speed, drains HP over time, reduces damage, forces misses and more.
ARPG-level math: Critical Strike chance, Critical Strike damage, Penetration, Dodge, Attack Speed, Life Steal, Spikes and Regeneration all work as a loot game veteran would expect.
Dozens of enemy and boss types with their own sets of attacks and ailments to exploit.
6 rarities from Common up to Ultimates - the deeper you go, the better the loot floor.
Deep affix system with item levels, set items, and unique gear to find and collect.
Crafting and Smithing: Create new gear, reroll existing items, and upgrade materials into precious gear components.
Forbidden Stashes overflowing with loot to unlock, centered around the dopamine of finding a big drop.
No seasons, no chasing behind resets and stolen progress.
No forced prestige or character wipes. Everything you achieve is yours forever.
BreakEven is the grind without the FOMO. Idle when you can, hardcore when you want.
Start a hero. Find one more upgrade. Break even. Break everything.
Genres
Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Add-ons
Each DLC is estimated with the same model as a game, then summed — a modeled figure, not reported DLC sales.
Engagement
Reviews
Themes across 46 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
很喜欢这种放置刷宝,之前刷到只有英文可惜了我英文不太好入不了坑,感谢子辰大大的汉化真实用啊,看到有中文我就入了,还是很有意思的 我死灵法师出门差点被小怪打死了..哈哈哈
神经病游戏,挖矿里面那个什么堡垒,只给建农场,建不了矿场,砍树的目的是为了砍树,剩下2个子系统一个什么炼金一个吹玻璃,炼金满级也就给10%金币获取,吹玻璃纯博人品,满级加成8%的堡垒收益加成,然后堡垒特么的不能建矿场只能造农场农场的价值只有给工人提供食物,什么垃圾玩意,所有的子系统和主系统之间除了挖矿锻造有点作用以外其他毫无卵用,而挖矿锻造的提升速度又赶不上人物练级打怪提升的快,受不了了。
Solid Idle !
Media

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Languages: English, Simplified Chinese, Portuguese - Brazil, French, German, Spanish - Spain, Japanese, Korean, Polish, Turkish, Ukrainian
Hours played at review time, across 46 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
A really good promising game!
这款游戏的底子非常不错,但是数值设计极其灾难。 举例: 1.怪物材料都是击杀几百只才给一个,我无法理解这样设计的意义在哪?单纯的浪费时间吗? 2.我带着T8等级的装备打T5的下潜三宝库关卡,根本打不过,太离谱了。 3.后期怪物血量太高太高了,尤其黑暗模式,平均打死一只需要10分钟往上,你自身的数值成长完全无法跟得上这种陡峭的血量增幅,就算是个挂机游戏,这样的设计也缺乏收获感。 4.很多局外养成意义不明,给的加成数值特别低,基本没什么做的必要。 5.深处模式很多玩法缺乏自动刷取机制,或者再来一次按钮,每次打完都需要重新手动点进去,挂机在哪,我请问了? 综上,作者需要用心修改难度曲线、怪物数值、局外养成对战力的提升,总之就是数值上的问题非常大,让人怀疑作者根本不怎么玩自己的游戏。 ----------------------------------------------- The foundation of this game is quite solid, but the numerical design is a complete disaster. Example: 1. It takes killing hundreds of monsters to obtain just one monster material. I cannot understand the significance of such a design. Is it just a waste of time? 2. I'm playing the T5 Underwater Treasure Chamber level with T8-level equipment, but I can't beat it at all. It's ridiculous. 3. The health of monsters in the later stages is excessively high, especially in Dark Mode. It takes an average of 10 minutes or more to kill one, and your own numerical growth cannot keep up with this steep increase in health. Even for an idle game, such a design lacks a sense of achievement. 4. Many side quests have unclear development purposes and offer very low bonus values, making them essentially unnecessary to complete. 5. Many gameplay modes in the deep mode lack an automatic progress mechanism, or a "play again" button. Every time I finish a game, I have to manually click to enter again. Where can I hang up? I asked? In summary, the author needs to carefully revise the difficulty curve, monster stats, and the impact of external cultivation on combat power. In short, there are significant numerical issues, leading to the suspicion that the author may not have played their own game much.
系统有点过于单调了,刚开始几个小时还好,然后就陷入无聊了,就拿我玩的猎人来说,技能点全是加成平A,到70级左右远程点满就没有提升了,然后远程点满就点近战,连个技能都没有,中间两个近战技能点更是搞笑,一个直接变近战,另外一个近战第一下必定暴击,点了全是降dps的,技能点部分太简单了,就单纯的加攻速,加精准,加穿透,加连击,十分简单的堆一点点数值,完全没有RPG各种主动被动技能相配合的构筑过程,也没有流派。双方都是互相平a,真真正正的木棒打小龙虾
画风讨喜,玩法也就是这类型里标准的玩法,但是加了很多有的没的东西,属实让人摸不着头脑,总体对得起价格,汉化弄仔细点就好了
Pretty good idler, nice amount of achievements for those who don't have much gaming time.
是个用心的好游戏
美术风格不错,底子还可以,玩法很多但是联动性稍弱,还有伐木、锻造界面里的UI透明度太高了跟背景都快融为一体了真的看得清楚吗?中文翻译质量一般,很多地方看不懂,暂时给个好评,希望作者能改进自动化设置、翻译质量、UI布置
Selling now
See how fast this game is selling right now — estimated copies and revenue per day from recent review growth.
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.
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