
CivIdle is an idle/incremental game that allows you to lead your own civilization through thousands of years from ancient times to the modern era. Expand your territory, explore a vast tech tree, build various wonders, and trade with global players: empire must grow and numbers must go up!
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.
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Reviews
Themes across 97 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
Great Game but look at that kitty, whoever pass by can pet it and give it a thumbs up. Have a nice day :3 /> フ | _ _ l /` ミ_xノ / | / ヽ ノ │ | | | / ̄| | | | | ( ̄ヽ__ヽ_)__)
Boring. Reddit-like mods on chat too. Game sucks.
It was interesting at first, but unfortunately once you put enough time in to really learn the mechanics you'll learn that the dev & mods actively allow and encourage the high spending players to wall out 90% of the player base from major systems. It really just leaves you feeling scammed out of your time once you hit that point - think playing cookie clicker and discovering there's no ascensions.
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This and every other Pro feature is free until October 20, 2026. A free account is all it takes.
Languages: English, Russian, Simplified Chinese, French, German, Korean, Portuguese - Brazil, Traditional Chinese, Czech, Dutch, Spanish - Spain, Turkish
Hours played at review time, across 97 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
CivIdle is a fair idle and incremental game with enough room for active play. It strikes a great balance between “think strategically” and “sit back and chill.” At its core, it’s basically a spreadsheet simulator, which means you can lean into math, logistics and optimization if you want—or you can take things slowly without ever feeling punished. Progression is straightforward and intuitive. The social systems add a lot of value. There are a global chat and a player‑driven trading economy, so you’re almost always collaborating with others. Veteran players often share advice that can completely reshape how you structure your production chains and their insights are genuinely helpful. The game is still actively updated, and with new civilizations being added, it’s likely you’ll see fresh content while you reach the endgame in the future. There are shortcomings, though. Unlocking certain features requires leaving the game running offline for more than two days, which can feel excessive. The UI also needs refinement—there’s a lot of clicking, not much guidance and the lack of tutorials makes early navigation unintuitive. Managing your empire’s happiness is another challenge. Citizens’ moods swing easily and constructing new buildings lowers happiness. If it drops below zero, your available workers decrease; at –50 happiness, your entire empire grinds to a halt. Yet building is essential for progression. Research can boost happiness, but each topic is a one‑time bonus, so you can’t rely on repeating them. Maintaining balance requires careful planning and thoughtful pacing. Overall, despite its flaws, the game offers a rewarding mix of strategy, collaboration and idle progression. I think it’s worth playing.
At first this game captures the civ nature. But as you continue to grow managing the game seems to be more and more difficult to do. There are some QoL improvements that could be done to help with it. Such as some categorization of buildings by type rather than just age. I do believe this game is scratching an itch for a select group. It's just not me.
Expansion is more gated on a slowdown mechanic than on your ability to harvest materials & build. Most things your buildings produce just go toward an empire score rather than being used by anything.
住房提供的人口随时会变 无法理解 幸福感有些看不明白 机翻导致本人阅读使我感到十分困难:-(
玩的时候电脑崩了,炸档了,从零开始,玩个捷豹啊 十分钟后:找到备份了,原谅你了,虽然少了一个多小时
Tutorial, menus, visuals, mechanics ... are pretty unintuitive/awful in my personal opinion.
老是闪退
Active players
Estimated daily and monthly active players (DAU/MAU) modeled from peak concurrency.
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Where this game's players are, estimated from review languages.
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Related
| Game | Estimated lifetime revenue | Reviews | Review score | Price |
|---|---|---|---|---|
| — | 0 | — | — | |
| $999.5K | 1.2K | 81% | $19.99 | |
| $863.5K | 1.5K | 79% | $17.99 | |
| $10.8K | 114 | 68% | $3.99 | |
| — | 0 | — | — | |
| — | 0 | — | — |