
A casual cultivation-themed incremental idle RPG. Start as a Qi Refining cultivator, auto-train, idle, break through realms, explore maps and dungeons, defeat monsters, collect gear, skills, materials, pills, spirit stones and pets, farm, fish, chop wood, mine, cook, forge, and plan long-term growth
Modeled estimate, not a reported figure. How we estimate →
About
This is not a pure idle or fully automated game. “Idle” mainly refers to continuous growth and offline progression, but the game still involves many active decisions and interactions, including resource allocation, equipment progression, skill training, dungeon advancement, life-skill systems, and stage-by-stage goal planning.
If you are looking for a pure idle game that requires almost no interaction and mainly lets you wait for rewards over time, this game may not be for you.
This game focuses on numerical progression, system growth, and long-term accumulation. It has limited story content, and its main appeal comes from character progression, resource loops, and unlocking new systems.


Cultivation Idle is a casual incremental idle progression game with a cultivation theme. You begin as a low-level Qi Refining cultivator and gradually build your strength through automatic training, idle growth, realm breakthroughs, map exploration, and dungeon challenges as you set out on a long path of cultivation.
The game focuses on long-term progression and resource planning. You can defeat monsters for loot, collect equipment, skills, materials, pills, spirit stones, and pets, or develop your spirit fields and life skills such as fishing, woodcutting, mining, farming, alchemy, cooking, and forging. Each system continuously produces resources and helps create a steady progression loop across cultivation, combat, collection, and management.
Even when you are away from the game, your character can continue making progress through offline gains. It is suited for players who enjoy cultivation themes, idle gameplay, incremental growth, resource management, collection, progression, and long-term goals.


Hundred Cultivation Arts: Gather resources through logging, fishing, and mining; arm yourself by mastering alchemy, cooking, and forging. Experience exclusive immortal cave building, spirit beast taming, and dungeon exploration, all supported by diverse idle mechanics and in-depth stat progression.
Every module is intricately connected: brew supreme elixirs using your homegrown spirit herbs, and forge peerless flying swords with mystic iron unearthed from the mines, fully complemented by a diverse skill training system

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All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English, Simplified Chinese
Engagement
Reviews
Themes across 89 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
体验很差的挂机游戏,主要有以下几点: 1.游戏数值特别低。练气期家园 灵脉 宗门 满悟性,10倍速下,5秒左右才给0.42的修为,平均1秒给1点知识(最低级图纸要3000点,并且不能通过S/L来查看图纸,会直接覆盖存档,太恶心了),剑法提升一级0.5攻击+0.1防御,随着等级提升后,几个小时才能1级,没有挂机游戏该有的数值正反馈; 2.负反馈机制设计。由于怪物会刷出特别属性,经常被见面杀,死亡扣完寿命后会轮回。但是轮回后,训练进度,宗门好感度,技能进度等内容全部重置,算上离线进度,又得花时间练满,实测练气八层轮回后,仅仅给1%的修炼加成,光靠这点加成很难有积极性重新游玩; 3.游戏交互不畅。像喂食灵兽,既然不能多选,为什么完成喂食后,不是继续选择物品,而且直接返回灵兽界面;点击符箓界面,非全屏下,该界面会直接展开挡住其他界面;添加队列时,没有对应的队列快捷键。 4.部分事件可能缺少文本。例如宗门指点,说是给了临时增益,没有写增益详情。 个人优化意见,既然用死亡轮回来代替常见挂机游戏的重置,轮回后应该给给训练、技能等项目额外的效率加成,能让玩家能快速回到原先的进度,而不是靠进度重置来拉长游戏寿命。 同时像符箓,炼丹,建议降低所需要的知识或者可以预览配方效果,毕竟这游戏没有wiki,解锁到没用的丹方很难受。
挂了将近4小时说说感受...太繁琐...各种繁琐...既然是挂机游戏就不能简单点儿?炼器一级升二级要特么5000经验...炼一个装备才给几点...还要挖矿,伐木...这简直就是折腾加折磨...说是挂机...比特么上班儿都累...你得一直盯着看...这叫挂机?
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Hours played at review time, across 89 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
你自己玩过没有
挂了3个小时还跟那练气
目前除了价格还可以 ,其他方面找不到太多优点 1.只能加入2次宗门2此轮回后就无法加入宗门 2.灵石获取 训练 等数值低到离谱 3.掉率离谱 定向采集没有任何作用 4.挂机数值过低 没有办法依靠挂机来增加修为 5.轮回没有应有的数值 轮回过后技能的训练没有任何加成 修为丹药数值倒是还行 但是解锁要知识 知识的获取有低的离谱用的地方还量大
好玩,这么快乐的游戏应该卖70块,内容越来越多,玩的太晚,没有赶上升一级几十亿经验的快乐,有丝丝遗憾。 有些整天嚎升级经验高的玩家,建议用84洗洗脑子,打怪嗑药那么快,非要居家挂那2/小时的经验嫌慢?不行咱还玩连连看吧
体力限制真没必要,除非完善自动接续工作循环的设置弥补下
砍树砍了550万颗树,奇遇0.5%概率不触发,发反馈邮件,概率提升至1.5%,然后又砍了400万颗树,还是不触发,不去修bug,反而加这点概率恶心人。
首先,好评的原因是价格足够低,但凡超十块钱我都要差评。 其次,想差评的原因是,这游戏本质上算是一个半成品,连基本框架都乱七八糟的,简单说几个我碰到的, 一,清楚丹毒的丹药不能清除丹毒,并且这个丹药制造的时候说的毒抗在丹药上也没有, 二,加修炼速度的丹药很乱,一般情况下常用的是二级丹药,而更高级的烹饪和丹药反而不如,并且有的有叠加效果有的没有叠加效果, 三,家园修炼系统十分鸡肋,前期不如地图修炼,中期也没比地图修炼高,后期有吸星大法, 四,防御形同虚设,估计是因为抗性的关系(刚想到),所以我没实测,我的体验是1500左右的防御能挂机的太古丹炉,现在三千五百左右,反而各种猝死,,隐藏BOSS高低打不过 五,材料来源你没出过看不到来源就算了,但是烹饪,炼丹现在看不到任何材料来源,就很烦了, 六,实测丹药,钓鱼,烹饪的概率,往往低于描述概率,比如69概率的炼丹7连炸炉,不知道是我的问题,还是设定有问题,但实际结果是这样, 最后,个人建议, 一,门派方面不建议像现在全门派,很乱,也没有倾向性,这种情况下,游玩时长会缩短,存档栏位也就变成了无用的了。 二,图鉴建议加入一些信息,比如物品的作用和来源,怪的属性,怪的凋落物,然后为了防止卡,也可以分类显示,让每个分类栏的信息读取都是单独的。 三,每个门派每个境界的技能,甚至每个门派每个境界每个流派的技能,都加一加。 四,天道商店的物品比较少,建议也按境界加点东西。 五,依旧是加东西的,不过是竞技币的东西,现在就那一个技能,竞技打的都没意思。 六,希望没见过的物品在来源显示,不要是一片空白,而是显示大致范围,哪怕只是粗显示呢,比如,伐木,挖矿,采集,战斗,购买,炼丹,烹饪,炉火,炼器等等这种,比如我现在要硫磺块,灵液等等高低找不到来源,能想到的都看了。 七,训练,烹饪,炼器之类的,加入不了队列,队列好像只有采集,战斗,挖矿,伐木之类的才行。 八,个人建议,如果能锁定物品就好了,现在是通过锁定格子来锁定物品,导致越后期,整理格子的操作负担越大,很不舒服
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