
An idler about collecting energy. Automate the collection process, manage your resources by transferring them between fields and buy awesome upgrades. For what? To get more energy!
Modeled estimate, not a reported figure. How we estimate →
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About
Collect huge amounts of energies and buy upgrades to collect even more energy!
Energy Collector is about automating collection and transferring energy between fields to manage resources. Each field is like an idle game in itself; play eight games simultaneously!
No clicking! Just mouse hover over energies to collect!
Offline progression.
Automate collection with upgrades.
Compare yourself against other players in the leaderboards.
Several progression systems: Energy levels, player level, Hub upgrades, field upgrades, companion augmentations and power ups.
Specialize and customize your own companion which follows you around.
Pimp your Hub with decorations.
Prestige system for resetting for permanent upgrades!
Don't worry about complexity. The game introduces new features incrementally.
Specialize power ups to your own liking, play your unique style.
Resource management.
Collect 500+ achievements!
Continue playing from anywhere with Steam Cloud save.
Occasional quests for gameplay variation!
Expedition side game that affects the main game.
Hundreds of hours of content!
Come hangout in the official Discord server and discuss the game!
Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English
Engagement
Hours played at review time, across 31 reviews with recorded playtime.
Reviews
Original Incremental game
This game introduces some fresh mechanics, and I've found it fun to learn and play them. They're not all amazing, and some of them are pretty grindy. But this is a unique take by a dev who seems intent on creating a good game, so I'm happy I supported them and that I tried the game out. I agree with the other points that this game is not idle, progress will stop after about 5 minutes and you have to check back in maybe hundreds of times. I think about 25 hours in I unlocked my first automation? And only a few things are automated. Also a lot of things have hard time walls, and there's nothing you can do but wait that amount of time. Some of them are quite large, such playing for 500 hours. So it's hard to fully recommend it, but I keep playing it so I guess that's something.
It is a very satisfying Incremental game that isn't to complex. A very active dev in the discord! Had alot of fun playing this!
27 hours in and still enjoying this game a lot. I like the feel of changing areas and the way things build. I like that you keep unlocking things and I still have at least one mechanic I haven't unlocked yet at all so there is still more to come which I appreciate. Simple art is always nice on an idle where I care that the progression makes sense and is enjoyable more than I care about fancy graphics. I would say that if I could change something it would be how quests work. It just annoys me to have a "timer" mechanic in an idle game. I mean, kind of the point is leaving it idle but running (yes, offline gets better with time and that's great too....but so far research won't advance offline) and yet I keep missing quests OR feeling tied to the game every 15 minutes and that isn't an Idle game to me. But that's a minor thing as the quests while nice aren't game breaking to miss. So I do what I can and move on when I don't. All-in-all 9/10 and really enjoy the game.
Nice idler for grinding.
This game is almost OK. But I have to say negative. The biggest problem is you are PUNISHED by prestiging. It takes hours to get back up to where you were before you hit that button. And if you only play in small windows - it feels like you cannot make meaningful progress because getting back to where you were takes me more than one session of playing. Then the other main complaint is the transferring of resources between nodes - a main component of the game. Transferring in increments of 10 factorial just sucks. Why can't you dial in percentages instead of lump amounts? So we could fine tune the transfer of resources and have it actually scale with each zones growth? It would be awesome of the rough edges were refined and someone could make it not feel so difficult for "gameplay" sake. It's not fun to keep turning on and off resource flow because a zone further behind needs an upchain resource. It makes the gameplay TEDIOUS and PAINFUL. Especially where there is not save transfer load-out or anything. Like have a button that flows EVERYTHING forward - then one to reverse EVERYTHING. or just more granular control. A percent would be best - and that's fine if it is way later in the game - but level 30-50 is where I would put it. When you play to this point you end up fighting prestiging because you know it will take you 3 days of annoyance to get back to where you were. Another complaint is that it takes too much cpu/gpu usage. Why does this game take 5-10% of my 5950x AND 20-30% of resources from my 3080?!?! It's like it is mining in the background or something. So this becomes not an option as an idle game while say you are working in After Effects or any other program that uses your gpu - because it severely hurts your performance/workflow. Why does it activate at all on the 3d cores of gpu? It is so sketchy feeling.
no auto expedition
Pretty bleh
Well, nothing special, just an idle game. Still I liked it with funny arts and things. I think it worth few bucks.
When the game launched it was rough but had potential. Now after many updates I'm happy to say the game has reached it's potential and is a truly great game.
Related
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Trends
Concurrent players on Steam, sampled daily since tracking started.
Momentum
Pace estimated from the game's recent review growth (our daily snapshots) at its own sales-per-review ratio — a momentum signal, not booked sales.
Audience
Estimated from the language of this game's reviews — a proxy for where players are, not official Steam demographics.
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