
Fantasy Clicker is an Idle RPG clicker. Battle different monsters in fantasy inspired levels, gather gold/resources to upgrade your heroes and buildings. Craft items. Farm experience to level up.
Modeled estimate, not a reported figure. How we estimate →
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About
Raise three heroes, slay fantasy monsters, and grow a city that keeps earning gold while you’re away. Fight, craft, level-up, ascend, repeat!
Variety of different monsters and bosses to slay!
Fantasy inspired levels with vibrant colors or damp dark caves.
Level up and equip your 3 heroes to deal more damage and slay enemies faster.
Offline progress: gain gold, experience, resources and ascendancy points even when your game is closed.
Ascendancy system - ascend to new heights with each loop increasing your power.
Synergy system (after a certain level threshold of clickers is reached you get a buff)
Experience/level system with stats to improve.
Talent system.
Class talent system.
Inventory system with lots of resources/items to farm for. Get bags so you can increase your inventory capacity to hold more items.
Craft system - craft mighty weapons, armors and items to help you fight enemies.
City buildings system - buy and upgrade buildings to develop your city to get more gold/resources.
Army system - recruit soldiers to help you on your quest.
Leaderboards - race to see who can reach the top 3 spots.
Expeditions system - embark on expeditions with a chance of successfully finding treasures!
Achievements - complete achievements for even more damage.
Salvage your resources to use in the trader to buy upgrades.
To develop the game alongside the community so it becomes a game that everyone loving the clicker genre can enjoy!
Genres
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 37 reviews with recorded playtime.
Reviews
As of 26 Aug 2025, I believe this game was released TOO early in the early access category. As is, it offers almost absolutely linear progression that does not reward the player nor does it provide the QoL factors that should be part of an initial release (even for early access). For instance: 1. As you click on things, nothing cancels anything else out. Click on button 1 and a window opens, click on button 2 and another window opens. Clicking on one doesn't make the other close. So you find yourself having to click on "exit" which is sometimes at the bottom of a window, other times it's an "X", and sometimes where the "exit" button would be on 90% of the windows, it's now an "accept" button. Case in point, "Ascendancy" (I.e., the typical idle game world reset option) places its "accept" button in the place that "exit" exists on all of the other windows. It also does not offer a double approval step which is a crippling QoL detractor. 2. None of the mobs matter. None of your attacks matter. None of you character "classes" matter. They are all just illustrative sprites. Damage is just a plain number. Your three "classes" are just icons; no damage types. Mobs don't attack. Each mob has three "levels" but progressing through them is mathematically less beneficial for the player than staying on the lowest level one. Exp and gold gains are linear as the HP of the mob increases at the same rate (typically around +30% between level 1, level 2, and level 3 of each mob type). 3. Gear is an exercise in frustration. In order to craft your gear, you need items. Easy. In order to craft the next set of gear, it CONSUMES the prior set of gear. On the surface, that is seemingly irrelevant except that gear has set bonuses and the gear alone without the set bonus is irrelevant for what it adds to damage. So in order to sustain your set bonus, you hurt your damage output until you can craft all pieces of the next gear set. Also, the set bonuses do not work in a progressive style; you either have all 4 or 6 pieces (6 because eventually the ring and necklace are part of the set bonus) or you have no set bonus. 4. Crafting gear part 2. You'll be killing Crystal Dragons and other fantastical mobs and still waiting for Iron Ore to drop from the city mechanic. And you'll wait....and wait...and wait. Then you'll realize you need 100+ Iron Ingots (2x Iron Ore = 1x Iron Ingot) to craft the next set of gear. Then 200+, then 300+, and so on and so forth. You'll probably be fighting god-like creatures at some point and still waiting for Iron Ore drops. Which, after 43 hours of playing, my Ore Mine produces 1 Iron ORE per 202 seconds. You'll have ALL of the other materials that drop from these astounding and powerful mobs....but no Iron Ore so you'll be stuck in the beginner tier gear while you fight dragons. Makes no sense. 5. Talent tree. Currently the damage talent which has 30 levels, adds +10 damage per level. When you're doing 8.95 trillion DPS, it makes you wonder what the point is. Perhaps this is an oversight and it should be +10% damage per level, but this is what I meant when I said that this game was perhaps released too early even for early access. That's game a game breaking oversight; where you should have been doing +300% damage but instead are only doing +300 raw DPS. 6. Quests. There are no more quests past about the 3-4th biome. However, there are achievements for quantity of kills for each mob type and each of them just adds +X% damage to your DPS. It's not a bad thing, but the achievements do reveal to you what every mob name and implied type if you scroll down the list. Unfortunately, the lack of quests is the worst part because the rewards from the quests actually felt somewhat beneficial. 7. Inventory limitations don't make any sense. You craft a bag with some leather once you get your City going and each bag is a consumable that adds +5 inventory slots. You can do this forever. What's the point? Just give me enough inventory slots to play the game and make earning any additional ones part of the progression model. Missed opportunity. Also, with loot, the game painfully needs a reagent and crafting categorization so you can track what you have. Your inventory will be one grid set that includes your equipped items, your reagents, crafting items, and other consumables. Messy. I'll come back in a few months and revise this review if the game takes a significant redirection into rewarding non-linear progression with QoL additions that make it enjoyable to play.
The game is great! I can't wait to progress further.
This one hits
Разработчик забил на игру.
MId-- tier AI slop
I dont usually write reviews. but this game is pretty nice Very relaxing and very easy to play. but slowly it get easier to play. Dont listen to whoever in the reviews said that u cant delete the item in ur inventory. U can literally delete them but why Delete when u can salvage? salvage them for scrap to increase ur dmg & Dmg%. U can get 1 free bag upgrade by doing quest. but only 1...so most of the item untill u get to zombie mob. u wont upgrade the hunter camp. Hunter Camp give Leather once every 600 seconds. u need 4 to make 1 bag.
Pretty solid idle/incremental game plus more to come because early access! Random Gameplay: https://www.youtube.com/watch?v=7CIkcvk2HYA
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Trends
Concurrent players on Steam, sampled daily since tracking started.
Audience
Estimated from the language of this game's reviews — a proxy for where players are, not official Steam demographics.
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