
Idly gather and manage resources to repair what's left of a decaying world. Scavenge forgotten ruins, meet scattered survivors, and push back against the inevitable collapse. IDLE_DIRECTIVE is a grid-based inventory and resource management idle game.
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About
IDLE_DIRECTIVE is a grid-based inventory and resource management idle game. Idly gather and manage resources to repair what's left of a decaying world. Scavenge forgotten ruins, meet scattered survivors, and push back against the inevitable collapse.
Balance limited inventory space by being strategic with your items and equipment! Available items include:
Utility items that aid you in your mission
Automation items that automate gameplay
Storage containers to expand your limited inventory
Resource producers
Manually, or idly gather various resource types to upgrade and improve yourself!
Explore a dying world filled with hidden points of interest (POIs). While many locations offer loot and resources, critical infrastructure that require repair is your prime directive and should be sought out.
The world is not lifeless, pockets of life still exist. Trade resources or aid survivors to build up your reputation, unlocking unique and powerful items or equipment in return.
RESET SYSTEM and gain powerful augment points that you can use to unlock powerful permanent upgrades to aid you in your directive. IDLE_DIRECTIVE features crafting, trade, and NPC tasks that are unlocked later on through Augmentation!
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Engagement
Reviews
Themes across 478 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
If the dev gives this game a bit more content story-wise and by creating more of a late-game, this could be one of the better idle games out there. It has great potential, it's just not fleshed out enough yet. Thumbs up, but don't expect a lot of content beyond what you get in the demo.
Meh game at best. It looks like I have a lot of hours in it, but that's because you cant really AFK or else your progress is extremely minimal. Once you have the skill tree fully completed there's basically no point in doing tasks from towns. Not too well put together. Wouldn't recommend.
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Languages: English
Hours played at review time, across 478 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
імба
Good game, hope there is more to come with it because right now it feels a little lacking after about 5-6 nonidle hours playing it. Still recommending it because it's so cheap, got my dollar an hour of entertainment even if nothing else is added. Some more depth would make this game really great, I can feel myself teething at the edge of a game system that wants to grow. I think if this game had about twice the depth it had now it would be a cult hit. Other than the lack of desired depth, I feel like locking key game features behind the prestige system is silly. Tasks and the rep system requiring essentially a new game+ is a baffling decision. Not sure why the prestige system is a thing at all when half of it feels like it should just be in game upgrades.
First and second start it was fun enougth. Third start was just ok. Fourth start was already boring. And last fith start - here we are - negative review. Because all satrts same, after some augments its became faster and faster, but gameplay still same, nothing really changing.
More of an active incremental game than an idler for a large portion of the game's playtime, but enjoyable. The inventory management and "build a setup" system is interesting, [i]but[/i] I do feel like it lacks some depth. Most of the items you get only have one version of them, a few have two, and only a few of those get things later down the line that augments them - in most cases, in a way that doesn't really introduce anything innovative to it. One late game addition makes what was a weak early game power solution suddenly [i]very[/i] viable, but power storage augmentations are best used on the highest level of power storage which doesn't introduce as much variety as I'd like. Late game gets a little tedious. The balance feels a little off - The prestige system doesn't really get used that much. I did the baby version once and immediately moved on to the story progression version, then only touched the non-story version one other time right before the end of the game for fear I wasn't going to get a few of the achievements otherwise. I [i]love[/i] how achievements were handled in this, however. Most will likely be unlocked just through the normal course of play, but there isn't any of the usual "Collect literally every single piece of scrap in a world" tedium. I'd repaired the number of POIs needed for the highest level achievement naturally by late game. The achievement for filling out the augments only requires that you put one point in each augment, so beyond the first point you can still build your augments how you like. No achievements felt like they were actively wasting your time. I'd love to see the systems developed further. A number of them feel kind of tacked on or as stopgaps for stronger gameplay mechanics - Let us unlock things like the replicator, but make it be another component that we have to have in our grid to operate, rather than a separate menu that feels kind of 'free'.
Concept grabbed me and scratched the itch, but it quickly becomes clear that theres something just....missing.
The prestige mechanic feels misplaced and poorly executed, but the gameplay is fun and engaging. I am having a great time.
老惦记着你那局外成长干嘛呢,转生两次玩得困死我了害得我怀疑是不是家里煤气泄露了
This may genuinely be the best idle/incremental of the year. Astoundingly good.
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