
《IdleWrecker》is a Diablo-inspired idle loot game. Earn resources while idle, build your equipment & skills, and conquer all foes!
Modeled estimate, not a reported figure. How we estimate →
Discounts
Every price cut of more than 20% we have observed, in each market that quoted one, with this game's chart position on either side of it. These are episodes, not a model: a sale is one event, and one event cannot tell you what the next one will do.
Reviews, worldwide (the counter carries no country): 0.29/day in the week to Aug 10 → 0.43/day in the week after.
For scale, across Steam · Top Sellers · Brazil over the last 30 days: the 26 chart moves that followed a price cut of more than 20% went a median of 7 places towards #1, and the 2,400 moves with no price cut behind them went 2 away. One store, one chart, one country — it is the only place we have enough observations to say even that.
Prices outside the United States have been collected since 6 August 2026 and chart positions since 19 July 2026, so a cut older than that has no market to compare and a market that joined later has no history yet. Nothing here is converted between currencies.
About
This is an idle loot game where everything can be farmed. Your time invested will always bring tangible rewards.
There is no absolute best gear — only unique builds tailored to your playstyle.
Equipment Acquisition
Equipment, Skills and Amulet are primarily obtained randomly by defeating monsters.
You can also forge and combine items via in-game systems to craft legendary artifacts, empowering you to take on stronger foes.
Chapters & Difficulties
The game features 5 main chapters, each containing multiple stages.
There are 23 difficulty modes in total: Normal, Nightmare, Hell, and Torment 1 to 20. Higher difficulties grant rarer loot.
Special dungeons will be unlocked once you clear Hell difficulty. Challenge formidable enemies within to acquire superior items.
Endgame Content
Clear Torment 10 to unlock Rift Dungeons. Spend Rift Coins dropped here to obtain premium crafting materials and forge top-tier equipment.
Genres
Add-ons
Each DLC is estimated with the same model as a game, then summed — a modeled figure, not reported DLC sales.
Engagement
Reviews
Themes across 67 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
[url=https://store.steampowered.com/curator/44181848/] 【更多适合Steam Deck的好游戏推荐,请关注GPD掌机鉴赏家!】[/url] 暗黑like + 挂机收菜,底子其实是有想法的——推图全自动,回来开箱换装凑构筑,刷到好词条的爽感还在。5章23难度+秘境,能挂一阵。 但这游戏目前更像个没打磨完的EA品: 引导基本等于没有,教程直接跳B站,版本还对不上 开箱/出售/背包反人类,挂机游戏清库存比打工累 符文宝石珠宝塞同一个镶嵌位,箱子合成要50个,掉率感人 数值曲线硬拐,电鬼一下摸死,后期满免疫怪卡你刷不到破免护身符 没加速、没分解,成就还有进游戏就跳一半的bug 作者上一作《无尽的冒险》老玩家不少也在骂,快跑预警不是空穴来风。 总结:想吃暗黑味挂机收菜、能忍粗糙UI和自学成本,可以试试;想要顺滑成熟的放置刷宝,建议等几版更新再看。
我玩过最烂的挂机游戏 其实根本不能算挂机 一点也不好玩 不能退款了 还我 24 元!😡
本体内容不够丰富,玩法还能拆分到DLC,疯了吧?
Media

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Price dynamics, follower growth, revenue and sales trajectories with interactive tooltips
This and every other Pro feature is free until October 20, 2026. A free account is all it takes.
Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English, Simplified Chinese, French, German, Russian, Japanese
Hours played at review time, across 67 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
老实说出来你可能不相信...这游戏的玩法类型,以前我刚毕业的时候在游戏公司实习时做过,这里偶然间玩到了类似玩法的游戏,一时间有些触景生情。 其实这种以挂机为玩法的小游戏,在国内的H5平台上还挺多的。[spoiler](也就是俗称的微信小程序游戏,其特点是绑定热门社交软件,体量小,无需下载即可在手机上立即游玩)[/spoiler] 曾经有款爆火的游戏叫做《寻道大千》[spoiler](就是你在一众APP上看到的那个一只猪砍树的那个游戏广告)[/spoiler],其营收说出来让你们这些单机玩家可能不太会相信,就这种挂机为玩法类型的小游戏的流水都曾经一度流水上亿,以至于让无数大小公司都争先地借鉴效仿制作同类竞品,以求分一杯羹,在广州这边做这种微信小游戏的公司还蛮多的,几年前那会的营收还比较乐观,但现在不太清楚了... 而本作如出一辙的人物动画、以装备为核心驱动促使玩家挂机的玩法机制,可谓是款很存粹的挂机刷宝游戏了。 回归游戏本身,简要地提两下这个游戏的问题哈: 首先是没啥指引教学,一开始就是盯着屏幕右边的界面看战斗画面、一开始上手或者是没接触过这个类型的玩家需要在周边UI稍微理解一下的玩法。部分细致的内容讲解点进去发现居然是跳转到了B站视频,对于一个成品游戏来说有点不符合体面。 游戏会时不时地自动进行存档保存,这点是好事,但是每次存档都会伴随有一阵极其强烈的画面停顿,这就让人感觉不太好。很难想象这是一个在一众竞争对手是画面互相内卷的3A大作的游戏平台上发售的游戏,就不太合适... 而战斗画面呢,几乎也是没啥观赏性,就双方两边的人物这么走近互相拿手划拉两下就没了,没啥特效也外加没啥音效,就挺单调的,战败了也没有啥提示,让你重新调整下装备去整顿再战,所谓的挂机,可能一不留神就发现半天在哪一直在一个关卡,也没刷啥东西。作者本人也是大大方方地承认了宣传动画与游戏界面由AI制作,只能说是见仁见智。 就我的个人的看法就是:[b]我觉得这个游戏更加适合的平台应该微信小程序上,而不是Steam。[/b]因为微信上可以“内置广告” + “内购付费”,变现方式盈利上来头应该比这个买断制平台的营收应该还大点,而且有一众 成熟/成功 的同类竞品的游戏运营方式可以借鉴,当然我也不知道作者这边的团队规模是怎么样的,如果是自己的追求与自由那则不予置评。 [quote]关注[url=https://store.steampowered.com/curator/36224058/]老实人鉴赏家 [/url] [url=https://steamcommunity.com/groups/laoshirenLSR]老实人评测[/url]:独立游戏爱好者聚集地,黄油绅士交流中心。 不错过游戏的亮点,不放过游戏的槽点,带给玩家最直观的测评感受。[/quote]
Not 1.0 at all. Localization doesn't fit nicely the UI. Crafting recipes especially are just a salad of words in a text window, genuinely one of the worst menus i've seen. The inventory management is also terrible. You generate a metric ton of loot that takes time to parse through, equip, storage and compare yet you can't even access some character slots and the stash at the same time. So for example if i want to stash a bunch of minor jewels or whathever its called, and equip the good ones, i'll have to pull them out of the stash, close the stash, check what i have equipped, to finally swap them. Its 30 slots btw xD Equipping and upgrading skills is very unintuitive. Its simple once you understand, but good luck figuring that out. You print hundreds of chests per hour and the loot is mostly irrelevant, these items have virtually no use case. Theres zero onboarding besides a very poor quest log with a handful of missions to teach you two runewords, you just get every single system and equipment type right away. At the same time, this also kills progression in the sense that dont really unlock a new scaling axis from time to time. Overall theres definitely a game here, and i can see how it could be interesting once you push through all the slog and clunkiness, but this is not a 1.0 product and convincing people to deal with it in order to reach "the fun" is just not feasible.
我有一说一啊,作者的另外2个游戏我也买了(还行吧),这款名字有破坏神,作为暗黑的忠实粉丝,我毫不犹豫的买了,但是是真的不好玩啊,也挂了53个小时多了,实在是玩不下去了,很抱歉,给个差评。
玩法还能拆到付费dlc的
放置一堆无用的材料,装备,直接垃圾。 合成系统一塌糊涂,直接就是脑残反人类的设计。 商店有鸟用,装备就那么一点。还有重随各样材料,脑子有病。
作为暗黑玩家来说,本作的核心玩法深得我心。刷底材、看词条、凑孔位、镶符文、做装备等等,全都融进了挂机玩法里,省去了手动反复刷地牢的时间,让玩家能纯粹地享受装备驱动和BD研究的乐趣,非常上头。 但客观来说,本作具有一定的学习门槛。如果是没有构筑思路,或者说卡在某个难度了,B站有很多关于各个流派构筑的攻略,包括各种新手过渡、毕业BD还有专门刷资源的BD等等,玩家群里也有很多大佬可以讨论。但是就基本操作而言,游戏内本身没有传统意义上的新手教程,只能自己在各个界面看说明或者跳转到B站的视频攻略,对于新人而言不是非常友好,最好还是能在游戏开始的时候多做一些引导,把基本操作讲清楚,尤其是一些玩家可能没有接触过暗黑2,很多细节直觉上其实是很让人困惑的。 一、 扎实的暗黑2式刷装循环 1. 装备与打造系统极具深度 本作保留了暗黑2“不唯品质论”的精髓,全公式装都能打穿折磨20,底材、孔位、词条、抗性及后续打造潜力同等重要。玩家有持续追求更好装备或特定材料的动力。 2. 符文之语系统 符文按编号递进,不同组合产生质变,这一点极具暗黑2味道。游戏将此做成了可视化的“公式列表”,比原版更现代。 3. 技能顺位与光环保留带来的策略性 本作的挂机并非无脑堆数值,技能会按照携带顺序从左到右释放,光环技能会根据排列顺序占用最大魔法,技能也不是一定带的越多越好,玩家需要认真考虑技能选择和排序。 二、 新手引导缺失与机制不透明 由于开局缺乏循序渐进的引导,很多机制最好在游戏内实现透明化与拆解说明: 1. 伤害与抗性计算 魔法与元素伤害混淆: 新手极易将“冰/火/电/毒”等同于“魔法伤害”。建议在技能上明确标注:“造成何种伤害,受何种加成,以何种抗性减免”。 抗性面板需拆分: 目前的显示方式不明朗。最好能分清楚装备抗性、技能抗性、难度惩罚、最终上限、最终生效抗性。 2. 缺少战斗反馈,死因不明 Boss伤害浮动大,可能有的时候几千,有的时候几万,也不知道为什么,就有的时候能过关有的时候过不了。 建议: 增加简单的战斗日志;死亡时必须显示最后一击的来源、伤害类型和最终伤害值;允许战斗暂停,以便玩家查看当前身上的Buff/Debuff。 3. 系统细则与隐藏限制未讲清 武器限制: 技能说明最好直接写明所需武器类型(如“需要法杖”)。 技能书升级: 需说明“未学习时解锁,已学习时升级”。 恐惧区域与破免护符: 遇到高抗怪时,需有更强的引导提示玩家去特殊副本(灰底并非未解锁,而是需钥匙)打破免护符。 图鉴与词缀: 图鉴关于孔数上限的说明混合孔数词缀其实会有点令人疑惑,还有前缀后缀的数量限制也不是很清楚;图鉴内的材料来源最好能支持点击跳转。 三、 UI交互与操作流程 目前体验会有点繁琐。 1. 缺乏并行管理的护身符系统 护身符入口极其隐蔽(仅一个小箭头)。后期调整护身符时,无法同时打开仓库和护身符面板,必须通过背包反复搬运、对比。 建议: 允许仓库与护身符界面并排开启。 2. 筛选功能仅是“高亮”而非“过滤” 建议: 支持对筛选结果进行“批量存取/批量出售”。 3. 误操作成本高 商店经济: 商店卖错物品回购太贵了,建议加入原价回购栏,或者加入二次确认也行。因为背包里东西会很多,所以出售的时候个人实际上更倾向于“批量标记垃圾一键出售”,而不是锁定自己要的,剩下的全部出售。 合成与打造: 打造已穿戴装备时需先脱下;关闭合成界面时材料不会自动退回背包。
暗黑风刷宝类挂机游戏。操作简单,战斗自动进行,玩家只需要为角色更换装备(含套装跟品质区分),学习并升级技能就好(不同武器都能用,不同的武器适用不同的技能,也要分别进行学习)。期间还能为打过孔的装备镶嵌各种宝石。各种品级的装备和宝石,混合上各种类型的词条,能组合出多种战斗风格。 缺点是需要手操的地方太多了,比如开宝箱,开到手软(前脚刚在商店里出售了装备,后脚又打出了N个箱子),建议低等级宝箱玩家直接卖掉,或者作者直接砍掉低等级宝箱,完全没意义啊。另外UI有些混乱,建议增加下新手教学,虽然这款游戏简单得不需要教学也没问题,但看到评论区不少玩家抱怨初次进入游戏后不知所云,还是有必要出一个简易的系统引导。
Active players
Estimated daily and monthly active players (DAU/MAU) modeled from peak concurrency.
Players by region
Where this game's players are, estimated from review languages.
Players also reviewed
The games this title's players most often review too — audience affinity.
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