
Synergism is a free-to-play Idle game about... well, Synergy! Explore that concept through hundreds of upgrades, many reset layers and probably thousands of hours of content that allows both idle and active play.
Revenue comes from in-game items and microtransactions, which our price-based model doesn't estimate. Copies below reflect the player base, not paid sales.
Media

About
Synergy (ˈsɪnəʤi) n. The combined effort of two or more things that creates an effect stronger than the sum of their individual parts.
Synergism is a content-rich Idle Incremental game that expands on this concept, with many prestige layers, hundreds of achievements, pretty little pixel-art icons, and more!
You begin your Synergism journey with just a pittance of 100 coins. Hire your first worker, and the rest will be history. That little worker will be relevant even late into the game, and those late game features in turn empower your worker. Synergy!
Here's just a few highlights and fun facts about Synergism:
Actively developed since July 2019, and publicly released to the web on May 1, 2020.
Frequent minor and major updates!
A challenge system! That develops on itself again, and again, and again.
Almost 500 Achievements, and more will be added in future updates. We've curated 100 such achievements for you to unlock on Steam :)
A progression system that heavily favors exploration, without requiring the perfect setup to make progress.
Mechanics that, well, Synergize. Is that even a word? It is now.
A story that, while loosely connected, makes more sense when you look at it from a certain point of view.
Probably over a hundred music references that Platonic hopes you'll get. Can you spot them all?
Even more random references that Platonic put into the game through happenstance.
Events that can be activated by other online players! Also, occasional events set by the developers!
Hand-drawn pixel art that represents upgrades in all stages of the game!
The Ant God. The Ant God wants your Galactic Crumbs.
Synergism is the efforts of Platonic and Khafra, made over the course of the past six years, with all the love you can put into a passion project. It is our flagship game, and we are proud to finally bring it to Steam!
Genres
Stats
Languages: English
Engagement
Reviews
Themes across 41 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
Not sure what's happening in this game, feels a bit like my job. I click things, things happen and somehow I progress. Why? I don't know. What am I doing? I don't know! :-)
玩着很苦逼的一游戏……处处都是《Antimatter Dimension》(AD)的影子,但没有学到AD极简主义的精髓,反而带给人一种截然相反的印象:脏乱差!而且它的时间墙太长了……实在太长了!很多时候我简直怀疑自己做错了什么——毕竟在AD中,只要我做错了事情就会寸步难行(相反,做对了就能一马平川)。可在这里,我每天都在以极其缓慢的速度在攀爬。前方的路虽然一眼就能望到头,前进的步伐却慢得令人绝望:每天我不得不打开这游戏十几分钟,重复那早已重复了无数遍的操作,稍微提升一点属性,然后关掉游戏离线挂机;到了第二天相同时刻,继续例行公事……恐怕西西弗斯的心境也不过如此吧?每天打开这游戏时我都忍不住问自己:我做对了吗?这游戏真的是这样玩的吗?我怎么感觉自己的方法好笨啊?这游戏的玩法不能这么蠢吧!可我真的就这样通关了(所以到底是不是有更聪明的解法?Listen,I dont give a f**k)。如果你问我为什么如此煎熬还玩了这么久,我只能说,中华民族优秀传统文化之“来都来了”发力了,懂?? 但这篇测评的重点还不是声讨时间墙;因为协同放置最致命的问题是过于“复杂”——我稍后会解释为什么要给“复杂”加一对引号——无数的变量,以各种不同的方式去综合影响结果,甚至相互之间也有影响;这些变量如此地繁多,每个变量下方又都是密密麻麻的、看着就令人嫌弃的功效说明,以至于阅读它们的描述或分析它们的影响都变得毫无意义了。 为什么理解这些变量是毫无意义呢?举例来说,协同放置也和AD一样有很多“挑战”:这些挑战有一些限制条件,完成后会获得一些对推进游戏进程至关重要的奖励。问题的关键在于,很多挑战它根本不需要思考。别说思考,我连它们的介绍都懒得看——既然那些“挑战”我直接点进去就能秒过,那我看它那些密密麻麻的文字干什么?过不了,那就是属性不够,就切到其他面板挂几个钟头,再回来,大概率就过了——我说这话没有任何夸张的部分。我可以负责任地说,协同放置的这十几个“挑战”的细节,我几乎一个都没看过(除了Tax+++);它们的限制条件、首次奖励、完成奖励等,直到游戏结束,我都完!全!没!有!任!何!印!象!这些行为在AD中是不可想象的。AD最鲜明的特征就是“资源分配”——你可以分配的资源总量是一定的,所以要有取舍。你一定要非常清楚自己在干什么,一定要理解每个参数的意义,把资源分配到它该去的地方,否则你挂到宇宙毁灭也无法通关。 还有那蚁山,16种蚂蚁,9种蚂蚁技,9种蚂蚁技的升级,各自提升都会带来数种有益的属性增幅,每个按钮下面都是密密麻麻的文字说明……简直复杂到了极点。游戏结束时,我看到有的蚂蚁升了十几万级。可是,这有何意义?我没有感觉到任何正反馈。我只觉得在走流程。我也不需要对这些参数有任何理解。这就像你每天吃饭一样,难道你必须要了解饭是怎样被摄入、被消化、被吸收,要了解饭是怎样多方面影响人身体健康的……才懂得如何吃饭吗?蚁山也是这样的,我只需要看到哪里亮了,我就点哪里,这就够了。我不知道写一堆密密麻麻的功效的意义何在。 这就是为什么我前面说它“复杂”,然后还要打个双引号——它内部各种变量的相互影响的确复杂到了极点;可玩家也不需要真的理解它们,极大多数情况只需要随便乱点就过了。你煞有介事地写一大堆文字在那介绍这东西功效如何如何,结果别人连看都没看,这多少有点幽默。 我是这样想的:一项奖励如果能同时提升多个属性,这固然令人振奋;但要是所有奖励都这样,那这些提升就有种通货膨胀的嫌疑了。不是说给了玩家奖励就叫正反馈;而是说,当玩家获得了相对于之前更显著的能力提升的时候,这才能称为正反馈。对比!对比!对比!其实,增量游戏不就是这种东西吗?所有的数值都在不断膨胀,随着总量的不断积累,毫无变化的速度相对于总量而言,就显得慢了。所以,一切都是相比较而言的。如果这个升级也是提升3~4个属性,那个升级也是提升另外3~4个属性,并且哪个先提升、哪个后提升,都不会对整体速度有显著影响——那么这样的提升,就不大可能给玩家带来正反馈。得让玩家理解了后,自己作出选择,并且这种选择肉眼可见地带来了显著的提升,这才能叫做正反馈。 如果你没有玩过AD,我建议你去玩AD;要是你通关了AD,我相信你不会再对这个游戏感兴趣。
Related
Related
Trends
Concurrent players on Steam, sampled daily since tracking started.
Hours played at review time, across 42 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
Starts out fun, slows to a crawl at ascensions, then singularity multiplies that by a thousand, painfully painfully painfully slow. This game is designed to make you develop gaming addiction and ruin your life, the many many many hours you will have to put into this game to complete it will replace all the time you could be doing many many more interesting and/or productive activities. To finish it legitimately would take minimum 1000 hours.
I've had moments as I played where I enjoyed the game. Apparently I'm barely past the beginning by just hitting Singularity, so there may be much more complexities and new excitements after this, but what I've played showed a very standard idle that is supposed to take multiple hours or days to advance on things. You know, the circle within circles type, you play A to a point that unlocks B, which helps you run A better, which leads you to reach a point in B that unlocks C, so on and so forth, with a few side runs and upgrades in the mix. Most runs of things are usually recommended to last one to two hours, upon which you restart, buy some upgrades, and run it one to two hours again, upon which you restart, and you either buy more upgrades, or more expensive upgrades. If that's what you're looking for, it's fine, but it became boring before I even realized that I was bored, and just wanted something of a number-go-up to distract myself. I don't feel like the challenges or unlocks really change up how you play, other than maybe at the very beginning. After that it's just running things in and out of auto and waiting for progress to accumulate, so to speak. The whole things with subscriptions bonuses and paid event bonuses and the whole money shop was a tad weird to me, but I guess that's just how these games go these days, and I never engaged with it, so not much to say about that. All in all, and no disrespect meant, it's the kind of idle I'd probably return to if I don't have any other ones I feel like playing, and since I can't rate something mixed in here, I'm going no with the caveat that it's because I find it more a 4.9 than a 5.1. The only extra thing to add is that, while I was using their discord for guides and help, a whole AI guide debacle happened, and the dev ended up mentioning they use agentic code in the game, and don't disclose it on Steam because they don't need to. And while I see why they might not want to add the "disclosure that directly leads to the ignore button" for many, I do feel like it's a worthy point to know when choosing which idle game they'll try next. So, it's in here.
Какая-то хрень.
This is one of the more eclectic idle games I've played in a while. It lacks cohesiveness, like a bricolage idle game if I could coin a term, but after playing a lot of idle games, I think of this as a positive. Part of the challenge comes from exploring and acclimating to the quirks of the UI (similar to leaf blower revolution and idling to rule the gods) and experimenting with how the game mechanics work together (synergise) to create leaps in progress.
не работает, висит на стартовом экране
好久没玩过这么纯粹的游戏了,纯粹的数字增加,然后让数字增加来增加数字增加,但是随便挂挂机就能让人爽了
觉得肝的 可以手动存档之后把系统时间往后调3天
Been playing the game somewhat on-and-off throughout the years playing through multiple iterations of the game, the sentiment I had for all those iterations are the same; that being the game is very fun to a certain extent. Between those iterations, the gameplay changes significantly as the endgame kept pushed further and further. I remembered when C10 was the endgame, so the process gets really slow to get there and now it's made faster. I remembered when Hepteracts was the endgame and it's just doing weekly runs running at specific corruption setups that you need a guide to even figure out the most optimized setting, and now corruptions are now introduced way better through series of campaigns, and now runs are much shorter but can still take quite a while. Point is, every time the endgame shifts, the game comes up with slew of adjustments and quality of life changes that doesn't quite invalidate the entire experience, and that's a very commendable effort. Still, I did said that this game is fun to a certain extent. The amount of grinding that needs to be done to reach said point can be straight up daunting as you have to bear the brunt of the early Singularities; babysitting through the phases of the game as you interact with the game's many systems max buying things, which gets automated after doing tens or hundreds of runs just to get each annoyance out of the way, it can get really tedious. Overall it's an enjoyable big number idler, one of the better ones out there. Personally one of the best for it's kind next to Antimatter Dimensions, but you'll have to work for each and every one of those automations.
Audience
Estimated from the language of this game's reviews — a proxy for where players are, not official Steam demographics.
Related
| House Flipper | $65.8M | 110.9K | 94% | $24.99 |
| Rhythm Doctor | $13.9M | 26.8K | 98% | $19.99 |
| Sub Rosa | $1.8M | 3.4K | 69% | $14.99 |
| Party Club | $541K | 3.4K | 72% | $4.99 |
| The Eyes of Ara | $352.3K | 848 | 83% | $14.99 |
| Weapons Genius | $280.2K | 1.2K | 46% | $5.99 |