Game review
AFK leveling fight monsters
5 / 10
- Developer
- Sora
- Publisher
- Sora
- Released
- 19 March 2026
- Platforms
- Windows
- Genre
- RPG
Thirty-Eight Reviews, Mixed, Split Between Devoted Grinders and Furious Refunds
AFK leveling fight monsters launched on Steam on 19 March 2026 from solo Chinese developer Sora, and at the time of writing it has 38 user reviews, roughly 58% positive, landing it a "Mixed" rating. The store page's own description is almost defiantly minimal: "There's no complicated plot. Just defeat monsters, collect their dropped equipment, and challenge even stronger monsters!" What the review section reveals, translated from an overwhelmingly Simplified and Traditional Chinese player base (the game supports no other language on Steam, and even its own storefront description reads as a rough translation), is a genuinely divisive AFK-idle RPG: several reviewers report play sessions in the hundreds of hours, with one citing over 1,060 hours and several others over 400 to 880 hours, while a roughly equal number report save-corrupting bugs, currency-breaking glitches, and community gatekeeping serious enough to sour the experience entirely. This is a title where the extremes of both the positive and negative response are unusually extreme for a 38-review sample, worth flagging directly rather than smoothing over into a single "mixed" verdict. The store page's stripped-down description also undersells how visually polished the actual character art is: screenshots show a roster of individually-named, fully-illustrated anime-style characters rather than generic placeholder sprites, closer in presentation to a gacha collector RPG than the bare-bones text implies.
A Bare-Bones AFK Loop With Real Long-Term Legs, According to Its Most Devoted Players
The core loop is exactly as advertised: characters are recruited using materials dropped by defeated monsters, equipment can carry both fixed "set" bonuses and randomly-rolled additional stats, and gear can be enhanced up to 15 times at a guaranteed success rate, with every third enhancement level randomly granting an extra bonus trait the store page calls "full of surprises." Several long-session reviewers describe this as a satisfying, if slow, grind loop — one reviewer with over 880 hours logged calls it simply "the choice for idle games, real grinding, real work," while another with over 260 hours (one of the only reviews in English) specifically praises the game for having genuinely difficult bosses rather than being the kind of idle game a player can "mindlessly grind for one night and become invincible." A reviewer with over 1,060 hours logged describes flipping their review from negative to positive after a month of watching the developer actively patch and update, explicitly noting real bugs remain unresolved but no longer feel like they get in the way of the core experience. Multiple reviewers separately credit the developer directly with unusually fast bug-fix turnaround and frequent new-character updates, describing the pace as close to daily during active development periods — a genuinely positive signal for a solo-developed AFK title, if a player is willing to tolerate the rougher edges described below in the meantime. A screenshot of an actual boss encounter backs up the "genuinely difficult bosses" claim with a concrete number: a boss named "Original Sin" carries a health bar in excess of 1.8 million, fought by a four-character party against a corrupted tree and an owl-bear-like monster simultaneously, a scale of encounter that matches reviewers' accounts of the game escalating well past its bare-bones store description. A separate screenshot of the equipment and character-progression screen reveals a level of systemic depth the store page doesn't mention at all: a dedicated monster codex tracks every enemy type across level brackets from 1-10 up through 70-90, plus separate Abyss and Advanced Boss categories, with each codex entry granting a small permanent stat bonus once logged and displaying exact percentage drop rates for that monster's gear rewards — a genuine collection-completion meta-layer sitting on top of the advertised equipment-and-monster loop.
A Currency-Breaking Bug, Corrupted Saves, and an Equipment UI Multiple Reviewers Call Unusable
The most serious complaints are concrete, checkable bug reports rather than vague dissatisfaction. One reviewer with roughly 4,950 minutes (about 82 hours) logged describes a specific late-game currency bug: while auto-battling against the game's toughest late-game bosses, their silver currency display would intermittently corrupt into a "NaN" value despite having tens of millions banked, blocking any further currency gains until the game was closed and relaunched, at which point the total displayed as "null" and reset to zero entirely — a bug this reviewer says is especially damaging because it specifically strikes during the late-game content that takes the longest to reach. A separate reviewer with about 63 hours logged reports a more catastrophic version of the same class of problem: an abnormal shutdown (a power outage, in their specific case) corrupted their save file entirely, and even though the raw save file remained present in the game's folder, the game could no longer read it. That reviewer separately notes that leaving certain base-management systems — crop harvesting and unit deployments — uncollected before closing the game can cause absurd multi-hundred or multi-thousand-hour wait timers to appear on next login, a specific and unusual failure mode for an AFK-focused design that's meant to reward leaving the game running. On the interface side, one reviewer with over 100 hours logged specifically calls out the equipment-swapping UI as forcing players to change gear one inventory slot at a time rather than offering any kind of batch or quick-equip tool, and a separate reviewer's short but pointed review simply says the game crashed to desktop after being left idle overnight with nothing to show for it — the opposite of what an AFK game is supposed to guarantee.
Community Gatekeeping, "Random" Stats That Reviewers Say Aren't Random, and a Losing Fishing Minigame
A recurring and more unusual complaint across several of the more detailed negative reviews is that meaningful play depends on joining the developer's QQ chat group for guides, community-made modification tools, and bug-reporting, with multiple reviewers reporting that the in-game or storefront group-invite link doesn't work and that direct messages or comments elsewhere go unanswered. One reviewer with close to 600 hours logged goes further, calling the game "fundamentally a small-clique game" that's difficult to meaningfully progress in without outside community tools, and separately claims some players use unofficial modification tools to bypass balance restrictions with what the reviewer describes as limited consequence. A separate, more technically specific complaint from a roughly 240-hour reviewer alleges that equipment's random stat rolls and enhancement outcomes are actually seeded and effectively pre-determined from the very start of a save file, meaning repeated attempts at "rerolling" gear produce the same outcomes rather than genuinely fresh randomness — a serious claim about the game's core loot-chase mechanic that, if accurate, would undercut much of its stated randomised-itemisation appeal, though it comes from a single player's account rather than something independently verifiable from the store page. A separate reviewer's complaint that the game's battle-speed option tops out at a sluggish 2x, with a request for at least 8x, is confirmed directly by a battle screenshot showing the in-combat speed toggle capped at exactly "2x" alongside a separate auto-battle on/off switch — a small but concrete confirmation that this specific quality-of-life gap is real rather than an exaggeration. The same reviewer separately flags a fishing side-activity with poor expected value: the highest-tier bait costs 200 currency each, and investing 100,000 currency into 500 uses of it returned only about 40,000 back, a specific, checkable case of a minigame that reviewers say isn't worth engaging with purely for profit.
Price, Monetisation Friction, and a Solo Developer's Track Record Across Games
At NZ$8.99, several reviewers frame the game as reasonable value purely on hours-per-dollar grounds — one specifically saying that even without further updates, several hundred hours of idle playtime at this price is "not bad" — but the monetisation model draws some of the harshest criticism in the entire review set. Despite being a paid, upfront purchase rather than free-to-play, the game includes in-game purchase-activation codes and what multiple reviewers describe as visible "sponsor-exclusive" cosmetic items attached to NPCs that non-paying players can see but not use, with one reviewer with over 4,300 minutes logged calling this "genuinely ugly" and asking pointedly whether buying the base game doesn't already count as supporting the developer. In apparent protest, one heavily-upvoted review (37 votes) published a long list of in-game redemption codes explicitly framed as a rejection of the monetisation model, which — while not something to reproduce here — is itself a data point about how strongly at least part of the player base reacted to the perceived pay-to-support structure. It's also worth noting this appears to be at least the developer's second game, since two separate reviewers mention having played "both of your games" and one specifically bought the developer's other title in a show of support — suggesting a small but returning fanbase exists alongside the more frustrated contingent, even if that fanbase's goodwill is being tested by the bugs and community-access issues described above.
Verdict
AFK leveling fight monsters is a genuinely divisive, community-dependent AFK grinder: a bare-bones equipment-and-monster loop that a meaningful slice of its player base has stuck with for hundreds of hours and praises for its difficulty and its developer's fast patch turnaround, sitting alongside serious, specific, and repeated bug reports — a currency-corrupting glitch in late-game content, save files that can become unreadable after an abnormal shutdown, and community-gatekeeping complaints about a broken group-invite link standing between players and the guides the game's own opaque systems seem to require. Layered monetisation friction, in the form of visible-but-unusable sponsor items in a game that isn't free to play, adds a genuinely fair complaint on top of the technical ones. Simplified Chinese only, on Windows only, at NZ$8.99 it's a reasonable value proposition purely in hours-per-dollar terms for players willing to tolerate real jank and a support structure that leans heavily on an unofficial community rather than the storefront page itself, but it's difficult to recommend without real reservations given how consistently specific and repeated the bug reports are.
Screenshots
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A character's full stat and equipment panel, including a named gear-set bonus system and a roster of other recruited characters each tracked by their own combat power score.Steam store page -
A live boss encounter against a health bar in the millions, with the game's own auto-battle and battle-speed toggles visible — the latter capped at 2x, matching a specific player complaint about the option.Steam store page -
The monster codex, tracking beaten enemies by level bracket with permanent stat bonuses per entry and exact drop-rate percentages for gear rewards.Steam store page