Key art for 第一次挂机

Game review

第一次挂机

3 / 10

Developer
游道参玄
Publisher
游道参玄
Released
4 January 2026
Platforms
Windows
Genre
Casual, RPG, Free To Play
Monetisation
Free to play
Players
Single-player

The short version

第一次挂机, released 4 January 2026 by developer 游道参玄, is a free-to-play idle RPG built around clearing dungeons, crafting and enhancing equipment, and grinding levels for skill points. This review reads the game's full review sample, weighted heavily toward the negative, and finds a small, openly first-attempt project undermined by a core contradiction reviewers describe repeatedly: its main source of reward, boss and dungeon challenges, cannot actually be left to run passively, and the grind required to progress through them is reported as severe enough that one detailed, sixty-five-hour reviewer turned to cheat software just to reach the ending.

Biggest strengths

  • The game costs nothing to try, which several reviewers weigh directly against their otherwise critical assessments when deciding whether to recommend it
  • The developer discloses in the game's own description that it was made as a first project after learning to program, and reviewers who note this treat the game's simplicity with some generosity as a result, rather than judging it purely against more polished commercial releases

Biggest weaknesses

  • Multiple independent reviewers report that boss and dungeon challenges, the game's primary source of meaningful reward, cannot be run automatically and must be clicked through manually one at a time, directly undercutting the game's basic premise as an idle title
  • A highly detailed sixty-five-hour review reports early dungeons yield almost no useful reward beyond experience, describes being unable to defeat a much lower-level enemy despite extensive idle grinding, and states that reaching the game's ending in a reasonable time required using speedhack software to force extreme time compression
  • A separate, similarly detailed thirty-nine-hour review corroborates the same underlying pacing problem from the late game, reporting several hours of grinding for a single level gain against enemies dozens of levels higher, and that gem-based progression cannot be automated and doesn't reliably drop the specific gems needed to speed it up

Who it's for: Only players specifically curious about a free, openly beginner-made idle RPG with very low expectations for pacing or polish, rather than anyone wanting a genuine hands-off idle experience or a rewarding grind.

Our recommendation: Hard to recommend even at no cost. Its central promise, an idle RPG, is undercut by challenges that require active, repeated clicking rather than true idling, and a back-half grind multiple detailed reviewers describe as punishing beyond what the systems reward.

3 / 10

第一次挂机, from developer 游道参玄, is a free-to-play idle RPG in which the player selects a dungeon, sets characters to grind, and returns periodically to spend accumulated experience and materials on equipment crafting, enhancement, and skill points. The developer states plainly in the game's own description that it was made as a first project after learning to program, and its review sample, weighted heavily toward the negative across eight reviews, reads accordingly: a small, sincere first attempt whose central premise runs into a specific, repeatedly documented contradiction that undercuts the entire genre it's built in.

An idle game whose boss fights aren't idle

The most consistent complaint across this sample is also the most fundamental one. Multiple independent reviewers report that boss and dungeon challenges, described as the game's primary source of meaningful reward, cannot actually be left running automatically and instead require the player to click through them manually, one encounter at a time. One reviewer states this directly and bluntly: as an idle game, its main income source doesn't actually allow idling. That's not a minor pacing complaint, it's a structural contradiction at the heart of a game whose entire pitch is passive, background progression, and it's echoed independently by other reviewers describing the late game specifically as demanding active, repeated attention rather than the hands-off experience the genre promises.

A grind severe enough to push a reviewer toward cheat software

The sample's most detailed account comes from a reviewer who logged sixty-five hours and wrote an extensive, structured breakdown of their experience. Early on, they report the first dungeon yields almost nothing beyond experience points, that reaching a genuinely usable piece of equipment requires an enormous, disproportionate currency conversion chain, and that after idling to level eighteen they still could not defeat enemies six levels lower in the second dungeon. Running the game at maximum speed for twelve straight hours, they write, wasn't enough to even clear the outer edge of that second dungeon. The same reviewer later updated their account to describe how they ultimately finished the game: using Cheat Engine to force extreme time acceleration through the entire sixty-five-hour session, then following a specific, deliberately narrow equipment-tier strategy to survive each subsequent dungeon. That a genuinely engaged, patient reviewer felt the need to resort to third-party cheat software simply to experience the game's content in a reasonable timeframe is about as strong a signal of broken pacing as a review sample can offer.

A second, separately written review corroborates the same underlying problem from a different vantage point. Logging just under thirty-nine hours, that reviewer reports the game grants only one skill point every two levels past an early threshold, that per-run currency rewards are too small to make equipment enhancement worthwhile, and that late-game progression depends entirely on gem upgrades gated behind challenges that can't be automated and don't reliably drop the specific gems needed to speed things up. The same review reports taking several hours of real playtime to gain a single level while fighting enemies dozens of levels above their own. Two reviewers, independently logging dozens of hours each, converging on the same fundamental complaint, a grind that stops rewarding continued play well before the content runs out, is a far stronger signal than either account alone.

Rougher edges on top of the core problem

Beyond the pacing issues, this sample also documents specific interface problems. Two independent reviewers report trouble equipping crafted gear, with one describing an extended, confused search for the equip button before finally managing it, and a second stating flatly that crafted equipment couldn't be equipped at all. A separate reviewer reports that idle progress is lost entirely unless the game is saved manually before closing, an unusual requirement that works directly against the unattended, background play the genre is built around. None of these are individually catastrophic, but stacked on top of the core idling contradiction and the reported grind, they paint a picture of a release that hasn't yet had its fundamental systems tested and refined.

Weighing a first project fairly

It's worth being fair to a game its own developer describes as a first attempt at programming. A reviewer who notes that disclosure treats the resulting simplicity with some understanding rather than measuring it against a polished commercial release, and that context matters for how harshly the game's rough edges should be judged. But fairness to a beginner developer doesn't change what a prospective player will actually experience: a game marketed and structured as an idle RPG whose most meaningful content specifically resists being idled, and a grind pace that pushed at least one deeply engaged reviewer toward cheat software rather than toward the ending on the game's own terms. At no cost, the downside of trying it is limited, and that's the fairest case this review can make for it.

What a free price tag does and doesn't excuse

Because the game costs nothing, several reviewers weigh their criticism more gently than they might for a paid release, and that's a reasonable instinct as far as it goes. But it's worth separating two different questions a free price tag can answer. It genuinely answers "is this worth the risk of trying," since there's no financial downside to finding out for yourself. It does not answer "does this actually deliver the experience its genre promises," and on that second question, the sample here is consistent: an idle RPG whose core reward loop resists being idled, and a pacing curve that two of its most invested reviewers, with a combined total of over a hundred hours between them, describe as broken enough to require either grinding well past the point of enjoyment or reaching for cheat software. A free game can still be a poor use of a player's time, and that's ultimately the more relevant cost here than money.

Final Verdict

第一次挂机 is a sincere first project let down by a contradiction at its core: an idle RPG whose primary rewards come from challenges that demand active, repeated clicking rather than true idling, wrapped around a grind two independently detailed, long-session reviewers describe as punishing well past the point of diminishing returns. Free to try if the premise still appeals, but budget for frustration rather than the relaxing background experience its genre normally promises.

Pros and cons

Pros

  • The game costs nothing to try, which several reviewers weigh directly against their otherwise critical assessments when deciding whether to recommend it
  • The developer discloses in the game's own description that it was made as a first project after learning to program, and reviewers who note this treat the game's simplicity with some generosity as a result, rather than judging it purely against more polished commercial releases

Cons

  • Multiple independent reviewers report that boss and dungeon challenges, the game's primary source of meaningful reward, cannot be run automatically and must be clicked through manually one at a time, directly undercutting the game's basic premise as an idle title
  • A highly detailed sixty-five-hour review reports early dungeons yield almost no useful reward beyond experience, describes being unable to defeat a much lower-level enemy despite extensive idle grinding, and states that reaching the game's ending in a reasonable time required using speedhack software to force extreme time compression
  • A separate, similarly detailed thirty-nine-hour review corroborates the same underlying pacing problem from the late game, reporting several hours of grinding for a single level gain against enemies dozens of levels higher, and that gem-based progression cannot be automated and doesn't reliably drop the specific gems needed to speed it up
  • Two independent reviewers report a bug in which crafted equipment cannot be found or equipped through the interface without extensive trial and error, with one stating outright that crafted gear simply couldn't be equipped at all
  • A separate review reports that idle progress is lost entirely unless the game is saved manually before closing, an unusual and punishing requirement for a genre built around leaving a game running unattended

Category scores

Category scores are the reviewer's read on each area. They inform the overall score but do not average into it — the number at the top of the page is a judgement, not a calculation.

  • Gameplay 2.5 / 10
  • Progression 2 / 10
  • Value 3.5 / 10
  • Originality 3 / 10