Game review
Fantasy Clicker
5 / 10
- Developer
- Holy Games Studio
- Publisher
- Holy Games Studio
- Released
- 10 August 2025
- Platforms
- Windows
- Genre
- Idle RPG / Incremental
- Monetisation
- Paid, one-time purchase. NZ$7.39; no in-app purchases or premium currency, a point several reviewers explicitly credit the developer for.
- Players
- Single-player, with a simple leaderboard.
The short version
Fantasy Clicker asks players to raise three heroes, click and auto-battle through fantasy-themed biomes, and loop an ascendancy reset for permanent power while a city builds up passive income in the background — a genuinely full idle-RPG feature list for a solo-developed Early Access game at a low one-time price with no microtransactions. The reviews it has earned along the way describe a real split, but not a symmetrical one: the praise is mostly early and general ("numbers go up," "no P2W," "dev is responsive"), while the criticism is later and specific — a talent that reviewers say should scale by percentage but adds flat, small numbers instead; a resource bottleneck that leaves players farming basic ore while fighting late-game dragons; a reported instance of a Steam cloud-save choice wiping a player's progress; and, increasingly through late 2025 and into 2026, multiple independent reviewers describing the same stalled update cadence and calling the game's assets "AI slop." The developer's own patch notes partly corroborate the stall, describing one 2026 update as arriving "after a long wait."
Biggest strengths
- A genuinely large feature list for a solo-developed Early Access idler — ascendancy resets, a talent tree, class-specific talents, crafting with set bonuses, a city-building layer, expeditions, and a pet system added mid-cycle.
- No microtransactions or premium currency of any kind, which multiple reviewers single out by name as a relief in a genre that leans hard on them.
- Offline/AFK progress is present from the outset, including for expeditions, which several reviewers count as a baseline requirement they're glad it clears.
Biggest weaknesses
- The most detailed critical review in the sample describes a talent that should add roughly 10% damage per level instead adding a flat 10 raw damage — meaningless at the trillions-of-DPS numbers the same reviewer reports reaching after 43 hours.
- The same review documents a specific resource bottleneck: an ore-producing building yielding one unit roughly every 202 seconds while endgame gear recipes require hundreds of that same resource, forcing a long wait unrelated to combat skill.
- One reviewer reports choosing to load their Steam cloud save and having it wipe all prior progress, despite having used cloud saves throughout.
Who it's for: Genre die-hards who want to poke at a young, ambitious Early Access idler and don't mind reporting bugs into a Steam discussion board that reviewers say has gone quiet for stretches at a time.
Our recommendation: Wait and watch rather than buy now — the feature list is real, but so is the specific, reproducible balance bug and the pattern of long silences between updates.
5 / 10
A genuinely full idle-RPG feature list, for a solo developer
Fantasy Clicker's pitch, in the developer's own words, is to "raise three heroes, slay fantasy monsters, and grow a city that keeps earning gold while you're away." Underneath that one-line summary sits a feature list that reads like a checklist of what genre fans ask for: an ascendancy system that resets progress for a permanent power increase, a synergy system that unlocks buffs at clicker thresholds, a talent tree split by class, a crafting system built around gear sets and set bonuses, city buildings that generate resources passively, an army/soldier system, expeditions with treasure odds, and a pet system added roughly a month into Early Access. For a single developer working alone — several reviewers explicitly note this — that's a genuinely ambitious scope, and it shows in the patch notes: in its first month alone the game received something close to a dozen numbered updates, several of them substantial (a workers/Town Hall system, a soldier-training loop, inventory sorting, an entire pet system). Early reviewers reward exactly this: "so far, so good. Balanced, no microtransactions, and engaging," reads one from the first week; "the dev is super responsive and awesome at providing answers," reads another from a month in.
A specific, reproducible balance bug, not a vague complaint
The single most detailed review in the sample — from a player who logged 43 hours before writing it — goes well past "the balance feels off" and names an exact, checkable problem: the damage talent, at 30 levels, is documented as adding roughly 10 raw damage per level. At the point where a player is dealing trillions of DPS, as the same reviewer reports being by that stage, ten extra points of flat damage does effectively nothing, and the reviewer's own theory — that this was meant to be a percentage-based bonus and shipped as a flat one by mistake — reads as the more plausible explanation than intentional design. The same review documents a second, independently checkable problem: an Ore Mine building that, in the reviewer's own numbers, produced one unit of Iron Ore every 202 seconds, while late-game gear recipes required hundreds of that exact resource — meaning a player fighting "god-like creatures" at the game's higher difficulty tiers can still be gated on basic-tier crafting materials through no fault of their own combat performance. A separate reviewer reports a save issue serious enough to name directly: choosing to load a Steam cloud save, despite having used cloud saves throughout, wiped all of their prior progress. None of these are matters of taste; they're specific, falsifiable claims about what the software does, and worth weighing more heavily than the more generic complaints in the same sample.
The interface complaints are consistent across positive and negative reviews alike
Unusually for this outlet's review sample, some of the sharpest interface criticism comes from reviewers who otherwise recommend the game. One early positive review specifically asks for the ability to "close these things with just a click outside the box," complaining that menus like Inventory and Crafting can be open simultaneously and overlap each other, forcing a hunt for a small "exit" button whose position isn't consistent between windows. A later, more detailed critical review makes the same point with a sharper edge: the Ascendancy reset panel — the genre's classic "are you sure you want to reset your run" screen — places its confirm button in the exact screen position where every other window places its exit button, with no second confirmation step, which is a genuinely risky pattern for the one interaction in the whole game a misclick can't undo. That two independent reviewers on opposite sides of the recommendation divide land on the same specific UI complaint is a stronger signal than either report alone.
A recurring, specific accusation about the art, reported rather than adjudicated
Three separate reviewers, spread across several months, independently describe the game's visual assets using nearly identical language: "barely stitched together AI slop," "MId-- tier AI slop," and a review wondering aloud "if the dev is just using AI to vibe code this due to the multitude of technical and design issues." This review has no way to independently verify how any specific asset was produced, and it isn't presenting the claim as an established fact about the developer's process — only as a specific, repeated pattern across multiple, independent reviewers rather than one person's isolated complaint. It's worth reporting for the same reason this outlet has reported similar claims about other games before: a prospective buyer benefits from knowing the accusation exists and recurs in the public review record, separate from whatever the truth of it turns out to be.
A launch that cooled, according to the reviewers and partly the patch notes themselves
The pattern across timestamps in the review sample is hard to miss: the reviews praising active, responsive development cluster in the first month after the 10 August 2025 launch, while reports of the game going quiet start appearing within two to three months. One reviewer with over 108,000 minutes of playtime recorded writes, roughly two months after launch, that "developer hasn't updated the game in a month or posted anything in the Steam discussions for three weeks." Another reviewer's October 2025 review was edited in late November 2025 to add "edit: seems like abandoned." This review's own check of the game's Steam news feed shows the pattern is real, if not quite as final as "abandoned" suggests: after a cluster of frequent patches through August and September 2025, the next visible update is a February 2026 patch whose own changelog opens with "after a long wait" — the developer's own words corroborating the gap reviewers were describing months earlier. As of this review, in September 2026, no further update has followed that one either. That's a genuine, checkable pattern of inconsistent support, not a settled verdict of abandonment, and it should weigh on anyone deciding whether to buy into an Early Access game specifically for its promised future content.
What the achievement data adds
Global Steam achievement data shows a steep decline rather than a gentle one: from roughly 89% of achievement-earning players clearing the earliest kill-count milestones, down through the 70s and 60s for the mid-game biomes, to under 10% for the endgame boss-kill achievements. That's consistent with the detailed critical review's account of a resource bottleneck gating late-game progress — a curve this steep suggests most players who start don't reach the content furthest along, whether because of the specific grind wall described above, the interface friction, or simply Early Access attrition as the wider genre's crowded field offers players plenty of finished alternatives.
Final verdict
Fantasy Clicker earns its Mixed rating honestly: the feature list is real, ambitious and free of the predatory monetisation this outlet's genre coverage most often has to warn buyers about, and the early reviews praising an actively-developing, responsive solo project aren't wrong about what the game looked like in its first month. But the criticism that has accumulated since is specific rather than vague — a documented damage-scaling bug, a resource-bottleneck complaint backed by concrete numbers, a named data-loss report, a recurring and independently-corroborated "AI slop" accusation about the art, and a development cadence that the developer's own patch notes admit went quiet for a stretch. Buyers drawn to the genre and willing to treat this as a bet on the game's future, with appropriately lowered expectations about how quickly that future arrives, may still find something here; anyone wanting a currently well-supported Early Access idler should look at how long it's been since that "long wait" patch before deciding.
Pros and cons
Pros
- A genuinely large feature list for a solo-developed Early Access idler — ascendancy resets, a talent tree, class-specific talents, crafting with set bonuses, a city-building layer, expeditions, and a pet system added mid-cycle.
- No microtransactions or premium currency of any kind, which multiple reviewers single out by name as a relief in a genre that leans hard on them.
- Offline/AFK progress is present from the outset, including for expeditions, which several reviewers count as a baseline requirement they're glad it clears.
- Early patch notes show a genuinely fast early cadence — the developer shipped roughly a dozen numbered updates in the first month, adding systems players had specifically asked for.
Cons
- The most detailed critical review in the sample describes a talent that should add roughly 10% damage per level instead adding a flat 10 raw damage — meaningless at the trillions-of-DPS numbers the same reviewer reports reaching after 43 hours.
- The same review documents a specific resource bottleneck: an ore-producing building yielding one unit roughly every 202 seconds while endgame gear recipes require hundreds of that same resource, forcing a long wait unrelated to combat skill.
- One reviewer reports choosing to load their Steam cloud save and having it wipe all prior progress, despite having used cloud saves throughout.
- Multiple, independent reviewers across several months describe the visual assets as "AI slop" or a "vibe coded" downgrade of Clicker Heroes — a specific, recurring, checkable pattern rather than a single hostile review.
- Several reviewers report the game's own Steam discussion board and update cadence going quiet for weeks at a stretch a few months after launch; the developer's own patch notes for a 2026 update describe it arriving "after a long wait," which corroborates the gap without confirming the game is abandoned.