Key art for IdleTale

Game review

IdleTale

Incremental RPGWindows

6 / 10

Developer
Ed Grace
Publisher
Ed Grace
Released
20 September 2024
Platforms
Windows
Genre
Incremental RPG
Monetisation
Free to play; no in-game purchases, premium currency or DLC listed on the store page — the entire game is funded by nothing but its own existence
Players
None; fully single-player, no online requirement

The short version

IdleTale is a better-built incremental RPG than its Steam page would suggest to anyone glancing past it. One developer shipped a full stat system, three talent trees, stamina-gated dungeons, a Glory-and-Ascension reset loop, daily raids and an enemy Codex that makes the monsters you keep farming level up alongside you — and gave all of it away for free with nothing to buy.

The catch is that none of it has been touched in public since May 2025, and in nearly two years on the store the game has not accumulated a single written Steam review. That's not a comment on quality so much as an honest warning: there's no crowd here to confirm the later systems hold up, and no recent sign the one developer keeping it running is still actively at the wheel.

Biggest strengths

  • Every core system a fan of the genre would want is actually here — talents, gear, dungeons, raids, an Ascension reset — and none of it is gated behind a purchase
  • The Codex mechanic, where grinding a specific enemy levels it up and increases its rewards, gives farming an actual decision instead of just a number going up
  • Three separate talent trees (including Berserking and Assassination) give combat builds real shape rather than a single obvious upgrade path

Biggest weaknesses

  • No public update since May 2025 leaves the game's current stability and balance completely unverified by anyone
  • Zero written Steam reviews in almost two years means there is no crowd-sourced warning system for bugs, dead ends or a badly tuned late Ascension curve
  • The developer's own admission that the game was never meant to be purely idle sits awkwardly against a title that promises exactly that

Who it's for: Incremental-game regulars who enjoy digging through a genuinely deep, free system on their own terms, and who don't need a community or a support promise to get value out of it.

Our recommendation: Worth an install for anyone who likes the genre and wants something with real depth for zero dollars — just go in knowing you're the one testing it now, not a crowd that already has.

6 / 10

Most incremental RPGs live or die on how quickly they hand you a new number. IdleTale hands you plenty of those — the usual thousands-millions-billions-quintillions climb every fan of the genre knows — but it's the systems wrapped around that climb that make it worth a look: a Codex that turns the monsters you farm into a resource you can level up, three talent trees that actually diverge, and a free price tag with nothing behind a paywall. It's also a game that, as far as the public record shows, nobody has reviewed, and hasn't been touched since the middle of last year. Both of those facts matter to whether you should install it, and neither shows up on the store page.

The loop underneath the numbers

The basics will be instantly familiar to anyone who's played a browser incremental: tap to attack, watch a health bar drain, collect Gold, spend Gold on passive income and damage upgrades that compound into the next tier of number. IdleTale's own store description is disarmingly honest about this — "the basic mechanic isn't much different from any other incremental game" — and the opening hour or two doesn't try to hide it. You're farming a lane of enemies, watching a Gold counter tick up per second, and buying whichever upgrade shaves the most time off the next purchase.

What separates it from a browser clicker is what gets built on top. A Skills tab spreads points across Strength, Agility and Wisdom, each doing something specific rather than just adding a flat percentage — Agility governs critical chance, Wisdom scales the bonus damage those crits deal, and Strength drives raw hit output. A Gear tab layers standard RPG itemization on top of that, so two characters at the same level can play meaningfully differently depending on what dropped and what they built around it.

The Codex is the good idea here

The standout system is the Codex, and it's the one piece of IdleTale that doesn't have an obvious analogue in a dozen other incremental RPGs. Every enemy type you encounter gets logged, and you can spend resources to level individual Codex entries up — which makes that specific monster tougher to kill, but also raises the Gold, XP and loot it drops. It reframes farming from "kill the same thing forever because it's there" into an actual choice: level up the enemy you're already efficient against and accept a harder fight for better payout, or leave it alone and move on to a new area. Few games in this genre give the player a lever over their own grind that isn't just "buy the next upgrade," and this one does.

Dungeons add a second layer of structure — short, wave-based instances that end in a boss and a loot drop, gated by a Stamina resource that also governs travel between areas. Burn through Stamina too fast and you're locked out of dungeon runs until it regenerates, which stops a well-built character from just chain-clearing content for hours and forces some pacing onto a genre that often has none. Raids sit above dungeons as harder, multi-floor endgame content, capped at one clear per day — a sensible ceiling for a system explicitly aimed at players who've already outgrown regular dungeons.

Talents, Ascension, and where the depth actually lives

Three talent trees — Berserking, Assassination and a third rounding out the set — give levelled-up characters a real build identity instead of a single correct upgrade order. A talent like Frenzy, which stacks bonus attack speed on landing critical hits, rewards leaning into an Agility-heavy build in a way the base Skills tab alone wouldn't. It's not a deep talent system by the standards of a full RPG, but it's more considered than most incremental games bother with, and it gives the mid-game a sense of choice the opening hour doesn't have.

Glory and Ascension are IdleTale's answer to the genre's obligatory prestige loop: reset your progress, keep nothing but a permanent multiplier, and come back stronger. It's a well-worn mechanic at this point, but it's implemented properly here — Glory unlocks its own upgrade track, and the patch history shows the developer actively rebalancing the early Ascension curve with catch-up bonuses rather than leaving new resets to grind through content that used to take veterans hours.

An identity crisis, in the developer's own words

There's a wrinkle worth mentioning, because the developer raised it directly in a patch announcement: IdleTale was never really built to be a pure idle game. It's tap-to-attack active combat with idle income layered on top, closer to a semi-idle clicker than something you can walk away from for a day and expect to have progressed meaningfully. The developer's own post admits the name pulled in idle-genre fans expecting something the game was never quite designed to be, and eventually leaned into adding more genuinely passive systems to close that gap. It's a small thing, but it's the kind of mismatch between marketing and mechanics that's worth knowing before you install something under the assumption its title is a design document.

The part the store page won't tell you

Here's the harder thing to reconcile: IdleTale launched in Early Access in September 2024 with a flurry of hotfixes in its first week, kept up a real patch cadence through most of 2025, shipped a significant content update — the Redemption system, new Raids, new Glory upgrades — in May 2025, and then stopped. No news post, no patch, nothing on record since. That's over a year of silence on a game still listed as Early Access, from a developer who was, up to that point, visibly engaged and responsive.

Compounding that, IdleTale has never accumulated a single written Steam review in almost two years on the storefront. That's unusual for a free game with this much content — it means there's no crowd to confirm whether the later systems are actually balanced, whether recent Windows updates have broken anything, or whether the game still launches cleanly at all. Everything in this review is built from the store page, the developer's own patch notes and the game's documented systems, because that's genuinely all there is to go on. That's not a knock on what's been built — the systems described above are real and reasonably deep — but it is the single biggest reason to go in with tempered expectations rather than assuming active support.

Final verdict

Judged purely on what's been built, IdleTale earns its place among incremental RPGs that take the genre further than tap-and-wait: the Codex is a genuinely good idea, the talent trees give combat real shape, and Stamina-gated dungeons and daily raids give the mid-game structure most free incrementals don't bother with. All of it is free, with nothing behind a purchase — a rare thing in a genre built to monetise exactly the systems IdleTale gives away.

Set against that is a project that's gone silent for over a year and has never built a visible audience to vouch for it. Neither of those facts means the game is broken — but neither can be ruled out either, and that uncertainty is the reason this doesn't score higher. Install it expecting a well-made, slightly old-fashioned solo project rather than a live service with anyone watching your back, and it's a genuinely good use of a free afternoon. Expect ongoing support and you may be disappointed.

Players who like their progression to keep ticking over between sessions without asking for anything in return may also want to look at Wanderer.

Pros and cons

Pros

  • Every core system a fan of the genre would want is actually here — talents, gear, dungeons, raids, an Ascension reset — and none of it is gated behind a purchase
  • The Codex mechanic, where grinding a specific enemy levels it up and increases its rewards, gives farming an actual decision instead of just a number going up
  • Three separate talent trees (including Berserking and Assassination) give combat builds real shape rather than a single obvious upgrade path
  • Stamina gates dungeon spam without feeling like a monetisation lever, since there's nothing to sell you to refill it
  • Patch history through its first eight months shows a developer who was actually listening and iterating fast, including a full economy pass and a new Redemption system

Cons

  • No public update since May 2025 leaves the game's current stability and balance completely unverified by anyone
  • Zero written Steam reviews in almost two years means there is no crowd-sourced warning system for bugs, dead ends or a badly tuned late Ascension curve
  • The developer's own admission that the game was never meant to be purely idle sits awkwardly against a title that promises exactly that
  • Early combat is simple tap-and-wait numbers-go-up with little to look at until the talent and gear systems open up
  • A single point of failure: if Ed Grace stops maintaining it, there is no team or publisher behind IdleTale to pick it up

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 6 / 10
  • Progression 7 / 10
  • Value 8 / 10
  • Originality 5.5 / 10
  • Replayability 7 / 10
  • Monetisation 9 / 10