Game review
Legend of Slime: Idle RPG
5.5 / 10
- Developer
- LoadComplete
- Publisher
- LoadComplete
- Released
- 26 July 2022
- Platforms
- iOS, Android
- Genre
- Idle RPG
- Monetisation
- Free to play with a rewarded and forced video-ad rotation, a gem premium currency, gacha-style hero and gear summons, a Premium Pass, PvP gear tiers sold directly, and a permanent ad-removal purchase
- Players
- Asynchronous PvP arena and leaderboards plus a "Slime Club" membership tier; no real-time co-op or matches
The short version
Legend of Slime is a competent, forest-themed idle RPG that has clearly worked for a long time — ten million-plus downloads and a mid-4-star rating on Google Play don't happen by accident. What's changed is the ad rotation. Player after player describes the same arc: months or years of optional, reward-triggered ads, followed by a recent shift to forced interstitials every couple of minutes, with a permanent removal purchase that some report paying for and still not receiving. The idle loop underneath is still fine. The experience of actually sitting through it, lately, is not.
Biggest strengths
- The gear-drop-and-compare loop is immediate and easy to read, with clear stat call-outs so equip-or-sell decisions rarely require guesswork
- Auto-battle and offline progress keep gold, gear and hero levels advancing without punishing a player for putting the phone down
- A steady drip of unlockable systems (dungeons, PvP arena, Slime Club, gear tiers) gives new players something to work toward for the first few weeks
Biggest weaknesses
- Recent player feedback consistently describes forced video ads appearing every one to three minutes, a marked increase from the optional, reward-triggered ads earlier versions were praised for
- Escaping the ads permanently costs $49.99, one of the steepest ad-removal prices in the idle genre and more than most premium games
- PvP and competitive mini-games are described as decided almost entirely by spending, with no meaningful path for a free player to be competitive
Who it's for: Idle RPG players who don't mind gear-grinding for its own sake and are prepared to pay to remove ads early, rather than discover the hard way how often they show up.
Our recommendation: Worth a free look if gear-collection idle games are your thing, but budget for the ad-removal purchase from day one rather than assuming the free experience will stay pleasant.
5.5 / 10
Introduction
Legend of Slime opens with the kind of premise that only makes sense in mobile idle RPGs: humans have invaded a peaceful monster forest, and you're leading the local slime clan's war effort by recruiting snails, chickens and other forest creatures into a legion strong enough to fight back. It's a silly frame for a game that, underneath the cute art direction, is a fairly standard gear-collection idle RPG — auto-battle combat, drop-and-equip loot, and a lattice of secondary systems designed to keep a player logging in daily. LoadComplete first released it in July 2022, and more than four years later it's still receiving regular updates, still sitting past ten million downloads on Google Play, and still averaging just above four stars from well over 170,000 ratings. That's a genuinely healthy long tail for a game this age.
What makes it worth reviewing now, rather than filing it alongside every other slime-themed idle clone, is a pattern showing up repeatedly and specifically in current player feedback: a described shift from an ad model players were comfortable with to one they increasingly aren't. Several reviews describe the same arc in almost identical terms — years of enjoying the game with ads kept optional and reward-triggered, followed by a recent stretch where forced interstitials appear every couple of minutes regardless of what the player is doing. That's not a vague "there are ads in this free game" complaint. It's a specific, recurring account of the monetisation model changing under an existing player base, and it's the thing this review spends the most time on.
The core loop
Combat runs on autopilot. Your lead slime and a growing roster of recruited monsters walk through waves of human soldiers and forest enemies, equipment and gold drop after fights, and the moment-to- moment decision is the genre standard: equip anything that beats your current gear, sell or feed the rest into upgrade materials. The interface does the numbers-comparison work for a player, flagging upgrades clearly enough that stat-reading rarely becomes a chore. None of this is a surprise if you've played any gear-drop idle RPG in the last five years, but it's executed cleanly, and the offline-progress system means gold, experience and gear keep accumulating whether or not the app is open. That's the baseline the genre demands, and Legend of Slime clears it without much friction.
Where it starts to separate from the pack is in how it paces new systems. A new player unlocks dungeons, a PvP arena, gear-tier upgrades and eventually a "Slime Club" membership tier in a reasonably steady sequence over the first couple of weeks, each with its own currency and its own reason to check back in daily. It's a familiar onboarding shape for the genre — not as elaborately staged as some competitors, but functional, and it's clearly kept a meaningful slice of its player base coming back for years rather than months.
Progression, PvP and where the walls appear
Progression is generous early and noticeably less so once a player clears the opening dungeons and starts bumping into the PvP arena and competitive mini-games. Multiple current reviews describe these modes in near-identical language: purely pay-to-win, with no realistic path for a free player to place well once spenders are established in the bracket. That matches the shape of the genre's weakest instinct — hand out a satisfying free curve for the first stretch of content, then let competitive systems become the place where direct purchases decide outcomes. It doesn't ruin the solo dungeon-and-gear loop, which stays playable and mostly fair for anyone not chasing leaderboard position, but it does mean the game's most repeatable long-term goal is effectively closed to players who won't spend.
A smaller but recurring complaint describes long-term save data being wiped without explanation after an extended break from the game — not a universal issue, and not something every idle RPG review needs to flag, but specific enough across independent reports that it's worth a returning player backing up or at least confirming their progress is intact before investing more time.
The ad problem
This is the part of the review that needed the most space, because it's the part current players keep raising unprompted. Reviews from the game's earlier years consistently describe ads as optional — watch one for a bonus, skip it if you'd rather not. Reviews from recent months describe something different: forced video ads appearing every one to three minutes regardless of what the player is doing, interrupting logins, dungeon completions and menu navigation alike. Several reviewers frame it explicitly as a recent change rather than something the game has always done, which lines up with a game old enough to have gone through several monetisation revisions since 2022.
LoadComplete does sell a permanent ad-removal purchase, listed at $49.99 on the New Zealand App Store as of this check, with Google Play also offering a cheaper time-limited option. That is a striking number. Fifty dollars is premium-game money, and here it buys nothing except the removal of an interruption the game itself introduced — no content, no progression, no cosmetic. The cheaper timed option is worse value in a different way, because an ad-free week leaves you back where you started on the eighth day. A developer response in one review thread acknowledges the ad-frequency complaint and promises to pass the feedback on, which is a reasonable thing to say and not, on its own, evidence that anything has changed.
None of this means the ads are unfair by the letter of app store disclosure rules — they're declared, and rewarded-ad mechanics for bonus currency are a standard, defensible idle-genre feature. What it means is that a specific and fair complaint — "this got worse, and the fix I paid for didn't work" — shows up often enough in current feedback that it can't be waved off as one frustrated player having a bad week.
Gacha, gear and what money buys
Hero and gear acquisition leans on a summon system layered over the standard drop table, and LoadComplete doesn't publish drop-rate disclosures for it in the way some regional storefronts now require of other publishers — there's no visible pity counter or stated percentage to point to here, just the standard idle-RPG pattern of steadily accumulating currency toward a pull. The App Store's own in-app purchase list gives a clearer picture of what's actually for sale: a Premium Pass at $14.99, discrete gear-tier purchases (Tier 5 at $9.99, Tier 10 at $19.99), one-off content packs around $4–5, an "Auto Blessing" convenience purchase at $9.99, a Slime Club membership at $19.99, and the $49.99 permanent ad removal at the top. It's a fairly conventional mobile price ladder — nothing here reaches the $100+ whale-bait tier some gacha games run — and everything on that list is a convenience or a competitive edge rather than something that gates the story or dungeon content outright. The PvP pay-to-win complaint above is the sharper edge of that ladder; the solo campaign is not.
Presentation and long-term appeal
The slime-and-forest-critter art style is bright and legible, damage numbers and UI panels stay readable even when several overlap, and the game hasn't visually stagnated across its update history — current screens look meaningfully more polished than a 2022 mobile RPG typically does at this point in its life. Update cadence backs that up: both storefronts show a new build within the last two weeks of this review going live, which is a genuinely strong sign of active support for a game this age, whatever else is true of its current monetisation.
Long-term appeal is where the review's central tension lands squarely. The gear-collection loop and the steady drip of new systems are the reason this game has held ten million downloads and a healthy rating average for years. The ad frequency and the reported friction around the ad-removal purchase are, right now, the most consistent reason recent reviewers give for souring on it. Both things are true of the same game at the same time, and a prospective player should weigh them accordingly rather than assume either one on its own tells the whole story.
Final verdict
Legend of Slime earns its longevity honestly: a clean gear-drop loop, generous offline progress and years of continued support are not nothing, and the strong Google Play rating reflects a genuine long-term fan base rather than a fluke. But a specific, repeated player complaint — that forced ads have recently gotten much more frequent, and that paying to remove them hasn't reliably worked — is serious enough, and consistent enough across independent accounts, to weigh heavily against it. Add PvP modes that current reviewers describe as decided by spending rather than skill, and this lands as a game worth trying for the core loop, but one to go into with the ad-removal purchase budgeted for from day one rather than assumed unnecessary.
Players who want a similar gear-collection idle loop with a gentler early monetisation curve might prefer Legend of Mushroom, while Idle Slayer is worth a look for anyone who wants the genre's core numbers-go-up satisfaction with less PvP pressure attached. Those who'd rather their idle progression came without any gacha layer at all may also enjoy Wanderer.
Pros and cons
Pros
- The gear-drop-and-compare loop is immediate and easy to read, with clear stat call-outs so equip-or-sell decisions rarely require guesswork
- Auto-battle and offline progress keep gold, gear and hero levels advancing without punishing a player for putting the phone down
- A steady drip of unlockable systems (dungeons, PvP arena, Slime Club, gear tiers) gives new players something to work toward for the first few weeks
- Genuinely long live-service support, with content patches and rebalances still shipping years after release, shows the game hasn't been abandoned
Cons
- Recent player feedback consistently describes forced video ads appearing every one to three minutes, a marked increase from the optional, reward-triggered ads earlier versions were praised for
- Escaping the ads permanently costs $49.99, one of the steepest ad-removal prices in the idle genre and more than most premium games
- PvP and competitive mini-games are described as decided almost entirely by spending, with no meaningful path for a free player to be competitive
- A recurring, if minority, complaint describes long-term save progress being reset without explanation after an extended break