Game review
My Party Is Grinding
6 / 10
- Developer
- SUPERLINK Inc.
- Publisher
- SUPERLINK Inc.
- Released
- 27 August 2026
- Platforms
- Windows, macOS
- Genre
- Idle RPG
- Monetisation
- Free to play with three optional cosmetic/convenience DLC packs (pet bonuses, automation toggles, extra stash space) and a Steam Community Market layer for trading higher-grade gear and materials between players
- Players
- Single-player, with an asynchronous economic layer — Epic-grade-or-higher gear and materials can be deposited into a Trade Vessel, registered as real Steam Inventory items, and bought or sold on the Steam Community Market
The short version
My Party Is Grinding takes the desktop-pet idea and gives it real hack-and-slash bones: five classes, hundreds of gear pieces, a two-axis growth tree, and a genuine offline-catch-up system, all running quietly in a window you can shrink into a corner of your screen. It's a smart, free pitch to anyone who wants an idle RPG that doesn't demand a phone or a browser tab. The game is barely three weeks old at review time, though, and locking basic automation — the one thing an idle game should not charge you for — behind a paid DLC pack is a real blemish on an otherwise generous free-to-play offer.
Biggest strengths
- The transparent always-on-top window is a genuinely different idle-RPG pitch — a party that fights while you work, rather than a tab you have to keep open or check on a phone
- Gear crafting is unusually deep for a free idle game: eight gear grades across twelve slots, plus gems, engravings and enchantments layered on top
- Offline progress banks up to 16 hours of gold and XP, so missing a day doesn't erase momentum the way strict energy-timer idle games do
Biggest weaknesses
- Locking auto-stash, auto-combine and auto-sell behind a paid Automation Pack is an odd choice in a game whose entire premise is playing itself
- Steam's own achievement percentages show only 0.4% of players have reached the Hell difficulty and 0.3% Inferno, against 13.7% who reach Nightmare — a wall serious enough that the highest-billed content is functionally invisible to almost everyone
- The written review count is still in single digits at review time, so there's no meaningful community consensus yet on whether the endgame holds up over hundreds of hours
Who it's for: Idle-RPG regulars who want something that lives on a PC desktop instead of a phone, and anyone curious about deep gear-crafting loops without any upfront cost
Our recommendation: Worth installing for free — just don't expect the automation to be free, and don't expect a broad consensus on how the endgame holds up yet
6 / 10
A party that grinds so you don't have to
Most idle RPGs ask you to open an app, a browser tab, or a phone and check in on a timer. My Party Is Grinding asks for none of that. It installs as a small, semi-transparent window you can drag anywhere on your desktop, shrink down, pin above every other app, or click straight through — and inside that window, five heroes fight, loot, and level automatically while you do something else entirely. It's the same trick as a desktop pet or a system-tray widget, except the thing living in the corner of your screen has a Blacksmith, a Mage Tower, and two hundred battles to grind through.
That's a genuinely distinctive pitch in a genre that's mostly settled into phone apps and browser tabs, and it's the best reason to try SUPERLINK's game. Whether the systems underneath it hold up over the long run is a harder question to answer just three weeks after launch, with a review corpus still too small to read as a verdict either way.
The loop: five heroes, four acts, one long climb
Under the widget gimmick sits a fairly conventional but well-built hack-and-slash idle structure. You control a party of five classes — Knight, Warrior, Assassin, Archer, and Mage — each levelled individually with stat points and a loadout of active and passive skills. They fight through four acts of ten stages each, at five difficulty rungs from Normal up through Nightmare, Hell, and Inferno, with stage bosses and act bosses that hit back using their own skill kits rather than just soaking damage. Auto-challenge mode repeats your current stage indefinitely, and the game keeps banking gold and experience for up to sixteen hours after you close it — a genuinely generous offline-catch-up window next to idle games that gate progress behind hard energy timers.
Gear is where the game asks for real attention. There are more than 400 pieces across eight grades and twelve equipment slots, and building a set means visiting the Blacksmith to forge and fuse components and the Mage Tower to engrave, enchant, socket, and extract bonuses. A second progression axis — a 200-plus-node "Orb Circuit" alongside a separate Constellation tree — sits on top of gear leveling, and costume collections and faction bonuses add permanent, party-wide buffs on top of that. None of this is a groundbreaking idea, but it's an unusually complete set of systems for a game that costs nothing to install.
An enchant system with real teeth, and a market to match
The more interesting wrinkle is what happens once gear gets good enough to matter. Epic-grade items and rarer can be deposited into a "Trade Vessel," registered as genuine Steam Inventory items, and bought or sold on the Steam Community Market — the same infrastructure Valve uses for CS2 skins, now applied to idle-RPG loot. Steam's own achievement percentages suggest a meaningful minority actually uses it: roughly one in five players has listed an item, and about one in eight has completed a sale. Buying, at 3.7%, is rarer, which tracks with a market that's more useful as an outlet for hoarded drops than a shortcut to power.
Sitting next to that market is a "risky" enchantment option that can destroy the gear it's applied to in exchange for a bigger roll — the kind of high-variance, Diablo-style gamble idle games occasionally borrow. The achievement for actually pulling it off sits at just 0.3% completion, which reads less like nobody wants the reward and more like almost nobody is willing to risk a crafted item that might now have real resale value attached to it. It's a small design detail, but it's the clearest sign in the whole game that bolting a real marketplace onto virtual loot changes how people play around it, whether or not that was the intent.
The automation problem
The one choice that's hard to defend is the Automation Pack. For NZ$7.89, it unlocks auto-stash, auto-combine, and auto-sell — toggles that let the inventory management clean itself up instead of requiring manual clicking through hundreds of dropped items. In almost any other genre this would be an unremarkable convenience purchase. In a game whose entire pitch is "your party grinds so you don't have to," charging extra to remove the one piece of manual busywork left in the loop is a strange thing to ask of players who just installed a free game specifically to avoid active input. The Supporter Pack (pets with permanent gold and XP bonuses) and Stash Pack (extra storage space) are far more standard idle-game monetisation and don't raise the same objection — neither grants a combat advantage a free player can't eventually earn, and pet ownership bonuses apply passively without requiring active management.
How far does it actually go?
The best objective read on the endgame comes from Steam's own achievement data rather than opinion. Reaching Nightmare difficulty sits at a reasonable 13.7% of players; Hell drops to 0.4%, and Inferno to 0.3%. That's a steep enough cliff that the two hardest, most-advertised difficulty tiers are effectively invisible to the overwhelming majority of the playerbase — whether that's intentional long-tail pacing for a small number of dedicated players or a genuine wall depends on exactly what's gating the jump, which isn't something the public data can settle. The one written review on file at review time, from a player who had logged over 300 hours total, argued the content thins out badly once Nightmare's later stages are cleared — a serious claim from someone clearly invested enough to know the game well, but a sample of one is a sample of one, and it shouldn't be read as the final word on a title barely three weeks old. What the achievement curve does support more broadly is genuine stickiness at the lower end: better than one in five players has already logged 100 hours, which is a strong number for any idle game this young.
Final verdict
My Party Is Grinding earns its download on the strength of its premise and the amount of genuine crafting depth it packs into a completely free entry point. The desktop-widget presentation is a smart answer to "why does every idle RPG want a phone or a browser tab," the offline catch-up is generous, and the Steam Market integration is a legitimately novel idea for the genre, executed with at least one thoughtful risk/reward system built around it. But it's too early to call this a strong recommendation without reservations. Locking basic automation behind a paywall undercuts the game's own pitch, the achievement data hints at a real content wall past Nightmare that the marketing doesn't acknowledge, and there simply isn't enough of a review record yet to know how today's playerbase feels once the free-to-play honeymoon wears off. Install it, enjoy the first hundred hours it's clearly capable of delivering for plenty of players — and treat anything past that as still an open question.
Pros and cons
Pros
- The transparent always-on-top window is a genuinely different idle-RPG pitch — a party that fights while you work, rather than a tab you have to keep open or check on a phone
- Gear crafting is unusually deep for a free idle game: eight gear grades across twelve slots, plus gems, engravings and enchantments layered on top
- Offline progress banks up to 16 hours of gold and XP, so missing a day doesn't erase momentum the way strict energy-timer idle games do
- Steam's own achievement data shows real staying power in the playerbase — better than one in five players has logged the 100-hour achievement
- Entirely free to start, with no ads and no purchase required to reach the midgame
Cons
- Locking auto-stash, auto-combine and auto-sell behind a paid Automation Pack is an odd choice in a game whose entire premise is playing itself
- Steam's own achievement percentages show only 0.4% of players have reached the Hell difficulty and 0.3% Inferno, against 13.7% who reach Nightmare — a wall serious enough that the highest-billed content is functionally invisible to almost everyone
- The written review count is still in single digits at review time, so there's no meaningful community consensus yet on whether the endgame holds up over hundreds of hours
- The Steam Community Market layer that lets players trade real gear for real money adds a genuine risk dimension — a "risky enchant" mechanic that can destroy equipment sits at just 0.3% completion, suggesting most players are, sensibly, afraid to touch it