Game review
Path of Clicks
6.6 / 10
- Developer
- FANE Studio
- Publisher
- FANE Studio
- Released
- 24 March 2025
- Platforms
- Windows
- Genre
- RPG
Two Reviews, Both Positive, One From Someone Ninety Hours In
Path of Clicks launched on Steam on 24 March 2025 from developer FANE Studio, and at the time of writing it has exactly two user reviews, both positive. A reviewer with 61 minutes logged keeps it short: "Pretty fun! Can't wait for it to get more content!" — an early, cautiously optimistic first impression. The second reviewer has put in 5,383 minutes, just under 90 hours, and delivers a much darker-humoured endorsement aimed squarely at completionists: "If you have no family you can try this game 100% achievement." Read together, that's a small but telling signal: a genuinely engaging enough loop to hold one player's attention for the better part of four full days of playtime, but with a completionist grind serious enough that the player who actually finished it is joking about the personal cost of doing so.
More Than a Clicker: Real Overworld Exploration Layered Onto the Core Loop
The store page's own description undersells the game slightly by opening with "this is a clicker game with RPG elements" — in practice, Path of Clicks pairs its resource-clicking economy with genuine top-down overworld exploration across multiple distinct maps, rather than confining the player to a single static screen the way many budget clickers do. A screenshot of an early forest map shows exactly that: a lantern-lit clearing giving way to dense woodland, a wooden dock, and a small moored rowboat, suggesting travel between areas is a real, navigable part of the game rather than a menu selection. The store page describes battling monsters and using their loot to craft new items, with weapons to enhance, levels to gain, and skills to learn — a genuine RPG progression stack sitting on top of the clicking economy rather than being bolted on as an afterthought. A second screenshot, from a different map entirely, shows the player fighting a pink slime-type enemy for 5 damage per hit in a colourful mushroom-forest biome, alongside NPC characters standing nearby and a glowing green swirling portal — concrete evidence that combat and world traversal are active, moment-to-moment systems rather than just flavour text around the clicking, and that the "unique maps" the store page promises really do look and feel distinct from one another rather than recycling a single backdrop. The portal visible in that second screenshot also hints at a fast-travel or dimension-hopping system linking the game's various maps together, though this outlet can't confirm exactly how that system works beyond what the image itself shows.
A Genuinely Deep Farm-Production System, Broken Down Into Four Separate Bonus Sources
Beyond direct combat, a screenshot of the game's Farm tab reveals a resource-production system with real numerical depth: wheat generation is broken down separately into resources-per-click and resources-per-second, and each of those is further split into Equipment bonus, Spell bonus, Character Level bonus, and Skill bonus contributions, giving a genuinely granular look at exactly which upgrade paths are driving a given resource's output. On top of production, a linked auto-sell system converts surplus wheat directly into money at a fixed rate, with the panel shown tracking 48.58 million wheat banked and 84.02 million money already earned — numbers that, alongside the 90-hour reviewer's account, suggest the game supports a real long-tail of large-number idle progression rather than plateauing quickly. Each harvestable resource even carries its own short flavour text — the wheat entry reads "a bundle of golden wheat, harvested under the radiant sun, its mature ears symbolizing sustenance and prosperity" — a small but genuine bit of writing craft that most bare-bones clickers skip entirely. One real rough edge is visible in the same screenshot, though: the resource-gain pop-up text stacks multiple identical "+66568.09" lines directly on top of each other rather than combining or fading them cleanly, a specific, visible interface glitch worth flagging plainly rather than assuming it's a one-off screenshot artifact.
A Hundred Achievements With Real Flavour, Not Just Numbered Tiers
Path of Clicks ships with 100 Steam achievements, and unlike the flat "Tier 1 through Tier 10" naming pattern seen across several similarly-priced clickers, its farming and logging achievement chains carry genuine flavour and humour: "Novice farmer" progresses through "Abundant Harvest," "King of the Fields," "Sovereign of the harvest," and finally "The wheat god," while a parallel deforestation track runs "Moderate deforester," "Licensed tree feller," "Nature, deal with it," "Emperor of logs," and — for players who avoid it entirely — "Never even saw a forest." That's a genuinely more considered achievement list than most budget idle games ship, and it lines up with the wheat item's own flavour text as evidence of real writing effort going into details that many competitors treat as pure filler.
Price, Platform, and a Straightforward Single-Purchase Structure
At NZ$7.39, Path of Clicks is Windows-only, supports English and Brazilian Portuguese, and ships with Steam Achievements, Steam Cloud, and Family Sharing. There's no DLC listed, and nothing in the store page or either available review suggests any monetisation beyond the single upfront price — a consumer-friendly structure in line with most of the genre's better-behaved entries. Given the 61-minute reviewer's specific hope for "more content," and the fact that this outlet has no visibility into the developer's post-launch update cadence beyond what's stated on the store page, prospective buyers should treat the game's current content volume as a snapshot rather than a guarantee of where it'll be in the future.
Verdict
Path of Clicks is a more ambitious hybrid than its bare-bones store description suggests: real, navigable overworld maps across at least two distinct biomes, a farm-production system with genuinely granular per-source bonus tracking, monster combat with loot-driven crafting, and a 100-achievement list with actual flavour and humour rather than placeholder tier names. Its two available reviews are both positive, and the sheer scale of one reviewer's near-90-hour completionist run suggests real staying power once the loop grabs hold, even if their own joke about the cost of 100%-ing it is a fair warning about the grind involved. The stacking resource-popup glitch spotted in one screenshot is a real, if minor, interface rough edge worth knowing about going in. At NZ$7.39 with no signs of secondary monetisation, this is a reasonable pickup for incremental-RPG fans specifically drawn to the idea of real exploration and crafting layered on top of the clicking, with the caveat that only two reviews exist to confirm how the experience holds up at scale.
Screenshots
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One of the game's explorable overworld maps, a lantern-lit forest leading down to a dock and rowboat rather than a static, single-screen clicker backdrop.Steam store page -
The Farm tab's production panel, breaking resource generation down into four separate bonus sources per click and per second, with automatic selling feeding directly into a money total.Steam store page -
A mushroom-forest encounter against a slime-type enemy, with NPCs and a swirling portal visible nearby — a second, distinct biome from the opening forest map.Steam store page