Key art for SIM - Simple Idle Miner

Game review

SIM - Simple Idle Miner

6.5 / 10

Developer
Kitty Games
Publisher
Kitty Games
Released
9 August 2024
Platforms
Windows
Genre
Idle Clicker
Monetisation
One-time purchase, no DLC, no in-game store, no advertisements
Players
None — single-player only, with Steam Achievements and Steam Cloud

The short version

SIM - Simple Idle Miner is exactly what its title promises and not a great deal more: click a row of resource bars, buy upgrades, watch the numbers climb, then burn it all down for a New Game Plus that unlocks passive buildings and a bonus multiplier. What lifts it slightly above the template is how much structure Kitty Games packed around that loop for the price — eight upgrade tiers, an Endless Mode, a set of combinable challenge mods, and 46 achievements the store page's own completion data backs up as genuinely reachable. What holds it back is everything the game doesn't spend its small budget on: there's no resolution setting in an options panel that otherwise covers the basics, the opening stretch is pure manual clicking until New Game Plus unlocks automation, and the one substantive negative review on record bounced off exactly that combination in under half an hour.

Biggest strengths

  • Eight resource-building upgrade tiers, a New Game Plus prestige layer that unlocks passive automation buildings, an Endless Mode and combinable "Simple Idle Mods" challenge modifiers add real structural depth for a release this small
  • NZ$3.74 for a one-time purchase with no DLC, in-game store or ads is about as clean a monetisation model as this library sees, and several reviewers independently report 4-9 hours of play for that price
  • The global achievement data backs up the store page's own "4-5 hours" estimate and shows an unusually high finish rate for the genre — the achievement tied to completing the game sits at just over a quarter of all trackers

Biggest weaknesses

  • No resolution setting anywhere in the options panel, just a pair of fullscreen-style toggle icons next to the volume sliders — a real gap for a genre whose players often run it in a window for hours
  • The opening stretch is pure manual bar-clicking with no automation until New Game Plus unlocks the first passive building, a slog the one substantive negative review on record bounced off inside twenty minutes
  • Player-facing dialogue carries visible rough edges ("First proof yourselfe worthy") on a release that only ships English and German, with no other languages to fall back on

Who it's for: Idle-clicker completionists who want a cheap, self-contained checklist to clear over an afternoon, and anyone who enjoys a game needling them while they play it.

Our recommendation: At NZ$3.74 for a reported 4-9 hours plus whatever Endless Mode and the mod combinations add on top, the price-to-content ratio is hard to argue with, and the one-time-purchase model has nothing to criticise. Go in expecting a plain, mostly automation-free first hour and a UI with no resolution options, and it's a fair, low-risk pickup for the genre's regulars — not a game to seek out if you need a hook beyond "number goes up" to stay engaged.

6.5 / 10

Kitty Games doesn't oversell SIM - Simple Idle Miner even slightly — the title is the pitch. Click a resource bar, watch a number grow, spend it on the next upgrade tier, repeat until a prestige reset called New Game Plus lets you do it all again with a permanent bonus. It's a small, self-contained release that costs less than a coffee, and everything about it — the store page's own playtime estimate, its 46-achievement checklist, the handful of reviews it has attracted — points to a game that knows exactly how big it wants to be. What's worth asking is whether that honesty is enough to carry a genre this crowded, and the honest answer sits somewhere in the middle: genuinely more structure than the price suggests, with a few gaps that matter more than their size implies.

A spreadsheet with a rocket at the end

The interface is unapologetically functional. Eight resource rows stack down the left side of the screen, each with an icon, a fill bar and a level counter, alongside an upgrade cost that climbs from 15 units on the first tier to 2,268,000 on the eighth. A currency counter sits top-centre, a set of icon buttons along the top row open the building overview, offline-time tracking, the endgame rocket and a stats screen, and a settings panel in the top-right corner covers music and sound-effect sliders, a mine-sound toggle and a language switch between English and German. The whole thing reads like a dashboard because that's what it is — there's no attempt to disguise the spreadsheet under the pixel art, and for a genre where players spend hours staring at exactly this kind of screen, legibility at a glance is the right thing to prioritise. The goal sitting behind all of it, per the store description, is to gather enough resources to help a cast of "important persons" escape the planet — the rocket icon in the top bar is a literal countdown to that ending, not just decoration.

Ferdinand Fuchs and the price of escape

The one place SIM spends real design effort beyond the spreadsheet is its cast. Ferdinand Fuchs — a pixel-art fox in a top hat and suit — stands at the bottom of the screen delivering lines that swing from dry to outright barbed: the store page promises dialogue "that range from amusing to borderline offensive," and the sample lines available back that up ("this work here is your meaning in life" is about as gentle as he gets). He's also got an unlockable costume system, and the store page notes each outfit comes with its own set of barks, which is a reasonable amount of writing to attach to what is otherwise a bare-bones production. It's worth being honest about what this does and doesn't fix: it doesn't change the underlying loop, but it does mean the game has a voice, which puts it a step ahead of the many idle clickers that ship as pure numbers with no framing at all. The rough edge is that the English text isn't fully polished — one captured line reads "First proof yourselfe worthy and then come back," a typo that's easy to forgive at this price but is there on a release with only two supported languages and no larger localisation pass to catch it.

Eight tiers, one prestige button, and the mods that stretch it further

Underneath the dialogue, the actual system has more moving parts than "click bar, buy upgrade" suggests at first glance. The eight resource tiers each level independently, XP earned from mining feeds into a New Game Plus reset that the store page says unlocks "even more bonus production," and NG+ specifically gates a second panel of buildings that provide passive, automated output rather than requiring more clicking — screenshots of the building panel show thresholds running from 50 XP up to 20,000M, each locked behind a "?" icon and the note "Earn XP and go NG+ to activate this building" until it's reached. Past that, the store page lists an Endless Mode for players who've cleared the core content and want the numbers to keep climbing, plus a set of "Simple Idle Mods" described as combinable challenge modifiers, letting players stack difficulty conditions to taste. None of this is inventive by incremental-game standards — prestige loops, endless modes and optional modifiers are all established genre furniture — but it's a genuinely complete set of them for a project this size, and it's the reason the store page's own estimate ("Vanilla: 4-5 hours," "+1-2 hours" for achievements, "+ EndlessMode; + Mods = X hours extra") reads as a fair description rather than marketing padding.

What the store page's own numbers say

With no Metacritic entry and only six Steam reviews on record — four positive, two negative, which is too small a sample for Steam to generate its own percentage score — there isn't much outside voice to lean on here, so it's worth reading every one of them in full rather than sampling. Three of the four positive reviews give concrete numbers: one reports completing the game 100% at roughly 9 hours played and calls it "an idle/clicker enthusiasts dream game," a second reached the end at 4-5 hours plus another hour chasing achievements and calls the pre-automation opening "a bit tedious," and a third logged about 7 hours with no complaints beyond brevity. The achievement data backs the shape of that account up independently: SIM_Story_0 sits at 100% completion (everyone who's opened the achievement panel has triggered it, consistent with an early story beat), the resource- and building-tier achievements spread fairly evenly between roughly 30% and 72%, and SIM_Completed_0 — the achievement tied to finishing the game — sits at 25.1%. A quarter of everyone tracked reaching the actual ending is a strong number for an idle game, a genre where most releases see the vast majority of owners drift away long before the credits.

The rough edges

The two negative reviews on record point at real, specific problems rather than general dissatisfaction, which is exactly why they're worth weighing seriously even at a sample size of two. The more detailed of the pair, logged at 20 minutes played, calls out "no graphic settings like resolution, no auto" — and both complaints check out against the interface itself. The settings panel does cover music, sound effects and a mine-sound toggle, but the only screen-related controls visible are a pair of small icon buttons that read as fullscreen toggles, not a resolution dropdown, which is a genuine gap for a game meant to be left running for hours. The "no auto" complaint lands because it's accurate for exactly the window that reviewer played in: the passive, automated buildings are locked behind New Game Plus, so the first chunk of any run is pure manual bar-clicking by design. One of the positive reviews independently flags the same stretch as "a bit tedious" before automation opens up — it's a deliberate pacing choice rather than a bug, but it's also the single most common friction point across the entire (small) review sample, positive and negative alike.

Final verdict

SIM - Simple Idle Miner earns a 6.5 for delivering more structure than its price and its plain interface let on — eight upgrade tiers, a New Game Plus loop that meaningfully changes how the game plays by unlocking automation, an Endless Mode, combinable mods and a 46-achievement checklist the game's own completion data shows players actually finishing. It doesn't score higher because the moment-to-moment loop is genre-standard with nothing mechanically new, because the options panel is missing a resolution setting that a game meant for long sessions really needs, and because the manual, automation-free opening stretch is the one complaint that shows up on both sides of its tiny review sample. For NZ$3.74, it's an honest, complete package that knows its own scope — just don't expect the fox's personality to carry a system this familiar much past the hours the store page itself promises.

Pros and cons

Pros

  • Eight resource-building upgrade tiers, a New Game Plus prestige layer that unlocks passive automation buildings, an Endless Mode and combinable "Simple Idle Mods" challenge modifiers add real structural depth for a release this small
  • NZ$3.74 for a one-time purchase with no DLC, in-game store or ads is about as clean a monetisation model as this library sees, and several reviewers independently report 4-9 hours of play for that price
  • The global achievement data backs up the store page's own "4-5 hours" estimate and shows an unusually high finish rate for the genre — the achievement tied to completing the game sits at just over a quarter of all trackers
  • Ferdinand Fuchs, the fox character you're working for, gives the plain spreadsheet interface a consistent, mildly abrasive personality through his dialogue and an unlockable costume system that changes his lines
  • 46 tracked achievements line up cleanly with the systems the store page describes — building tiers, NG+, resource milestones — rather than padding the count with busywork

Cons

  • No resolution setting anywhere in the options panel, just a pair of fullscreen-style toggle icons next to the volume sliders — a real gap for a genre whose players often run it in a window for hours
  • The opening stretch is pure manual bar-clicking with no automation until New Game Plus unlocks the first passive building, a slog the one substantive negative review on record bounced off inside twenty minutes
  • Player-facing dialogue carries visible rough edges ("First proof yourselfe worthy") on a release that only ships English and German, with no other languages to fall back on
  • The moment-to-moment loop — click a bar, buy the next tier, repeat — is a textbook incremental with nothing mechanically new; what personality it has comes almost entirely from the writing, not the systems
  • Only six Steam reviews exist at the time of writing (four positive, two negative), too few for Steam to display its own percentage score, so any read on reception here is necessarily provisional

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 6.5 / 10
  • Progression 7 / 10
  • Value 8.5 / 10
  • Originality 3.5 / 10
  • Replayability 6 / 10
  • Monetisation 9 / 10
  • Interface 5 / 10
  • Story 4 / 10