Key art for The Loomsong Chronicle Idle

Game review

The Loomsong Chronicle Idle

6.5 / 10

Developer
Nitrocodon Dynamics
Publisher
Nitrocodon Dynamics
Released
18 August 2026
Platforms
Windows
Genre
Casual / Indie / RPG / Early Access
Monetisation
Paid, one-time purchase. NZ$18.75; no in-app purchases.
Players
Single-player only.

The short version

The Loomsong Chronicle Idle pitches itself as "an Idle RPG with the soul of an ARPG," built around skill-based, uncapped progression where a party you equip and manage fights, loots and levels largely on its own while you check in periodically rather than constantly. Released into Early Access on 18 August 2026 by solo studio Nitrocodon Dynamics at NZ$18.75, its tiny early review base is unanimously positive, describing a genuinely comfy, second-monitor idle experience with deep, uncapped level progression well past a thousand. Every review in that small sample, though, independently converges on the same specific complaint: party pathfinding is rough enough at launch that simple tasks like hunting a single deer can take a full minute, undercutting the "idle" pitch until the player actively intervenes.

Biggest strengths

  • Every review in the sample describes the game as a genuinely relaxing, "comfy" experience to run on a second monitor, with one reviewer calling it "very cute," "very chill" and "very unique," and giving it a perfect score while looking forward to its eventual 1.0 release.
  • The game's uncapped, skill-based progression draws specific praise for going far beyond typical level caps, with one detailed reviewer noting levels extend well past 1000 and that weight, hunger and thirst mechanics stop being a meaningful obstacle once a party's stats and traits are properly set up.
  • The developer has maintained an extremely dense post-launch patch cadence, shipping named build notes days or even multiple times per week throughout its first month of Early Access, alongside feature previews covering new pets, potions, animations, guns and a player-owned town.

Biggest weaknesses

  • Every review in the sample independently raises the same specific complaint: party pathfinding is rough enough at launch that simple tasks, like hunting down a single deer, can reportedly take over a full minute, with one reviewer directly questioning the point of a large map if the pathfinding "is this garbage."
  • That pathfinding issue directly undercuts the game's core idle pitch, with multiple reviewers noting the game currently plays more like a "semi-idle" experience requiring a check-in every twenty minutes to a couple of hours rather than something you can safely leave running unattended for long stretches.
  • One reviewer reports finding gear and weight management for a full party genuinely difficult to set up early on, and specifically struggled to understand how to progress crafting past a "white gear" tier.

Who it's for: Idle and incremental RPG fans drawn to deep, uncapped skill-based progression and genuine ARPG-style loot and crafting systems, who are comfortable buying into an Early Access build with a currently rough pathfinding system that the developer is patching at an unusually rapid pace.

Our recommendation: A promising, deeply systemic idle ARPG with real long-term progression depth, worth watching closely given an already dense post-launch patch cadence, though best approached with the expectation that its core pathfinding needs more work before the "idle" part of its pitch fully delivers.

6.5 / 10

An idle RPG with an ARPG's soul, and an uncapped level curve

The Loomsong Chronicle Idle sets out a specific, deliberately ambitious pitch on its own store page: "an Idle RPG with the soul of an ARPG," built around skill-based progression where you learn by doing and nothing is level-capped. A party you assemble and equip hunts loot, discovers spells and crafts gear largely on its own, with levels extending far beyond the usual genre ceiling into the thousands for players willing to push that far. Released into Early Access on 18 August 2026 by solo studio Nitrocodon Dynamics at NZ$18.75, its tiny early review sample is unanimous in liking what it's found, even as every single review in that sample independently raises the same specific concern about how the game currently plays.

A genuinely comfy second-monitor idle game

Reviewers consistently describe The Loomsong Chronicle Idle in exactly the terms its genre promises: low- effort, relaxing, and enjoyable to leave running in the background. One reviewer calls it "very cute," "very chill" and "very unique," awarding a perfect score while specifically looking forward to its eventual 1.0 release. A separate, more detailed reviewer independently echoes that comfort factor directly, calling it "a really comfy idle game to have running on your second monitor," and specifically pushing back against any hesitation buyers might feel over the game's weight, hunger and thirst systems, arguing that once a party's stats and food-and-water auto-equip settings are properly configured, those systems stop being a meaningful burden well before level 50, freeing up ten or more hours of genuinely low-maintenance play at a time.

Deep, genuinely uncapped progression

That same detailed reviewer makes a specific, notable claim about the game's progression depth: levels go "way beyond 1000+," a scale far past what most idle RPGs offer before progression flattens into pure number inflation. Global achievement data independently corroborates that claim, tracking a dedicated milestone for reaching hero level 1000 that's already been hit by 3.6% of the current player base within weeks of launch, alongside a level-250 milestone sitting at 5.4%, concrete evidence that a meaningful slice of early players are actively pushing the game's uncapped systems as far as the reviewer describes rather than the claim being an outlier account.

The same specific complaint, from every single reviewer

Set against that praise, every review in the sample raises a version of the same specific concern: pathfinding. One reviewer states plainly that "the AI pathing/navigation is pretty rough right now," while crediting the developer with actively working on patches and calling it "the only bad take away" from their many hours of play. A second, more frustrated reviewer describes the problem in concrete, specific terms, reporting that hunting down a single deer took "a full minute" thanks to a party that keeps "getting stuck, stuck, stuck" while traversing the game's large map, and directly questions the value of a big map if traversal is this unreliable, suggesting a stopgap fix like a 4x travel speed toggle that automatically drops back to normal during combat. Notably, despite that specific frustration, that same reviewer explicitly says they're "still going to keep playing," a sign the underlying loop is compelling enough to outweigh the current navigation friction for at least some of its early audience.

When "semi-idle" undercuts the idle pitch

That shared pathfinding complaint matters specifically because of what kind of game this is trying to be. Both of the sample's most detailed reviewers frame the current build as more "semi-idle" than fully idle, requiring a check-in roughly every twenty minutes to a couple of hours to keep a party unstuck and moving, which cuts directly against the genre's core appeal of low-maintenance, background progression. A separate, shorter review raises a related but distinct concern about gear management, reporting real difficulty figuring out how to progress a party's crafting past a "white gear" tier given how demanding weight requirements can be to balance across an entire roster, promising a follow-up assessment once they've logged significantly more hours.

An unusually dense post-launch patch cadence

To Nitrocodon Dynamics's credit, the response to launch-week feedback has been fast and remarkably frequent for a solo-developed release. Named build notes have shipped multiple times most weeks throughout the game's first month of Early Access, addressing party AI intelligence, new conjuration mechanics, pets, smarter potions, new character animations, and even a preview of guns and a player-owned town feature still to come. A free demo was also added roughly three weeks into Early Access, giving prospective buyers a low-risk way to test the core idle loop and party-management systems for themselves, a meaningful gesture of confidence for a release whose most consistent criticism concerns exactly the kind of core traversal system that patch notes suggest is being actively reworked.

Final verdict

The Loomsong Chronicle Idle arrives into Early Access with a genuinely ambitious pitch, uncapped, skill-based progression wrapped in real ARPG-style loot and crafting depth, that its small early review base backs up with real enthusiasm and, in one case, achievement-corroborated evidence of players pushing levels into the thousands. Every one of those same reviewers, though, independently flags the same specific problem: party pathfinding rough enough to undercut the core idle premise until it's fixed. At NZ$18.75, this is a reasonable, hopeful recommendation for idle RPG fans specifically drawn to its depth of progression, best approached with the expectation that Nitrocodon Dynamics's already dense patch cadence will need a few more passes at pathfinding before the game's "idle" half fully lives up to its "ARPG soul."

Pros and cons

Pros

  • Every review in the sample describes the game as a genuinely relaxing, "comfy" experience to run on a second monitor, with one reviewer calling it "very cute," "very chill" and "very unique," and giving it a perfect score while looking forward to its eventual 1.0 release.
  • The game's uncapped, skill-based progression draws specific praise for going far beyond typical level caps, with one detailed reviewer noting levels extend well past 1000 and that weight, hunger and thirst mechanics stop being a meaningful obstacle once a party's stats and traits are properly set up.
  • The developer has maintained an extremely dense post-launch patch cadence, shipping named build notes days or even multiple times per week throughout its first month of Early Access, alongside feature previews covering new pets, potions, animations, guns and a player-owned town.
  • A free demo was added roughly three weeks into Early Access, lowering the barrier for prospective buyers to try the core idle loop and party-management systems for themselves before committing to the full purchase.

Cons

  • Every review in the sample independently raises the same specific complaint: party pathfinding is rough enough at launch that simple tasks, like hunting down a single deer, can reportedly take over a full minute, with one reviewer directly questioning the point of a large map if the pathfinding "is this garbage."
  • That pathfinding issue directly undercuts the game's core idle pitch, with multiple reviewers noting the game currently plays more like a "semi-idle" experience requiring a check-in every twenty minutes to a couple of hours rather than something you can safely leave running unattended for long stretches.
  • One reviewer reports finding gear and weight management for a full party genuinely difficult to set up early on, and specifically struggled to understand how to progress crafting past a "white gear" tier.
  • The review base is extremely small, just four reviews at time of writing, all positive despite the shared pathfinding complaint, an early and still-forming signal for a release only weeks into Early Access.

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 7.5 / 10
  • Performance 5 / 10
  • Value 7 / 10