Hey everyone! Our first mobile game is now available worldwide and we can't wait to share it with you! Idle Realm is a hybrid of the idle clicker, kingdom builder, resource management and map exploration genres. Starting with nothing but a town hall, you'll harvest the natural resources by tapping on the land. Trees give wood, grass yields hay, berry bushes give food, mountains give stone, etc. Next, you'll build a campfire to start down the path of researching, which will let you start automating your resource harvesting. Land will start becoming scare as you develop your settlement, so you'll need to scout around the map to find ideal locations for new settlements and build up your empire! You'll also find ruins to loot and enemies to fight! More Info! Idle Realm Page Visit us! Eat the Moon Games Follow us! Twitter: @EatTheMoonGames Facebook: Eat the Moon Idle Realm Eat the Moon, LLC Harvest resources, build an empire, explore a mysterious new world and more in Idle Realm! Looking for a strategy game?… Free Buy Now Watch Media DetailsHarvest resources, build an empire, explore a mysterious new world and more in Idle Realm! Looking for a strategy game? An exploration game? Resource management game? City and empire building games? Oh yeah, we've got you covered! Gameplay that is easy to pick up: * Harvest resources by tapping the land! * Automate resource gathering by building buildings! * Unlock new buildings by using research! * Scout the land to find more resources and enemies! * Defeat your enemies via brute force or by using diplomacy! * Build new settlements to expand your domain! * Find old relics to unlock the mysteries of the strange new land! Features: * Idler gameplay! Start with a few taps, then build up your settlement to automate things! Tons of tech to unlock and buildings to upgrade! * Play campaigns! Complete objectives and travel to new islands, bringing over research and resources, to push as far you can! Tons of islands to explore and hazards to deal with! * Finish and restart campaigns! By using the rewards at the end of a campaign, you can start a new campaign with an even stronger Realm! * Collect Relics! By completing collections, new objectives will unlock to be beaten during your campaigns! Information Seller:Eat the Moon, LLC Genre:Simulation, Strategy Release:Jul 31, 2017 Updated:Sep 03, 2018 Version:1.3.2 Size:94.7 MB TouchArcade Rating:Unrated User Rating: (4) Your Rating:unrated Compatibility:HD Universal Jayg2015 Well-Known Member Jan 5, 2015 3,734 41 48 Male Player 1 Liberty city #2 Jayg2015, Aug 1, 2017 Downloading this today. Will leave impressions later Cronk Well-Known Member Jan 22, 2013 620 0 0 #3 Cronk, Aug 2, 2017 Jay you and I have played enough of these that I trust your impressions. Curious on one thing that would help me decide on whether to jump in: is it a true idler or more of a clicker? Ideally it'd be nice to find another idler that I can play for 30mins a day or so and not need to click all day to advance. Thanks! Eat the Moon Well-Known Member Jul 29, 2017 136 0 16 Founder, Eat the Moon, LLC Washington, USA http://www.eatthemoongames.com #4 Eat the Moon, Aug 2, 2017 I'm the developer for the game, full disclosure, but I want to chime in anyway Idle Realm starts as a clicker. Until you get enough resources, you'll be tapping the land to get the stuff you need. The tutorial is meant to push you into the first parts of automation and shouldn't take more 10 minutes. When starting a new game, veteran players can hit automation within 2-5 minutes, easy. You will still need to sit there and wait for your resources to fill up, so you can still tap around to speed that up. I wanted to simulate the concept of starting off alone, doing the work yourself (hence the tapping). Once you get citizens as a resource, then you effectively push the load onto the game to do the work for you. To make things more interesting, the concept of limited land space was introduced so that you have to pick what buildings you want to pursue, when, and where. I watched testers just build any building they they unlocked to fill up their starting area, only to find that they didn't have enough storage and either didn't know what to do and asked for help, or they figured it out and decided to demolish buildings that weren't needed and build warehouses and silos to increase their storage space. Having to do urban planning, essentially, for parts of the game as a hidden mechanic felt very rewarding to me. Each building needs to be researched, which will take time. More advanced buildings and upgrades to existing buildings will require you to start the research and come back, or go about your business and build more stuff. You can build more knowledge generating buildings to decrease the amount of time needed to research something (and you will need to do this with the mid and late game, unless you want to wait a week for something to finish ... please just build more libraries or schools ). Once you understand the basics of the game, I feel like a typical session for the game is: 1) Start researching something 2) Figure out what the next building you want to make will be 3) Look at what the prerequisites (type of resources, citizen count, land space) will be needed and plan it 4) Build what you can 5) Spend your excess wood and food by scouting the nearby terrain (to find enemies, ruins, or nice sites for new settlements) 6) Tap the land if you want to do something while waiting Also of note, like clicker and incremental games in general, you can restart your game and start over, carrying over items, premium currency, relics and winning conditions you have collected and unlocked. There are actual winning conditions to strive for, so you can actually "beat" your game and start over. I wanted replayability, so each game should feel different than the last with the world you'll be on. The basic concepts will be the same but the land around you, outside your starting base, will typically be different. RinoaHeartily Well-Known Member Dec 12, 2010 1,715 10 38 #5 RinoaHeartily, Aug 2, 2017 This is the best idle game I ever played!!!!! Instead of the usual mindless clicking and upgrading. This game burns your brain cells! This is the first time ever I see a game that combines real idle clicker and resource management and somewhat puzzle-like strategy game!!! Thanks a lot for this game awesome!! I hope in future all idle clicker game will follow your framework!!!! 5 stars!!!! RinoaHeartily Well-Known Member Dec 12, 2010 1,715 10 38 #6 RinoaHeartily, Aug 3, 2017 Dev! I got to give it to you!!! Amazing and innovative ideas that will probably be the standard in future idle clicker or in general. I love the way u implemented the loots and the way it works with ads. You give players the options although I rather think of it as you-are-stupid-if-u-dont-watch-ads! One question if anyone starts a new game is the map exactly as it is or its randomized? Was it your idea of putting the sand away from the first town hall. Hehhehhe stubbieoz Well-Known Member Jun 23, 2015 1,880 358 83 Male Grey haired gamer NSW Australia #7 stubbieoz, Aug 3, 2017 Ugh! # Please, please allow screen rotation. Some of us play on iPads and they are in a stand (expecially with a big iPad Pro) and the Lightning connection is at the bottom of the screen so we are unable to play and charge. We need the connection to be at the top. Once again I ask.....is it really that hard for developers to implement what I think would be such a standard feature? Eat the Moon Well-Known Member Jul 29, 2017 136 0 16 Founder, Eat the Moon, LLC Washington, USA http://www.eatthemoongames.com #8 Eat the Moon, Aug 3, 2017 I'm glad you're enjoying it Riona! I really wanted to do a different take on the idle genre, so I'm glad some of that has been recognized As for your questions: Each new game will have your location randomized on the map, with specific terrain in place for your starting zone and one lone, very weak wolf outside your border. Sand was purposely placed outside of your starting zone so that you would need to create a new settlement in order to access sand and the technology that comes along with it. It was my way of providing a silent tutorial to have the player expand their empire to access new types of resources. The same goes with water, which is required to build Docks and access the resource trading feature (convert resources to gold, purchase resources with gold, with an economy that fluctuates every hour or so). Tapping on the Docks will allow you to access this screen. Eat the Moon Well-Known Member Jul 29, 2017 136 0 16 Founder, Eat the Moon, LLC Washington, USA http://www.eatthemoongames.com #9 Eat the Moon, Aug 3, 2017 If you mean allowing portrait and upside down portrait modes, I can turn that on for the next release. It's a simple toggle to enable this functionality. I'll be submitting a build with this feature as well as a small bug fix in the next couple days, hopefully next week you'll be able to play the game comfortably in a stand. I totally understand about the charging cable ... mine has a kink in it because of it being at the bottom RinoaHeartily Well-Known Member Dec 12, 2010 1,715 10 38 #10 RinoaHeartily, Aug 3, 2017 Dev! Thanks for the explanation!! Got it now. I am on my 3rd town. U know I like the way u implement this. Flat land is scarce. Make users think of how and when to build certain buildings and when to demolish them.. There's a lot of thinking and managing that need to be done but at the same time makes u feel good doing that coz of the rewards u getting. Also by not giving players the ability to terra form landscape makes the game even more challenging! stubbieoz Well-Known Member Jun 23, 2015 1,880 358 83 Male Grey haired gamer NSW Australia #11 stubbieoz, Aug 3, 2017 Thanks for the great news! # I have only been playing for a short while but I really like what you have done. This is a great take on the clicker genre and has a lot more depth than these style of games have normally have. The presentation is excellent as well. As usual I despair about a game that is free to play, but some games can implement the iap's that are not too intrusive and from what I have seen available so far it looks okay. RinoaHeartily Well-Known Member Dec 12, 2010 1,715 10 38 #12 RinoaHeartily, Aug 3, 2017 Hey dev! There's something worth considering on your next update. Under rss panel.. The 2nd tier buildings that producing by products, can we have the actual output/s when it's full? Currently when full it goes to 0 and i can't actually prioritize my upgrades. It's will be better if it can be shown in brackets like this 0/s (50/s). At least we know what to prioritize when upgrading. For the tier one buildings. It also changes when the tier 2 stop producing.. But it's not very critical but if the above can be also implemented here it will be very helpful. Thomadaneau Well-Known Member Mar 26, 2013 102 2 18 Digital marketing consultant #13 Thomadaneau, Aug 3, 2017 I got to a stop super fast waiting for research to build up. You should implement a way to tap to get researches. Eat the Moon Well-Known Member Jul 29, 2017 136 0 16 Founder, Eat the Moon, LLC Washington, USA http://www.eatthemoongames.com #14 Eat the Moon, Aug 3, 2017 If you have spare land to use, build some campfires. They are cheap and you can tap for the resources for them pretty quickly early on. This will speed up your research very nicely and when you need the land back (to build different buildings), simply demolish the campfires you don't need. Having 2 campfires essentially doubles your research production, more will be even better! In the mid and late game, you will be required to have multiple knowledge production buildings, since the research costs go way up. You'll also have access to the School, Library, and Research Facility buildings, which provide more knowledge per building, but also cost much more to build. Eat the Moon Well-Known Member Jul 29, 2017 136 0 16 Founder, Eat the Moon, LLC Washington, USA http://www.eatthemoongames.com #15 Eat the Moon, Aug 3, 2017 This is a good idea and I will throw it on the list of stuff to add in the next update! I will probably just use that format in general, even if the production is not 0. During development, I was going back and forth between how to display that information. I want the player to know how much total production is being made for a resource, and I also want the player to know how much production actually happened. I decided to just show actual production but, like you, I also don't know how much I could be producing if it is a negative amount or 0. Thanks for the suggestion! Unstablefan Well-Known Member Patreon Bronze Feb 22, 2013 858 12 18 #16 Unstablefan, Aug 3, 2017 I really enjoyed figuring out how buildings interact, realizing I had overinvested in low level structures and needed to demolish some, etc. I am now at 4 settlements, waiting on research, and just pushing production up as high as I can. I am waiting to discover the first victory condition...I gather I need to expand on the map and find relics, but that's all I know so far. The promise of an "end" and then some sort of faster start next game is what's keeping me going. Now that I understand where buildings can go and what they do the game is definitely more enjoyable. EpicToastie Member May 20, 2017 5 0 0 #17 EpicToastie, Aug 3, 2017 I'm liking this game so far. The best thing I like about it right now is the music. The sound is usually the first thing I disable as soon as I start a new game. But not this. Very nicely done dev. Nice choice on the background music. I'm actually keeping the game open just to listen to the music at work instead of my book. Eat the Moon Well-Known Member Jul 29, 2017 136 0 16 Founder, Eat the Moon, LLC Washington, USA http://www.eatthemoongames.com #18 Eat the Moon, Aug 3, 2017 When someone realizes what you realized, it makes me so happy! I had a huge tutorial during internal testing that had players build every building required in order to make a Town Hall and it was long, tedious, and not fun. I really didn't want to make a huge hand-holding tutorial to explain every single part of the game and wanted players to figure some stuff out on their own. I had several testers say that they felt smart when they would figure this stuff out, an "Ah ha!" moment that they could cherish, and it's something they actually wanted. I want my players to feel like I trust them, that I believe they can figure stuff out without me explaining every tiny detail. That said, there will be players who are not familiar with idle games or the genres that Idle Realm mashes together, so I still provide a fairly detailed Getting Started guide in the FAQ that walks you through everything up until the Town Hall. Some of my testers never played a mobile game before and they said that they learned a ton just by reading the FAQ, so yay for that! Correct, completing Relic Collections will unlock winning conditions. Since Idle Realm is fresh out the gates, I only have a couple ways to win the game, with 2-3 difficulties associated with each. I won't spoil them, though Also of note, I opted not to do a huge story with talking NPCs as the game progressed. The game has lore associated with every building and upgrade level, every enemy and every relic. I wanted to provide background and world building as an optional experience, there for those who want it, but not forced onto people who just want to play the game. I only bring this up because you'll be searching out relics and they do provide background into what, exactly, belongs in the world of Idle Realm. TZimmerman Active Member Oct 20, 2013 35 0 6 #19 TZimmerman, Aug 3, 2017 My only problem with the game is...I like playing on my iPad at home then play on my iPhone on the go. Well I started the game on my iPad last night and went to download it on my iPhone just now and the game don't carry over. I wish you could add a feature to be able to play the game on multiple devices. A lot of games have this feature and I know some have it linked through Facebook but some use your GameCenter. Eat the Moon Well-Known Member Jul 29, 2017 136 0 16 Founder, Eat the Moon, LLC Washington, USA http://www.eatthemoongames.com #20 Eat the Moon, Aug 3, 2017 Woo! Thanks! I really wanted a soundtrack that was peaceful and calming. To accomplish this, I went with an ambient nature track and some soft piano and violin music tracks. I have the nature soundtrack playing at all times, which makes me feel like I'm standing out in a field somewhere. This seemed to fit well with staring at the landscape of the game. I then mix in the music tracks every couple minutes, trying not to play the same track twice in a row. There are currently 3 songs in the game and I think I have 2 or 3 more that I chose not to add in quite yet. Since the game doesn't start with a song immediately and just has the nature track playing, I always forget there is music in the game. While testing, I'll be doing some work and checking on a feature and right when I'm just about done, a music track would start and there were plenty of times where I just let it keep going instead of stopping it, because I really do love the music. There is something to be said about providing music sometimes instead of all the time. It's a nice surprise and a treat, and if a typical session might only last 5-10 minutes, you will only hear 1 or 2 songs anyway and you won't get burnt out on them since they aren't playing all the time. The sound effects on the other hand ... I need to work on them. Some are fine, but the sound for using a boost and upgrading a loot box, for example, are things I want to change! (You must log in or sign up to post here.) Show Ignored Content Page 1 of 11 1 ← 2 3 4 5 6 → 11 Next > Share This Page Tweet Your name or email address: Password: Forgot your password? Stay logged in
Jay you and I have played enough of these that I trust your impressions. Curious on one thing that would help me decide on whether to jump in: is it a true idler or more of a clicker? Ideally it'd be nice to find another idler that I can play for 30mins a day or so and not need to click all day to advance. Thanks!
I'm the developer for the game, full disclosure, but I want to chime in anyway Idle Realm starts as a clicker. Until you get enough resources, you'll be tapping the land to get the stuff you need. The tutorial is meant to push you into the first parts of automation and shouldn't take more 10 minutes. When starting a new game, veteran players can hit automation within 2-5 minutes, easy. You will still need to sit there and wait for your resources to fill up, so you can still tap around to speed that up. I wanted to simulate the concept of starting off alone, doing the work yourself (hence the tapping). Once you get citizens as a resource, then you effectively push the load onto the game to do the work for you. To make things more interesting, the concept of limited land space was introduced so that you have to pick what buildings you want to pursue, when, and where. I watched testers just build any building they they unlocked to fill up their starting area, only to find that they didn't have enough storage and either didn't know what to do and asked for help, or they figured it out and decided to demolish buildings that weren't needed and build warehouses and silos to increase their storage space. Having to do urban planning, essentially, for parts of the game as a hidden mechanic felt very rewarding to me. Each building needs to be researched, which will take time. More advanced buildings and upgrades to existing buildings will require you to start the research and come back, or go about your business and build more stuff. You can build more knowledge generating buildings to decrease the amount of time needed to research something (and you will need to do this with the mid and late game, unless you want to wait a week for something to finish ... please just build more libraries or schools ). Once you understand the basics of the game, I feel like a typical session for the game is: 1) Start researching something 2) Figure out what the next building you want to make will be 3) Look at what the prerequisites (type of resources, citizen count, land space) will be needed and plan it 4) Build what you can 5) Spend your excess wood and food by scouting the nearby terrain (to find enemies, ruins, or nice sites for new settlements) 6) Tap the land if you want to do something while waiting Also of note, like clicker and incremental games in general, you can restart your game and start over, carrying over items, premium currency, relics and winning conditions you have collected and unlocked. There are actual winning conditions to strive for, so you can actually "beat" your game and start over. I wanted replayability, so each game should feel different than the last with the world you'll be on. The basic concepts will be the same but the land around you, outside your starting base, will typically be different.
This is the best idle game I ever played!!!!! Instead of the usual mindless clicking and upgrading. This game burns your brain cells! This is the first time ever I see a game that combines real idle clicker and resource management and somewhat puzzle-like strategy game!!! Thanks a lot for this game awesome!! I hope in future all idle clicker game will follow your framework!!!! 5 stars!!!!
Dev! I got to give it to you!!! Amazing and innovative ideas that will probably be the standard in future idle clicker or in general. I love the way u implemented the loots and the way it works with ads. You give players the options although I rather think of it as you-are-stupid-if-u-dont-watch-ads! One question if anyone starts a new game is the map exactly as it is or its randomized? Was it your idea of putting the sand away from the first town hall. Hehhehhe
Ugh! # Please, please allow screen rotation. Some of us play on iPads and they are in a stand (expecially with a big iPad Pro) and the Lightning connection is at the bottom of the screen so we are unable to play and charge. We need the connection to be at the top. Once again I ask.....is it really that hard for developers to implement what I think would be such a standard feature?
I'm glad you're enjoying it Riona! I really wanted to do a different take on the idle genre, so I'm glad some of that has been recognized As for your questions: Each new game will have your location randomized on the map, with specific terrain in place for your starting zone and one lone, very weak wolf outside your border. Sand was purposely placed outside of your starting zone so that you would need to create a new settlement in order to access sand and the technology that comes along with it. It was my way of providing a silent tutorial to have the player expand their empire to access new types of resources. The same goes with water, which is required to build Docks and access the resource trading feature (convert resources to gold, purchase resources with gold, with an economy that fluctuates every hour or so). Tapping on the Docks will allow you to access this screen.
If you mean allowing portrait and upside down portrait modes, I can turn that on for the next release. It's a simple toggle to enable this functionality. I'll be submitting a build with this feature as well as a small bug fix in the next couple days, hopefully next week you'll be able to play the game comfortably in a stand. I totally understand about the charging cable ... mine has a kink in it because of it being at the bottom
Dev! Thanks for the explanation!! Got it now. I am on my 3rd town. U know I like the way u implement this. Flat land is scarce. Make users think of how and when to build certain buildings and when to demolish them.. There's a lot of thinking and managing that need to be done but at the same time makes u feel good doing that coz of the rewards u getting. Also by not giving players the ability to terra form landscape makes the game even more challenging!
Thanks for the great news! # I have only been playing for a short while but I really like what you have done. This is a great take on the clicker genre and has a lot more depth than these style of games have normally have. The presentation is excellent as well. As usual I despair about a game that is free to play, but some games can implement the iap's that are not too intrusive and from what I have seen available so far it looks okay.
Hey dev! There's something worth considering on your next update. Under rss panel.. The 2nd tier buildings that producing by products, can we have the actual output/s when it's full? Currently when full it goes to 0 and i can't actually prioritize my upgrades. It's will be better if it can be shown in brackets like this 0/s (50/s). At least we know what to prioritize when upgrading. For the tier one buildings. It also changes when the tier 2 stop producing.. But it's not very critical but if the above can be also implemented here it will be very helpful.
I got to a stop super fast waiting for research to build up. You should implement a way to tap to get researches.
If you have spare land to use, build some campfires. They are cheap and you can tap for the resources for them pretty quickly early on. This will speed up your research very nicely and when you need the land back (to build different buildings), simply demolish the campfires you don't need. Having 2 campfires essentially doubles your research production, more will be even better! In the mid and late game, you will be required to have multiple knowledge production buildings, since the research costs go way up. You'll also have access to the School, Library, and Research Facility buildings, which provide more knowledge per building, but also cost much more to build.
This is a good idea and I will throw it on the list of stuff to add in the next update! I will probably just use that format in general, even if the production is not 0. During development, I was going back and forth between how to display that information. I want the player to know how much total production is being made for a resource, and I also want the player to know how much production actually happened. I decided to just show actual production but, like you, I also don't know how much I could be producing if it is a negative amount or 0. Thanks for the suggestion!
I really enjoyed figuring out how buildings interact, realizing I had overinvested in low level structures and needed to demolish some, etc. I am now at 4 settlements, waiting on research, and just pushing production up as high as I can. I am waiting to discover the first victory condition...I gather I need to expand on the map and find relics, but that's all I know so far. The promise of an "end" and then some sort of faster start next game is what's keeping me going. Now that I understand where buildings can go and what they do the game is definitely more enjoyable.
I'm liking this game so far. The best thing I like about it right now is the music. The sound is usually the first thing I disable as soon as I start a new game. But not this. Very nicely done dev. Nice choice on the background music. I'm actually keeping the game open just to listen to the music at work instead of my book.
When someone realizes what you realized, it makes me so happy! I had a huge tutorial during internal testing that had players build every building required in order to make a Town Hall and it was long, tedious, and not fun. I really didn't want to make a huge hand-holding tutorial to explain every single part of the game and wanted players to figure some stuff out on their own. I had several testers say that they felt smart when they would figure this stuff out, an "Ah ha!" moment that they could cherish, and it's something they actually wanted. I want my players to feel like I trust them, that I believe they can figure stuff out without me explaining every tiny detail. That said, there will be players who are not familiar with idle games or the genres that Idle Realm mashes together, so I still provide a fairly detailed Getting Started guide in the FAQ that walks you through everything up until the Town Hall. Some of my testers never played a mobile game before and they said that they learned a ton just by reading the FAQ, so yay for that! Correct, completing Relic Collections will unlock winning conditions. Since Idle Realm is fresh out the gates, I only have a couple ways to win the game, with 2-3 difficulties associated with each. I won't spoil them, though Also of note, I opted not to do a huge story with talking NPCs as the game progressed. The game has lore associated with every building and upgrade level, every enemy and every relic. I wanted to provide background and world building as an optional experience, there for those who want it, but not forced onto people who just want to play the game. I only bring this up because you'll be searching out relics and they do provide background into what, exactly, belongs in the world of Idle Realm.
My only problem with the game is...I like playing on my iPad at home then play on my iPhone on the go. Well I started the game on my iPad last night and went to download it on my iPhone just now and the game don't carry over. I wish you could add a feature to be able to play the game on multiple devices. A lot of games have this feature and I know some have it linked through Facebook but some use your GameCenter.
Woo! Thanks! I really wanted a soundtrack that was peaceful and calming. To accomplish this, I went with an ambient nature track and some soft piano and violin music tracks. I have the nature soundtrack playing at all times, which makes me feel like I'm standing out in a field somewhere. This seemed to fit well with staring at the landscape of the game. I then mix in the music tracks every couple minutes, trying not to play the same track twice in a row. There are currently 3 songs in the game and I think I have 2 or 3 more that I chose not to add in quite yet. Since the game doesn't start with a song immediately and just has the nature track playing, I always forget there is music in the game. While testing, I'll be doing some work and checking on a feature and right when I'm just about done, a music track would start and there were plenty of times where I just let it keep going instead of stopping it, because I really do love the music. There is something to be said about providing music sometimes instead of all the time. It's a nice surprise and a treat, and if a typical session might only last 5-10 minutes, you will only hear 1 or 2 songs anyway and you won't get burnt out on them since they aren't playing all the time. The sound effects on the other hand ... I need to work on them. Some are fine, but the sound for using a boost and upgrading a loot box, for example, are things I want to change!