A idle RPG that respects your time. Master 12 skills and combat, forge legendary gear, sail the seas, and battle through 12 cursed zones and 4 raids - from the Rat Warrens to the Demon Sanctum. Deep systems, passive skill trees, one-click progression, and embers that never die while you're away.

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Early Access Game

Get instant access and start playing; get involved with this game as it develops.

Note: Games in Early Access are not complete and may or may not change further. If you are not excited to play this game in its current state, then you should wait to see if the game progresses further in development. Learn more

What the developers have to say:

Why Early Access?

“Cindervale Idle is built by a single developer, and Early Access lets me shape it alongside the people actually playing it. Idle RPGs live and die on pacing and balance — how fast skills level, how drops feel, where the grind gets tedious — and no amount of solo testing matches real players pouring hundreds of hours into their own saves. Early Access lets me gather that feedback, fix what isn't fun, and prioritize the content players want most instead of guessing in a vacuum.”

Approximately how long will this game be in Early Access?

“I'm aiming for roughly 6 months in Early Access, though the priority is getting it right over hitting a fixed date. If the remaining features and balance come together sooner, it'll leave Early Access sooner; if they need more time, I'll take it. Development is active and ongoing, with regular updates throughout.”

How is the full version planned to differ from the Early Access version?

“The full version is planned to expand meaningfully on the Early Access build. Things I plan to add and improve:

- Two new combat styles — Magic and Ranged — alongside the current melee combat.
- Deeper combat progression, including fully wiring the Combat Mastery tree into combat with unique node effects.
- More end-game content: additional gear tiers, combat-focused crafting recipes using monster drops, and further zones, bosses, and raids.
- Ongoing balance passes across the skill trees and progression curve, driven by player feedback.

I plan to grow both the amount of content and the level of polish throughout Early Access. As with any in-development game, these are intentions rather than guarantees, and the roadmap may shift based on what players respond to.”

What is the current state of the Early Access version?

“Cindervale Idle is already a full, playable idle RPG — this is a content-and-polish Early Access, not an unfinished prototype. The current version includes:

- 12 skilling professions, each with a 98-point mastery tree.
- A melee combat system across 12 zones with 80+ monsters and bosses.
- 300+ items (each with custom art), forging, socketable gems, and enchanting.
- Raids, 9 collectible familiars, and 33 achievements.
- Offline progression, auto-eat, and multiple save slots.

You can comfortably sink dozens of hours into the current build. Magic and Ranged combat aren't implemented yet, and some late-game systems are still being expanded — see "how the full version will differ" above.”

Will the game be priced differently during and after Early Access?

“Yes, the price of the game may increase once it exits Early Access as we add more content and features.”

How are you planning on involving the Community in your development process?

“Community feedback is central to how Cindervale develops. The main hub is the game's Discord server, where players can report bugs, suggest features, and talk directly with me — I read everything and it genuinely shapes what gets built and balanced next. I'll also be active in the Steam Community Discussions for feedback and bug reports.”
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$3.29 USD
 
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About This Game

Cindervale Idle is a fantasy idle RPG. You pick something to train, it runs, and it keeps running after you close the game. Come back an hour later or a week later and there is more in your satchel than when you left.

That is the whole loop. What sits on top of it is thirteen skills, twelve combat zones, ten guilds, a sea with twenty-six islands on it, four raids, and 735 items that all feed into each other.

It is one game made by one person. No ads, no energy timers, no shop.

Thirteen skills, and every one has its own materials, its own tools and its own pace.

[list]

[*][b]Gathering:[/b] Woodcutting, Mining, Fishing, Foraging, Farming

[*][b]Making:[/b] Smithing, Cooking, Alchemy, Firemaking, Jeweler, Crafting

[*][b]Neither:[/b] Agility, and Thieving

[/list]

Behind every skill is a [b]98-point passive tree[/b].

Tools go up in tiers, and better tools mean faster actions and more from each one. The top tiers need drops you can only get by fighting for them, which is the point where the two halves of the game stop being separate.

Twelve zones. The main line runs from the Rat Warrens down to the Demon Sanctum, with Thornwood Thicket, Frostfang Tundra and the Ashen Steppe off to the side. Each one has its own monsters, a boss at the end of it, and one rare spawn worth waiting for.

  • Six combat stats, weapon tiers, shields and two-handers

  • Auto-eat, so a long fight does not need watching

  • A 37-node Combat Mastery tree on top of the skill trees

  • Gems you drill into your gear, and 52 enchants to put on it

  • Four raid gauntlets with no retreat. Clear every stage or leave with nothing

  • Slayer bounties from three masters, and points to spend on perks or on skipping a task you do not want

Fifty-seven monsters, every one of them logged in the Monster Log with what it drops and how often.

Ten guilds. One for every skill. Join one and its board hands you work every day: kill these, gather that, bring back this many. Three jobs at a time, small to long, rerolled every morning, and one skip for the day the board asks for something absurd.

  • Reputation earns titles. Six ranks per guild, and every one of them is a real bonus in that guild's own skill: speed, yield, gold, a chance at double output.

  • Every guild has a shop. Tokens come off the board and buy things you cannot get any other way.

  • They are not a side activity. A guild you have ranked up changes how the skill it belongs to plays, permanently.

The Nightmarket is the odd one out: it buys rather than sells. An honest shop pays about a third for something it can plainly see is not yours. The Nightmarket pays properly, and the further you climb its ranks the closer to full price it gets.

Build a ship, sign a crew, pick a heading and send it out. Voyages run on a real clock and finish whether the game is open or not.

Twenty-six islands across four seas. Seven hulls, from a raft up to a leviathan, with cannons and rudders and figureheads to bolt onto them. The chart fills in as you go, and there is a consort who will sail with you once you are far enough out.

Whatever you set running keeps running with the game closed. Skills bank XP and materials. Voyages come home. Fights carry on without you.

There is no energy bar and nothing to sit and wait for. Play for ten minutes or for three hours. The game is the same either way.

  • One purchase. No microtransactions, no battle pass, no ads, nothing to buy twice.

  • Every update free. Buy it once and that is the end of it.

  • Windows, with Steam achievements and cloud saves. Three save slots.

  • A free browser demo if you would rather try it before paying for it.

Cindervale is in Early Access and gets updated constantly. Still to come: magic and ranged combat, more zones, and more of everything already here. Feedback goes straight to me, and most of what ships each update started as something somebody said in the Discord.

AI Generated Content Disclosure

The developers describe how their game uses AI Generated Content like this:

Cindervale Idle was developed with the help of generative AI tools.

The game's artwork - the vector icons used for items, skills and interface elements - and much of its written content, including item and monster descriptions, tooltips and flavor text, were produced with AI assistance, then reviewed, edited and assembled by myself.

No AI runs while you play.

System Requirements

    Minimum:
    • Requires a 64-bit processor and operating system
    • OS: Windows 10 (64-bit)
    • Processor: Dual-core, Intel Core i3 or equivalent
    • Memory: 4 GB RAM
    • Graphics: Integrated graphics (Intel HD or equivalent)
    • Storage: 500 MB available space
    Recommended:
    • Requires a 64-bit processor and operating system
    • OS: Windows 11
    • Processor: Dual-core, Intel Core i3 or equivalent
    • Memory: 8 GB RAM
    • Graphics: Any DirectX 11–capable GPU
    • Storage: 1024 MB MB available space
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