A multiplayer idle RPG. Queue gathering, crafting, and combat — your character keeps going on the server. Standard and Hardcore are separate paths; five classes fight on autopilot.

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Coming Soon To Early Access

The developers of this game intend to release as a work in progress, developing with the feedback of players.

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?

“The core loop is already playable: gathering, crafting, enhancement, autobattle, the market, parties, and guilds all run on a live server. What is not finished is the long-term economy, class balance, and what players do after Tier 7. We would rather tune those with a real population than ship a “1.0” that still has no endgame.

Early Access lets us:

Balance life-skill curves, gold sinks, and class power with live data, not only internal tests
Design post–Tier 7 endgame with players, instead of locking a roadmap nobody asked for
Find problems early in always-online systems: queues, offline progress, and the server
You can play a full idle day today. What is missing is endgame and long-term balance, not a client that boots.”

Approximately how long will this game be in Early Access?

“We expect at least 12 to 24 months, and it may run longer.

There is no fixed “must leave Early Access by this date.” We will leave when both of these are true:

1.Post–Tier 7 endgame is live and supports a long-term goal (not another lap of the same gathering and combat);
2.The economy and classes are in a healthy place, and the community treats the main loop as complete.
If endgame is not ready, or players still feel the game is unfinished, we will stay in Early Access rather than force a 1.0. We will update this estimate in announcements as the work becomes clearer.”

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

“Early Access already includes mining, logging, foraging, and fishing; artisan, smithing, tailoring, cooking, alchemy, and enhancement; five-class autobattle; Standard and Hardcore; the player market, parties, guild commissions, leaderboards, and chat. Content currently runs through Tiers 1–7.

The full version is meant to add endgame after Tier 7 and to stabilize what is already here, not to replace the game. Planned differences:

A long-term goal and content loop beyond Tier 7 — a new layer of progress, not the same nodes again
Economy and class balance rebuilt from live-server data
More gear, skills, locations, and monsters, plus combat and life-system polish
Stability, performance, and the Steam client experience
The game will remain free to download. Fishbones stay convenience-only (queue size, offline time, character slots). The exact shape of endgame will follow community feedback and will be announced before it ships.”

What is the current state of the Early Access version?

“The game is already a full multiplayer idle RPG, not a demo or an empty client.

What is in:

Life skills: mining, logging, foraging, fishing; artisan, smithing, tailoring, cooking, alchemy, and enhancement (up to +20)
Combat: five classes (Warrior, Rogue, Hunter, Mage, Priest) on autobattle, with conditional skills, gear, and potion slots
Progress: content through Tiers 1–7; life and combat skills level separately
Social and economy: Standard and Hardcore characters, a player market (Hardcore cannot use it), parties of up to 3, guilds with crafting commissions, leaderboards, world and guild chat
Idle: no time cap while online; after disconnect, progress continues for 8 hours by default; fishbones can extend queue size and offline time
What is not done, and should not be treated as finished:

Endgame after Tier 7
Long-term economy and class balance from live data
More locations, monsters, skills, and gear, plus Steam client polish
Download and play. The server is authoritative. An internet connection is required.”

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

“No.

The game is free to download during Early Access and will stay free after it. Fishbones buy convenience only — queue size, offline time, Hardcore character slots — not combat power, XP boosts, or loot boxes. We will not switch to a paid buy-in or raise a paywall around the core loop for the full release.

If we add new convenience or cosmetic offerings later, we will announce them first. Existing progression will not be locked behind a new fee.”

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

“Early Access is for building the game with players, not only shipping patches at them.

Steam Discussions are the official feedback channel for bugs, balance, and endgame ideas. We read them and fold the useful ones into development.
In-game announcements and Steam news / events will carry patch notes, balance changes, and endgame direction, so updates are not limited to a private circle.
Live-server data (class power, gold and fishbone flow, idle and party play) will drive number changes. Large changes will be explained before they go live.
Post–Tier 7 endgame will not appear as a surprise. We will share the direction first, take feedback, then ship.
We cannot take every suggestion. We will say what we shipped and what we will not do. Issues that keep coming up on the Discussions board go to the front of the update list.”
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About This Game

FishIdle

A multiplayer idle RPG you can leave running. Queue gathering, crafting, and combat; your character keeps working on the server whether you're watching or not.

Set the queue. Live your life.

One activity runs now; more wait in line. Gathering, crafting, and combat advance in order. Online play has no time cap. After you disconnect, progress continues for 8 hours by default, then freezes until you return. Fishbones can extend queue size and offline time — convenience, not power.

From raw nodes to finished gear

  • Gathering: mining, logging, foraging, fishing — tools and locations unlock by tier

  • Crafting: artisan, smithing, tailoring, cooking — tools, weapons, armor, and food

  • Alchemy: break down and convert idle materials and gear

  • Enhancement: push up to +20; failure drops the level

Life and combat skills level separately, up to 200. Early levels move quickly; the long game is a grind you choose.

Autobattle with real class identity

PvE combat fires skills from conditions you set. Five identities: Warrior (rage and executes), Rogue (combos and ambush), Hunter (marks and traps), Mage (frost and fire), Priest (faith and last-second saves). Weapons have affinity — the right tool gets a bonus; fast and slow weapons share the same fairness contract. Skill books drop from monsters. Potion slots cover both combat and life skills.

Standard and Hardcore

One Standard character per account; Hardcore uses separate slots. Standard can use the player market. Hardcore cannot trade or take guild commissions, and can only party with Hardcore. Leaderboards are split. Pick your rules.

A world that keeps moving

  • Market: buy and sell orders with automatic matching

  • Parties: up to 3 players, public or private recruit, shared combat across the map

  • Guilds: ranks, a guild channel, and crafting commissions (escrow, deposits, tax)

  • Leaderboards: per-skill, total level, wealth, and time online — Standard and Hardcore apart

  • Chat: world and guild, with item, skill, and order chips in the message

Free to play

Download and play. Fishbones buy quality-of-life: extra queue slots, longer offline time, more Hardcore character slots. No combat power, XP boosts, or loot boxes for sale. An internet connection is required.

Step away. The queue will still be there.

AI Generated Content Disclosure

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

Some in-game visual assets (icons and other artwork) were created with generative AI tools during development. Localization text was also drafted with AI and then reviewed by the developer. All shipped images and translations were checked before release. No AI content is generated while the game is running.

System Requirements

Windows
macOS
SteamOS + Linux
    Minimum:
    • Requires a 64-bit processor and operating system
    • OS: Windows 10 64-bit or later
    • Processor: Dual-core 2.0 GHz (SSE2 required)
    • Memory: 4 GB RAM
    • Graphics: Any GPU with hardware acceleration (integrated graphics OK)
    • Network: Broadband Internet connection
    • Storage: 500 MB available space
    Recommended:
    • Requires a 64-bit processor and operating system
    • OS: Windows 10 64-bit or later
    • Processor: Dual-core 2.5 GHz or better
    • Memory: 8 GB RAM
    • Graphics: Any GPU with hardware acceleration
    • Network: Broadband Internet connection
    • Storage: 1 GB available space
    Minimum:
    • OS: macOS 11 (Big Sur) 64-bit
    • Processor: Dual-core 2.0 GHz (SSE2 required)
    • Memory: 4 GB RAM
    • Network: Broadband Internet connection
    • Storage: 500 MB available space
    • Additional Notes: Apple Silicon and Intel (universal)
    Recommended:
      Minimum:
      • OS: Ubuntu 22.04 64-bit
      • Processor: Dual-core 2.0 GHz (SSE2 required)
      • Memory: 4 GB RAM
      • Network: Broadband Internet connection
      • Storage: 500 MB available space
      • Additional Notes: Keyboard and mouse. Internet required.
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