
Idlecraft
Hover-to-mine resource gathering with nightly zombie combat and tiered equipment progression
Visit itch.io- Platform
- HTML5, Windows
- Price
- Name your own price
- Updated
- 1 day ago
- Status
- In development
- Source
- itch.io
About this game
Digging requires no clicking: resting the cursor over the board covers a square area, continuously striking every block within it. Each swing chips away at grass, wood, stone, and ore, but every hit steadily burns through hunger. Once your hunger bar runs dry, health ticks down until exhaustion ends the run, tallying up whatever materials were gathered without penalizing your haul.
Staving off exhaustion long enough lets dusk settle over the board, bringing out zombies. Combat functions just like mining: hovering over an enemy deals continuous damage, though monsters hit back in return. Lasting through the night allows you to carry mined experience and resources into the upgrade phase before loading a new board for the next day.
Between runs, earned XP funds nodes on a skill tree to increase swing area, boost mining damage, enlarge hunger reserves, and raise ore yields. Crafting also advances through seven tiers of pickaxes and swords from wood up to obsidian, with each pickaxe tier unlocking the ability to break harder minerals on future boards.
Game features
- Level-up cards: Select perk cards alongside skill tree nodes to customize run bonuses.
- Seasonal cycle: Boards progress across four seasons, including spring, autumn, and winter.
- Browser requirements: In-browser play utilizes WebGPU in Chrome or Edge, with a downloadable desktop version available if the web build fails to load.
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Community comments
Community feedback from itch.io.
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It’d be awesome if skill trees and equipment crafting got overhauled so you spend materials on constructing a base, letting varied playstyles tie into distinct progression paths. Taking cues from sandbox titles is super obvious here, so structuring progression that way just feels really fitting IMO
certain design choices start feeling way less enjoyable and more irritating the longer I keep playing a single run scarcely pays out enough for 1 upgrade even during what seems like a flawless attempt the night hands you a sword yet camping in a corner to rack up kills via the ghost hands works out better needing double digit runs per major upgrade the…
Looks super good! I already sent over some notes through the feedback form. Kinda disappointed my save from yesterday vanished though. Still, I'm gonna download it instead since that's likely safer, and what you made is totally worth the extra trouble :-)
Man I totally lost track of time and spent over an hour in this. Crazy fun! Couldn't tell you why, it just hits that exact spot yenno.
Blending daytime idle mining with fending off zombies after dark really works for me, particularly the Red Moon events and changing seasons. As development continues, are you planning on adding extra enemy varieties or boss encounters?
Using a hover mechanic to mine while hunger drains, and then turning that exact cursor action into combat once zombies enter the board, is a clever way to keep a no-clicking setup tense. Love that the visual overhaul in playtest two turned it into a small seasonal voxel meadow. On Red Moon nights, does the pace actually ramp up in a fair way, or does your hunger just tank quicker than you can respond?
Such a fun game for passing the time! The visuals feel super pleasant and cozy! Personally I enjoyed it. Pacing felt weird to me though? Early on things crawled, yet near the finish everything sped up way too much. Hopefully at release the balance gets tweaked and it'll be so sick :3
The premise is neat, yet playing through it feels soooo sluggish. Starting upgrades are super underpowered, and all the exciting, strong & fun ones sit gated behind tons of prior nodes & steep prices. I only really began enjoying myself around the final 20-30% of the game, watching blocks smash apart and my exp climb fast as I grabbed the last couple upgrades & could like…
Agreeing with what others have pointed out, upgrades ought to make a noticeable difference. A 1% boost does nothing meaningful, and even 10% tends to hardly register.
Really wish the upgrades seemed to have any real effect. Tiny sub-1% boosts might as well not even count as upgrades. I'm reluctant to keep playing since the majority of them barely change anything.