u/Human-Finish-2260

Third time's the charm — Idle Xanxia is now close to 1,000 Steam players

Third time's the charm — Idle Xanxia is now close to 1,000 Steam players

Hey everyone,

This is the third time I’m posting Idle Xanxia here, and I wanted to be transparent : Yes, part of the goal is obviously to get more people to check out the Steam version and yes, I use AI-assisted tools for some visual assets/workflows.

But I also wanted to get feedback on the game and talk a bit about the experience of building an incremental/cultivation game.

A few months ago, this started as a browser prototype on itch and last week I released the Steam version

At this point:

  • the itch version has reached 20k+ session play
  • the Steam version is approaching 1,000 players
  • Average playtime on Steam is now close to 40 hours
  • the community has become extremely good at breaking systems and arguing about optimization

As someone new to the experience, it's been really challenging to plan the whole thing, to think dependencies between your systems and be intentional with everything you do, because it will be questioned.

The moment a system stops feeling like meaningful progression and starts feeling like repetitive maintenance, players notice immediately.

The biggest example for me so far has been Sect missions:
some players enjoy the optimization layer, while others feel it crossed the line from “idle strategy” into “micromanagement simulator”.

Same thing happened with Dao systems:
I initially leaned very hard into commitment, randomness, and build identity.
Some players loved that.
Others absolutely hated feeling trapped by bad combinations or scaling mistakes.

The game itself is an idle/cultivation RPG focused on:

  • stat allocation
  • Dao paths
  • rebirth systems
  • persistent Aspect progression
  • long-term scaling/build optimization

The Steam link

I’m still actively iterating on the systems every week, and honestly a lot of the current direction is coming directly from players arguing with each other about what “good incremental design” actually means. and I am happy to talk about the game, the experience, or anything really.

u/Human-Finish-2260 — 10 days ago

Been a lurker for a while and not sure where this falls with self-promotion...

I’ve been reading progression fantasy and xianxia for a long time, and I keep coming back to the same thought: we read these stories all the time, but we rarely get to play through that kind of progression.

So I started building a small game to try to capture that feeling, it was either going to be an Apocalypse RPG or Xanxia progression. Inspiration is a mix of Hell Difficulty tutorial, Star Odyssey, HWFWM, Divine Apostasy, Absolute Resonance, ...

But I’m running into a problem I think a lot of these stories also hit:

after a few arcs, scaling becomes tricky, there are only so many “Supreme Dao” or “Grandmaster techniques” you can introduce before it starts feeling repetitive or meaningless

My starting point for the design was:

- progression that has real limits, not just scaling numbers, with specialization that matters.

- rebirth as refinement, not just a reset

- long-term growth based on how you build, using Dao as specialization

Now I’m trying to figure out where to take it next.

I’ve started experimenting with making it feel less like a solo experience (asynchronous PvE ladders, possibly PvP later), but I’m not sure if that actually enhances the cultivation fantasy or distracts from it.

I’m also struggling with endgame design for an idle RPG and what kinds of mechanics could keep progression interesting without breaking the theme.

If you were “playing” a progression fantasy story, I’d really value your thoughts:

  • what makes breakthroughs feel satisfying vs cheap?
  • how important is failure or being blocked in progression?
  • does competing with other cultivators add to the fantasy, or take away from it?
  • what’s usually missing when games try to adapt this genre?

I have a playable version on itch if anyone is curious to try it, but honestly I’m mainly here for feedback from people who enjoy the genre or new ideas.

I’m trying to avoid ending up with “just an idle game with cultivation terminology,” and get closer to the actual experience of the books.

u/Human-Finish-2260 — 23 days ago