When can I play?
Right now, in Early Access. The Windows and Linux download is open to everyone; to play, you register in the panel with a product key, and for now the keys are handed out a few at a time: ask for yours with Request Early Access Key on the front page. Once you're in, the game keeps itself up to date.
What is Heroes of Idleville, exactly?
An idle MMO RPG that lives on your desktop. A small pixel hero walks, finds loot and fights in a thin strip along the edge of your screen, with up to two followers at their heels, and a pop-up panel holds your character, your party, inventory, the World and Town tabs, your skills, chat and rankings. Everyone plays in the same world.
Won't it distract me from work?
It's designed not to. The strip is 40 pixels tall by default, sits at the top or bottom edge and never pops up on its own. Hide it from the tray icon whenever you need the room, and turn on Reserve space so it never covers your other windows.
Is it pay-to-win?
No. Power comes from playing: drops, crafting, gems, dungeons, the tower and raids. The planned Supporter DLC is cosmetics only.
How does a battle work?
Like a classic turn-based RPG with a clock in it. Your hero and up to two followers face up to five enemies, and every fighter has a gauge that fills at its speed; when it's full, that fighter acts. While someone acts, every gauge waits. Each turn is a basic attack (which also refills mana) or, now and then, a skill or a spell. The server plays the whole battle out and the strip replays it. Only a party wipe loses a battle. And the bigger your party, the bigger the pack that turns up: a lone hero meets at most two enemies, a full party the whole pack.
Where do skills come from?
From gems, and only from gems, like materia. Every skill and spell your hero or a follower uses comes from one of the 125 gems socketed in their gear: spells (they work with any weapon), weapon skills (they need their weapon in hand), support gems (linked to a partner, they change what it does), stat gems and a few summons, once a battle each, with a full show. Gems come common to legendary, earn AP in the battles you win and grow from level 1 to 5, and a mastered gem buds a fresh level 1 copy. Weapons, armour and off-hands roll 0 to 4 sockets by rarity, some of them linked in pairs; helmets, boots and accessories at most one. You don't set the skills' chances: you pick each fighter's tactics (Aggressive, Balanced, Defensive or Support), and skills take at most a quarter of their turns.
Who fights beside my hero?
10 followers: Pip, Wren, Sir, Bartholomew, Sister, Zephyrine, Fennel, Mortimer, Ragna and Grizzle, each with a story, a favourite weapon and opinions. Two of them join the party at a time; the rest wait in the Idleville tavern. You find them by quest, by discovery on the road, by beating a boss or clearing a dungeon. You choose their gear, their gems and their tactics; they level from the fights they're in, and they eat from the same bag and heal at the same campfire.
What am I fighting?
226 enemies, 26 of them Veterans (tougher, with a signature move of their own), in sizes from tiny to huge: a huge one lands its blows heavily and a tiny one is mostly attitude. Most come in packs. Zone bosses bring friends; dungeons hold their own rooms, and a Heroic mode for the brave; the 8 fighting grounds range from the Sparring Paddock, whose packs match your party's weapon levels, to gem grounds where gems drop three times as often; the Endless Tower is a weekly ladder of floors, a boss every 5th and bigger packs as you climb, paying tokens for its shop; and the 4 world raid bosses scale to the heroes who show up, so a latecomer still gets a fight worth having.
Does my hero make progress while the game is closed?
Yes. Skilling keeps going for up to 24 hours: start a mining, fishing or smithing session, close the game, and every swing, catch and bar is counted when you're back. Farm plots grow in real time, expeditions send your hero off for up to eight hours, and a job shift runs its 1 to 8 hours whether the game is open or not. The adventuring and the battles on the strip happen while the game is running.
What does Adventuring do?
It opens the world. Since 0.4.0, zones, expeditions and stories ask for an Adventuring level (the Whispering Woods at 10, the Astral Expanse at 84), and you train it simply by walking: every step, every find and every gathering stop, plus expeditions and stories. Fights train your combat skills instead, and dungeons still ask for a combat level. Heroes from before 0.4.0 got the Adventuring that keeps every place they could already enter open.
How do jobs pay?
At the end. Travel to Idleville, pick a job on the board in the Town tab and a shift of 1, 2, 4 or 8 hours; your hero works in town until it's over, and then you claim the pay (a little extra for the 4 and 8 hour shifts). Quitting early pays nothing, so pick a shift that fits the time you'll be away. A shift pays better in coin than walking the road at the level its tier opens, with no risk, but no loot and no fights; half the jobs also train a skill as they go.
Why can't I buy things out in the world?
Because the shops are in Idleville, and so are the gemcutter, the bank, the pawnbroker, the well, the market, the workshops, the job board and your home. The town is a place now: a 20-second trip from anywhere. Out in the world the Town tab still shows you everything, prices included, with a one-click trip to town on top. Loot filters keep selling your junk as it drops, wherever you are.
Where do I get quests?
From the quest folk in Idleville's square: the Turnip King, Granny Bramble and friends wear a ! when they have a tale for you and a ? when you've something to hand in. Click them to accept. You bring each chain's last step back to them in town; the steps between are turned in wherever they happen. The tracker on the strip's target pill always says what to do next. New heroes start with First Steps, which needs no giver.
How do I heal?
HP comes back 20% at a time, for every member of the party: every 5 minutes while they walk and fight, every 30 seconds while they rest. With Auto on and no food to eat, a hero under 35% sits down by a campfire until full; pick Rest in What next? (the ▾ beside the step button) to sit down any time. Food heals at once: auto-eat is on at 70%, and mid-battle anyone under their share trades a turn for a bite, from the party's shared bag (one bite each, per battle). Healing gems help too, but a campfire is free.
Can I make the strip quieter?
Yes. Settings → Chattiness has Chatty (the default: your hero tells you everything), Normal (routine chatter at most every 50 seconds) and Quiet (only what matters: level-ups, rare loot, quests, friends and things you need to act on). Everything still lands in the adventure log. You can also move the words out of the scene into a Text band above, below, beside or inside the strip, pick the text size, lines and fading, or hide the things ahead on the road.
What happened to my level?
It became skills. In 0.3.0 the character level and stat points made way for 18 skills (21 today, with Adventuring, Dungeoneering and Runecrafting since). The xp your hero had earned was converted as if it had been earned in the new world: spread over Attack, Strength and Defence, with a third on top for Hitpoints, which gives your combat level. You keep all your items; their requirements now name a skill, like Requires Attack 40.
What happens if I lose a fight?
Only a party wipe loses, when every member is at 0 HP. Until then a fallen hero or follower just stays down for the rest of the battle while the others fight on (a revive can lift them), and gets back up afterwards on a sliver of health. A lost battle pays nothing: out in the world, in a dungeon or in a story your hero drops 10% of the gold in their pocket and sits by a campfire until they're back to full HP; gold in the Bank of Idleville is never touched. In the Endless Tower and in a raid a loss costs no gold at all.
Which systems does it run on?
Windows and Linux, on 64-bit PCs. On Linux the tray icon needs a StatusNotifierItem tray (KDE, waybar, xfce, LXQt, GNOME with the AppIndicator extension, and friends).
Do I need an account?
Yes, it's an MMO: on first launch you register in the panel with your product key. Then pick one of four starter heroes and off you go. An email is optional, but add one in Settings → Account and confirm it with the code we send, so a forgotten password is never the end of the road.
I forgot my password. Now what?
Click Forgot password? under the password on the login screen and enter your hero name or email. If your account has a verified email, a code arrives there (it's good for 30 minutes); type it in with your new password and you're back. No email on file yet? Once you're in, add one in Settings → Account, where you can also change your password.
Can I start over?
Yes, once a week. Settings → Account → Danger zone → Start over gives you a brand-new hero with the same name: levels, items, gold and bank, quests, pets, home, jobs and the rest go, and the tutorial greets you again. Your login, email, friends and product key stay, and two tick boxes let you keep your avatars, capes and titles, and your achievements. Type your password and your hero's name to be sure it's really you (a Steam account without a password just needs the name). Guild leaders hand the guild over or disband it first. There's no undo.
How do I delete my account?
Settings → Account → Danger zone → Delete my account, with your password and your hero's name. It happens 7 days later, for good: your hero, everything they own and your friends list go, and your name is free for someone new. Changed your mind? Log in before then and choose Keep my account, or cancel it in the same card. With a verified email you get a letter when it's set and when it's done.
Can I play with friends?
You share the world with everyone: global chat, leaderboards, the Market where heroes buy and sell each other's loot (gems too), a wishing well whose overflow blesses the whole server, and world raids where everyone's party takes on one boss. Closer to home there's a friends list that shows who's online, private whispers, @Name mentions that nudge a friend even when their game is tucked away, and guilds of up to twenty with their own chat, bank and hall in town.
Chat, whispers & leaderboards
An MMO that mostly says hello
Everyone shares one world. The Chat tab carries the talk and, in its Events view, the news as it happens; the rest is up to you: say congratulations, compare goose stories, or just watch the feed scroll by.
The news, as it happens
The Chat tab's Events view: raids rising, legendary finds, new avatars, tower records, the wishing well overflowing, every level 99 with its cape, and the big combat and total level milestones.
Neighbours on the road
Heroes wandering the same zone cross paths on the road, and in Idleville's square you see who else is in town. Anyone from the Idleville team wears a little crown or shield by their name in chat, whispers and profiles.
Click a name
In the chat, the world news or the Ranks tab, click any name to whisper them, inspect their hero, mention them or mute them. Whispers are private, never stored, and show in their own colour; /w Name and /r work too. Type @Name and they hear about it: their name lights up, the line glows gold for them, and a nudge finds them even with the game tucked away. Inspect shows another hero's avatar and cape, their gear, levels and records, and nothing private like gold or bags.
A window of its own
Chat all day with the panel shut: tick Pop out in the Chat tab and the whole chat moves into a window of its own, and comes back to where you left it next time.
Friendly leaderboards
The Ranks tab keeps boards for total level, combat level, each of the 21 skills, steps walked, gold and the highest tower floor, plus the guilds by their members' total levels, with everyone's avatar next to their name.
ChatLogEventsFriends42 onlinePop out
To Tansy ×see you at the whale