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Start from nothing and idle-conquer your way across the Multiverse! Train your stats, unlock powerful skills and upgrades, and recruit heroes from every corner of existence to battle ever-stronger (and ever-weirder) foes in fast-paced auto-battle

Multiverse Idle is an idler / incremental / creature-collector game that combines the satisfaction of idle progression with stat customization and strategic team-building and auto-battling.

Train your stats, pick your skills, collect and upgrade powerful allies, then push through ever-tougher enemies across countless unique worlds in the multiverse.

START FROM ZERO

Every legend begins with a single stat point. Train diligently, and watch your power rise - slowly, but surely.

BUILD YOUR TEAM

Recruit unique allies from every corner of the multiverse! Mix and match to create your favorite team and bonuses, then have them join you in battle.

FIGHT AND RECRUIT THEM ALL

Fight and defeat anything (that the dev can think of)! Battles are automatic, so you can just sit back and watch the destruction unfold and the loot come in.

Also featuring:

  • Multiple failed attempts at humor
  • An equipment system that may or may not ever see the light of day
  • A relaxing, totally silent atmosphere (i.e. there's no sound or music of any kind, for now)
  • A very active dev who listens when he wants to
  • Regular updates (I'm actually serious about this one)
  • Possible copyright infringements in progress



Updated 12 days ago
StatusIn development
PlatformsHTML5
Rating
Rated 3.7 out of 5 stars
(6 total ratings)
AuthorKappaGames
GenreSimulation, Role Playing, Strategy
Made withGodot
Tags2D, Automation, Fantasy, Idle, Incremental, Indie, Singleplayer
LinksSteam

Development log

Comments

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LOST SAVE FILES:

A new build was uploaded and some players may have had their progress removed. I apologize if this happened to you. I am currently trying to find out where player progress is saved on Itch.

Coool game, I like it!

Defeating the Glade boss didn't complete the quest for defeating the Glade boss and hindered my progress. Besides that, I enjoyed this a lot!

Bug when buying in the town, the money get set to negative.

I've had the same when moving to new combat zones.

Can you explain what you mean? You're losing money when moving to combat zones?

I noticed the same thing as the other person, although it might have also been the same bug he noticed about buying anything causing money to go negative instead of just subtracting. It's almost like the variable is just getting replaced with the negative amount of what is being spent instead of subtracting the amount from the variable and replacing it with the new value.

I definitely forgot to add a money check when upgrading allies, but I'll see if I forgot it anywhere else too. Thanks!

Thanks, I knew about this one, but the current version is outdated as I'm still working on 1.2.

Concerned by the ai use, can you do something to make me more confident.. what's the inspirations, your background?

Thought about it for a while and... I got nothing. Just a lone guy trying to make something fun.

(1 edit)

For the purposes of trying to curate for our incremental games website that doesn't seem like enough but you did get in

Nice Game! It has a lot of potential

Always nice to hear, thank you!

Great base for a game with a few small issues here and there, definitely look forward to following your work

(+1)

Much appreciated! I hope you'll come check out v0.2 when it's ready, there should be a lot of improvements.

This is fun. I like the training and battle tabs. But it feels like the other features need work.

Allies don't seem to be very impactful: maybe they should scale with your stats?

Items also don't seem to be very impactful. 

Making each ally cost 10x more is very limiting. It would be more fun to experiment with more allies. Maybe make each SLOT (8 slots total) cost 10x more but each ally only cost 2x more?

Auto-move-to-next stage might be nice.

What are you going to do when the attack speed gets too fast for the frame rate? 

Hey Speculaether, I appreciate the feedback.

Allies do scale with player stats (depending on their class, the scaling is different). It's not very visible right now but I'm reworking the ally system a bit and it should be extremely transparent next version.

I'm also greatly reducing ally purchase cost, but increasing upgrade cost. The goal is for players to play around with whatever allies they want.

None of the stats are capped right now (that includes attack speed and evasion), so things can end up being crazy / unfair / weird if it gets too high. That'll be changing next version as well.

Thanks!

the colors on training buttons do not correspond to the colors for the main stats. overthink (which trains INT) is coded blue, but INT is purple. 


i think i beat the game? cleared the clearing, no new anything to buy.  never upgraded from newbie rank and never accessed the underground market. only ever got 3 allies in my party - did i even finish? 

Another map / world should've opened up (and a new rank for the first world). It's on the top left on the map screen. I'll definitely make that more noticeable. The underground market is not in yet.

And thanks for the VIT / INT color bug, that fix will be included in v0.2 (I will not be updating this version on Itch before this playtest ends next week).

Thanks!

uhhh i go into negative gold when i purchase a upgrade for allies 

   a full screen option would be nice

(1 edit)

There's a very unintuitive options button on the top left where you can change the resolution. Also the negative gold thing should've been fixed in v0.11, but I'll double check it...

V0.11 now live.

Not going to blame some of the bugs on me uploading an older build, but the following have been fixed:

  • Ally quest not moving forward
  • Money going into negatives when upgrading ally
  • Skill icons not working / showing up

Okay. Cool concept, BUT:

- despite having recruited and equipped TWO allies, the goal recruit and equip an ally is still active

- now after upgrading an ally, I have negative money

- skill icons missing, skills used in battle don't seem to do anything.

I understand the point of early feedback, but all these are pretty trivial bugs encountered in the first 15-20 minutes of gameplay. SOME basic testing should really be done before publishing stuff...

Hi vulpion, I appreciate the candid feedback.

  • despite having recruited and equipped TWO allies, the goal recruit and equip an ally is still active

I thought I fixed this before launch, but it'll definitely be taken care of next patch.

  • now after upgrading an ally, I have negative money

Forgot to add a money check there...

  • skill icons missing, skills used in battle don't seem to do anything.

This one is embarrassing because it was working perfectly before, but then I made a change to auto-skills that apparently messed everything up. So thanks.

So yes, you are completely right and I definitely should've done more testing before the playtest. Thank you for the feedback.