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ThroneCreator

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A member registered 37 days ago · View creator page →

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Idle Throne — Release Notes

⚔️ Major balance and system update affecting gear progression, potions, poison mechanics and crafting.

🐉 Dragon Set

• Dragon equipment is no longer craftable.

• Dragon items now drop only from powerful bosses.

      Fire Drake → Dragon Boots, Dragon Gloves  

     Wyvern → Dragon Platelegs, Dragon Shield  

      Elder Dragon → Dragon Warhammer  

      Dragon King → Dragonbone Bulwark  

• All Dragon gear stats increased ~10–15% above Void tier.

🧪 Potion System

• 49 missing potion effects added.

• All 63 potions are now fully functional.

• New effect types added:

  🩸 Lifesteal

  ❤️ Max HP Boost

• Potion sets balanced across regions (Verdant → Void Realm).

• Potion XP rewards rebalanced with formula:

XP = 15 + (level × 3.5)

• Duplicate Wyvern Scale Potion recipe removed.

🛡️ Poison Immunity

• Antidote potions now grant full poison immunity.

• Poison damage is fully blocked while the antidote buff is active.

• Works in both online and offline combat calculations.

🕷️ Poison System

• New or updated poison monsters:

🌿 Forest Spider (Verdant)  

🏜️ Desert Scorpion (buffed)  

🐛 Sand Worm  

🌵 Cactus Beast  

🐆 Dark Panther  

• Dunes region is now poison-heavy — 4 of 8 monsters apply poison.

 Flying Monsters

• Flying creatures now drop Feather:

🦇 Cave Bat (Quarry)  

🧞 Djinn (Dunes)  

🐉 Frost Dragon (Frozen Wastes)

⚒️ Equipment & Crafting

• Void set crafting level standardized to 92.

• Metal gear progression normalized:

Bronze → 1  

Iron → 15  

Silver → 20  

Steel → 30  

Gold → 40  

Mithril → 50  

Adamant → 70  

Rune → 85  

• Desert set crafting level set to 35.

🎲 Drop-only items:

Adamant Sword  

Shadow Blade  

Rune Sword  

Void Platebody  

Void Dagger  

• Void Dagger added to Void Lord loot table.

💎 Obsidian Shard

• Added to 8 crafting recipes:

Dark Mithril set (5 pieces)  

Earthstone Platebody  

Shadow Dagger

🔧 Fixes

• 37 alchemy recipes assigned to correct regions.

• 7 cooking recipes assigned to regions.

• 13 firemaking actions assigned to regions.

• 5 dungeon recipes assigned to regions.

• 25 items corrected from weapon → equipment type.

• 12 missing weapons added to EQUIPMENT_BASE_IDS.

Heyy, you can play this game on ---> https://idlethrone.com

I’ll be actively reading and responding to feedback. Early balance will evolve with community input.

Hey,

I’ve been quietly building an idle / incremental game and finally pushed a public alpha.

The core idea is simple: progression shouldn’t feel automatic. In IdleThrone, you can push upgrades as far as you want add stats, stack levels, even roll new effects but the more you push, the higher the risk. Items can become cursed instead of stronger. There’s no full safety net. Offline progression also isn’t guaranteed success. If you leave your character unprepared, things don’t always go perfectly. The goal isn’t to punish players, but to make decisions matter a bit more than “click and forget.” It’s still early. Balance is actively changing. Some parts are rough. That’s exactly why I’m posting here.

I’m specifically looking for feedback on:

  • Does the upgrade tension feel interesting or just frustrating?
  • Is risky offline progression engaging or annoying?
  • Does this direction feel fresh in the idle space?

Short clip below shows the upgrade system in action.

Playable build: https://thronecreator.itch.io/idlethrone

I’m active and iterating constantly. If you want to go deeper into discussion, there’s also a Discord linked on the page. Appreciate honest thoughts.


Interesting game, good job!

(3 edits)

Founder Pack is Live!

--Release Notes--

CHANGED

  • In some areas, collected materials were being gathered in locations other than where they were supposed to be; these areas have been re-corrected.
  • The dungeon system has been improved, the number of floors has been adjusted, and the loot has been changed.
  • The offline progress system has been redesigned and is now more consistent.
  • Now, you need to have sufficient skills to switch between maps.
  • PWA is active, you can now play on mobile by adding the page to your home screen or to your desktop.
  • The scoreboard has been removed; only the user list remains.
  • 14 new monsters were added, resulting in a more balanced experience.
  • New 13 items added.

Here are the 13 unique dungeon craftable items:
Goblin Caves (Level 15):
Crypt Shortbow - A short bow carved from cursed bones (Bow)
Boneclaw Dagger - A razor-sharp dagger from a goblin chieftain's bone claw (Dagger) 
Dustwalker Boots - Enchanted boots infused with dungeon dust (Boots) 
Shadow Crypt (Level 30):
Soulfire Bow - A bow burning with spectral flames (Bow)
Phantom Dagger- A ghostly dagger that phases through armor (Dagger)
Wraith Boots - Shadow energy boots with +5% attack speed (Boots) 
Dragon's Lair (Level 50):
Dragonbone Longbow - Massive longbow crafted from dragon bones (Bow)
Flamescale Staff - Staff adorned with dragon scales (Staff)
Dragonclaw Gauntlets - Gauntlets forged from dragon claws (Gloves)
Void Abyss (Level 70):
Voidstrike Bow - Void energy bow that tears through reality (Bow)
Abyssal Dagger - Strikes with blinding speed (Dagger)
Voidwalker Boots - Dimensional boots with +8% attack speed (Boots)
Abyssal Staff - Staff channeling pure void energy (Staff) 


Here are the 14 new monsters: 

  Verdant 

 Deer — Raw Meat, Deer Hide, Bones 

 Wild Boar — Raw Meat, Boar Hide, Normal Logs, Bones 

 Young Treant — Normal Logs, Oak Logs, Bones, Gold Coins 

 Mountain Goat —Raw Meat, Goat Pelt, Bones, Gold Coins 

Quarry

Rock Beetle — Copper Ore, Tin Ore, Coal, Gold Coins 

 Cave Serpent — Iron Ore, Coal, Raw Meat, Bones, Gold Coins 

Dunes 

 Desert Fox — Fox Pelt, Raw Meat, Bones, Gold Coins 

 Cactus Beast — Cactus Logs, Gold Ore, Bones, Gold Coins 

 Sand Worm — Sand Essence, Silver Ore, Bones, Gold Coins 

Obsidian 

 Dark Panther — Panther Pelt, Dark Essence, Raw Meat, Bones, Gold Coins 

 Shadow Wolf — Shadow Wolf Pelt, Obsidian Shard, Raw Meat, Bones, Gold Coins 

Frozen Wastes Frost Tiger — Frost Tiger Pelt, Frozen Essence, Raw Meat, Bones, Gold Coins 

Dragonspire 

 Young Wyvern — Wyvern Scale, Dragon Bone, Raw Wyvern Meat, Bones, Gold Coins 

  Void Realm Void Beast — Void Beast Hide, Void Crystal, Bones, Gold Coins


Fixed

  • Raid timer bugs are fixed.
  • Daily rewards broken image and non id items are fixed.
  • Basic UI improvements.
  • 401 Errors fixed.
  • Authentication is no longer giving an error; reverting the guest account to a normal one shouldn't be a problem.
  • Guest accounts now calculate offline progress.
  • Monsters defense calculation issues fixed.
  • Offline player DPS calculations have been fixed; buffs are now calculated correctly.

TEMPORARILY DISABLED

  • Party dungeons are currently disabled, need major fixes.
  • Some cooking recipes removed.
  • Void Realms 2 fishing materials are removed.

NOTES FOR FEATURE

  • Caravan feature will be activated soon.
  • Some areas will collect some passive materials, They will need to transport the players to their current location, still developing.
  • Working on Guild Wars (For Alpha Phase 2).
  • Still designing Core Gameplay, any idea will welcome.

Most idle games are solved in the first few hours.
After that, they just run.

Idle Throne is built with a different mindset:
a long-term idle MMO where systems stack, decisions echo over time, and progression is meant to last — not spike and burn out.

Combat runs automatically, online or offline, using the same real rules.
There are no fake idle bonuses, no hidden offline penalties. What you build is what plays.

The depth doesn’t hit you instantly.
It creeps in.

You start noticing how small optimizations compound.
How certain upgrades feel harmless until they’re not.
How some items push you forward — and some quietly curse your path.

This is early alpha, but the foundation is already there:

  • Persistent idle combat with real rules

  • Flexible party composition (no rigid classes)

  • Dungeons with modifiers that change how runs feel

  • Risk-based item upgrades with permanent consequences

  • Guilds, raids, travel, gathering, progression that doesn’t reset every session

Idle Throne is not finished — and that’s intentional.

The game is being shaped openly with the community.
Feedback matters. Ideas matter. Broken systems get rebuilt, not patched over.

If you want to be part of that process, you’re welcome here.

There’s also a donate option for those who want to push development faster.
Donators receive the First Upholder Badge — a permanent achievement displayed on their profile.
No pay-to-win. Just a visible mark that you helped build the foundation.

Try it.
Question it.
Break it.
Help decide what it becomes.

https://thronecreator.itch.io/idlethrone

Discord Community (Fresh New)

Combat

Crafting

Upgrade

IdleThrone started as a simple question: What if an idle game actually cared about decisions?

Over time, the answer became clearer. Roles matter. Party composition matters. Dungeon modifiers don’t just change numbers — they change outcomes. The game no longer rewards “set it and forget it.” It rewards players who stop, think, and adjust.

[Dungeons are not ready yet]

With the role-based system in place, Tank, DPS, Healer, and Hybrid characters still matter — but party combat now works around shared actions rather than shared targets. Parties consist of 5 players, with each member fighting their own monsters. When one player uses a skill, it also affects other party members’ enemies. Heals and buffs are shared across the entire party, turning individual decisions into group-wide effects.

Loot is no longer fully isolated either. Drops have a percentage-based chance to appear for party members, and when multiple players focus the same monster, loot chances slightly increase while granting temporary attack and defense bonuses. Party play isn’t about collapsing under pressure — it’s about 

 even while fighting separately.

Combat

The world itself is no longer a single loop. Traveling between regions changes what you can craft, gather, and optimize. Farming in the wrong place won’t stop you — but it will quietly slow you down. Progress is still idle, but direction is intentional.

Travel Page

Getting into the game is easy. Guest Mode lets anyone jump in instantly, no account required. Staying and mastering the systems, though, takes time — and that’s where player feedback matters most.

IdleThrone is still evolving, and this is where the community becomes part of the process.

If you enjoy systems-driven idle games: • Play and experiment • Share feedback — what works, what breaks, what feels unfair • Talk about builds, parties, and dungeon strategies • Support the project by spreading the word or following development

Every comment, test run, and suggestion directly shapes where this game goes next.

This isn’t a finished product being shown from a distance — it’s a project growing in public, with players helping define what “idle” can mean.

More deep dives coming soon — especially into how dungeon modifiers reshape party strategy.

Thanks to everyone who’s already playing, testing, and supporting. And if you’re new: now’s a great time to jump in.