lol, I just realized this wasn't a jam I wanted to apply for anyway, and this game is old, I didn't made it during the jam process. I'm withdrawing the game from the jam. Sorry about that.
ThroneCreator
Creator of
Recent community posts
👑 Idle Throne — Massive Rebuild
We took the game offline for 3 days. Not for maintenance. To rebuild the game from the ground up.
⚔️ What Exists RIGHT NOW
This is no longer a basic idle game.
• Real combat progression
• Meaningful gear & rare drops
• Region-based grinding
• Player-driven economy
• Offline progression that actually matters
---
⚙️ New Core System (Queue-Based Gameplay)
We redesigned how the game is played.
• 6-hour action queue
• Minimum 15-minute tasks
• Mix combat, skilling, farming
• Fully offline progression
👉 You plan your gameplay instead of babysitting it
---
🎒 Loot & Progression
• 47 rare items now obtainable
• Region-based loot identity
• Real progression paths
• Gear actually matters
---
🌍 What This Game Is Becoming
We’re building a real MMO world on top of this foundation.
Not ideas -> direction.
---
🏰 Kingdom System
Travel between kingdoms, expand, fight, progress.
---
🌍 World Events
Global events affecting all players at once.
---
⚔️ Raid Bosses
Kingdom-wide boss fights. Players unite or lose.
---
🚚 Caravan System (Risk PvP)
• Transport goods between kingdoms
• Trade across regions
• Hire guards
BUT:
• Other players can attack
• Lose → gear can break
• Win → steal loot
👉 Real risk. Real reward.
---
💰 About Support (No BS)
We are funding this ourselves.
Founder Packs are here to:
• speed up development
• support the project
• keep momentum going
Even if no one buys — we continue.
But with support:
👉 everything comes faster
👉 and honestly, it keeps motivation high
---
▶️ Play Now
https://thronecreator.itch.io/idlethrone
---
📸 More Screens
---
We rebuilt the foundation.
Now we’re building the world.
👉 If you join early, you shape it.
👑 Idle Throne — Massive Rebuild
We took the game offline for 3 days. Not for maintenance. To rebuild the game from the ground up.
⚔️ What Exists RIGHT NOW
This is no longer a basic idle game.
• Real combat progression
• Meaningful gear & rare drops
• Region-based grinding
• Player-driven economy
• Offline progression that actually matters

---
⚙️ New Core System (Queue-Based Gameplay)
We redesigned how the game is played.
• 6-hour action queue
• Minimum 15-minute tasks
• Mix combat, skilling, farming
• Fully offline progression
👉 You plan your gameplay instead of babysitting it

---
🎒 Loot & Progression
• 47 rare items now obtainable
• Region-based loot identity
• Real progression paths
• Gear actually matters

---
🌍 What This Game Is Becoming
We’re building a real MMO world on top of this foundation.
Not ideas -> direction.
---
🏰 Kingdom System
Travel between kingdoms, expand, fight, progress.
---
🌍 World Events
Global events affecting all players at once.
---
⚔️ Raid Bosses
Kingdom-wide boss fights. Players unite or lose.
---
🚚 Caravan System (Risk PvP)
• Transport goods between kingdoms
• Trade across regions
• Hire guards
BUT:
• Other players can attack
• Lose → gear can break
• Win → steal loot
👉 Real risk. Real reward.
---
💰 About Support (No BS)
We are funding this ourselves.
Founder Packs are here to:
• speed up development
• support the project
• keep momentum going
Even if no one buys — we continue.
But with support:
👉 everything comes faster
👉 and honestly, it keeps motivation high

---
▶️ Play Now
https://thronecreator.itch.io/idlethrone
---
📸 More Screens




---
We rebuilt the foundation.
Now we’re building the world.
👉 If you join early, you shape it.
Idle Throne continues evolving
This update focuses on strengthening the core combat systems, fixing long-standing item issues, and improving multiplayer reliability.
⚔ Combat System Core
Combat calculations have been unified across the entire game.
Previously, different systems could use slightly different formulas, which created edge-case inconsistencies.
Now:
•All combat damage calculations run through a single core system
•Defense mitigation is fully synchronized with backend calculations
•Critical hits and passive bonuses are calculated consistently
•Combat outcomes are now predictable and stable.
🗡 Rare Equipment Now Dropping
Many items previously existed in the database but were never obtainable.
That has now changed.
47 previously unreachable equipment items are now obtainable as rare monster drops.
Drop rates range between 0.1% – 0.3%, making them true rare finds.
Examples include:
• Shadow Dagger → Shadow Stalker
• Sun Blade → Djinn
• Drake Staff → Fire Drake
• Spider Queen Staff → Giant Spider
• Mummy Lord Staff → Mummy
• Void King Staff → Void KingThese items now appear from monsters that match their region theme.
🛡 Region Armor Rebalance
Region armor sets have been rebalanced to properly reward exploration.
• Region gear is now 15–25% stronger than the best craftable gear of the same tier
• These items are monster-drop exclusive
• No crafting alternative exists
This ensures rare monster gear actually feels valuable.
👥 Multiplayer Stability
Several backend improvements were made to stabilize multiplayer systems.
• Party state synchronization improved
• Edge cases causing broken party states resolved
• Disconnect handling improved
The goal is simple: multiplayer systems must be reliable before expanding them further.
Idle Throne is still actively evolving as systems are expanded and refined.
If you'd like to follow development or help shape the game:
Play the game:
https://idlethrone.itch.io/idle-throne
Join the community:
Some players have also started supporting development through the Founder Program, helping accelerate future updates.
Idle Throne continues evolving with several major system upgrades, new social features, and important backend protections.
This update focuses on player interaction, marketplace usability, and long-term stability of the game systems.
For Full Release Notes - Join the Discord: https://discord.gg/kwk6K4GJrr
Item Sharing in Chat
Players can now share items directly in global chat.
- Item inspect window now includes a Share button
- Shared items appear in chat with icon, name, and enhancement level
- Up to 5 items can be attached to a single message
- Clicking a shared item opens the full item inspection window
This makes trading discussions and showing rare drops much easier.
Real-Time Party System
The party system now updates instantly through WebSocket events.
- Party creation, join, leave, kick and disband now update in real time
- Party Finder updates automatically without page refresh
- Party member activity (combat, skills, region) updates live
Party Synergy Rework
Party bonuses now require members to be in the same region.
When players train the same skill in the same area:
- Speed bonus activates
- XP bonus activates
- A purple synergy indicator appears on skill pages
Marketplace Improvements
The marketplace received a usability overhaul.
- Search bar added to Sell tab
- Category and sub-category filters added
- Search added to My Listings
- Duplicate listings now update the existing listing instead of creating another
System Stability & Anti-Duplication
Several backend protections were added to improve long-term stability.
- Item duplication race condition fixed
- Server-side anti-duplication validation added
- Enhancement data saving system rebuilt
- Profile page crash fixed
Alpha Upholder Premium Badge
Alpha supporters now have a unique premium badge design.
- Gold gradient badge with crown icon in chat
- Animated gold border on profile page
- Supporter banner in badge details


Development is moving quickly and more systems are being expanded.
Play the game: https://idlethrone.com

Something unexpected happened today.
A player just purchased the Idle Throne Founder Pack…
and instead of paying the $3 price, they chose to send $10.

For a big studio this might not sound like much. But for a solo developer building a browser MMO, it means a lot.
Idle Throne is still growing step by step, systems, dungeons, combat and multiplayer features are constantly evolving with player feedback. Seeing someone support the project this early is a strong reminder that people believe in what this world can become. Huge thanks to Magnimoth for becoming one of the very first supporters of Idle Throne. Early supporters will receive special recognition in the community and help shape the future of the game. If you enjoy the game and want to support development, you can do so here:
Play Idle Throne: https://thronecreator.itch.io/idlethrone
Even small support helps keep development moving forward.
And if more supporters appear…
this world will grow much faster.
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.
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.

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)



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.

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.

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.



