It’s hard to believe, but it’s been a full year since IdleMMO launched. Time really has moved quickly! Let’s take a moment to pause and reflect on how far we’ve come. We’ll take a look at the features we’ve added over the past year and some of the key stats along the way.
Let’s start with the numbers.
Stats
- The game has seen over 340,000 new accounts (not characters) in the first year.
- More 436,000 characters have been created in total.
- 3,582 accounts have been banned – more than 90% of them are due to auto clicking or scripting. We are pending a ban-wave soon so this could easily reach beyond 4,000 by the end of the year.
- At it’s peak, our server handled over 38,000,000 web server requests in a single day – the single highest day we’ve ever received across all of our games. A server request is simply whenever you load up a page, or press a button in the game that required something on your game to be updated. So that happened over 38 million times within a mere 24 hours.
- Only 65% of active users only have one character – proving that the game is entirely playable without the use of alts. In fact, this was much lower (around 80%, but our recent change to introduce trade-limited character classes changed that somewhat)
- A total of 4,953,111,216 items have been gathered. With mining taking the top spot at 2,327,876,420 items gathered (thanks to sweet sweet coal!)
- Players have spent a combined total of 26,956,104 hours doing actions. Or… in other words… 1,123,171 days. That’s enough time for us to go back to 1051 BC.
- We’ve updated the game 122 times. That’s an average update every 3 days. Say what you want about the game – but you can’t deny that we are constantly try to keep things fresh!
Now, let’s talk about the features. Over the past year, we’ve added quite a bit to IdleMMO. While the overall UI design hasn’t changed much, there’s been a steady stream of new features introduced to the game.
If it’s been a while since you last played, here’s a quick rundown of the bigger updates. Covering every little change would take a while, but if you’re curious, you can always check out our full patch notes here.
Yule Fest Campaign (December 2023)
Not long after launch, we introduced our first seasonal campaign – Yule Fest – to celebrate the winter holidays. During this event, players could take part in unique activities like building snowmen and complete a time-limited campaign to earn the highly sought after Snowrunner pet.
Removed Alt Character Trade Restrictions (January 2024)
We removed the trading restrictions between alternate characters, making it easier for players to get more out of their alts. This change encouraged many to create additional characters. That said, the game has always been designed to be fully playable with just one character, and that remains at the core of our approach.
Exhaustion Effect (January 2024)
Early on, we noticed a worrying trend: a small group of players were disrupting their sleep schedules to maximize efficiency and avoid losing any experience points in a day. To address this, we introduced the “exhausted” effect, which applies negative effects to characters who play for too long. Initially, this kicked in after 18 hours of gameplay, but we later extended it to 20 hours to strike a better balance.
This was implemented as a temporary solution until we introduce more ways to increase your idle times – something that we wish to explore soon. Once it’s possible to increase your idle times – the exhaustion mechanic will be removed entirely from the game.
Idle Time Increase (January 2024)
We increased the idle time of Main Characters by 20 or 40 minutes depending on their membership status.
Pet Mastery Skill (February 2024)
To make pets even more rewarding to use, we introduced the Pet Mastery skill. This skill improves as you send your pets into battle and, in turn, boosts their stats. The higher your Pet Mastery level, the stronger your pets become.
New Classes (February 2024)
We added four new classes designed around primary skills rather than combat: Chef, Miner, Angler, and Lumberjack. Each class provides a small advantage when performing its specific activity.
Valenfair Campaign (February 2024)
To celebrate Valentine’s day, we introduced a “mini seasonal campaign” meaning it didn’t function like a usual seasonal campaign (with new enemies, dungeons, etc), instead it was simply a regular campaign that only ran for a few weeks.
Guilds (March 2024)
One of the most anticipated updates was the introduction of guilds, allowing players to team up and collaborate to improve their guild’s overall standing.
The guilds update was extensive – too much to cover in detail here – but here’s a quick overview of what it included:
Guild Levels – Grants added benefits, like expanding member capacity and the ability to generate more challenges.
Raids – Collaborative events that are organized by the guild leader.
Challenges – Serve as the primary way to obtain marks by exchanging specific in-game items for marks and experience.
Guild Mastery Level – A persistent game level that remains with the character even if they leave a guild. It serves as a testament to a player’s dedication to supporting the guilds they join.
Shrine of the Old Gods (March 2024)
The shrine was introduced as a way for the community to come together, contributing in-game gold to unlock rewards for everyone. Once a tier was reached, the entire player base would enjoy an EXP boost for a few hours afterward.
iOS App (March 2024)
The long-awaited iOS app was finally released, giving players the convenience of playing directly on their device without needing a browser.
Pet Battle Rework (April 2024)
We noticed that pet battles weren’t being used much, largely because the process felt tedious and unrewarding. To change that, we decided to streamline the system with a rework. After the update, pet battles became much simpler – just press a button, and your pets would start battling, returning only when fully defeated. This simplicity made the system far more appealing, leading to more people using it.
Pet Hunting (April 2024)
We added a feature that allowed players to send their pets on hunts, letting them gather resources or fight enemies without interrupting the player’s current actions. However, the feature didn’t catch on widely, as it was mostly used by players focused on maximizing every possible gain. As a result, it was removed in a later update.
Guild Announcements (May 2024)
The Announcements feature was introduced to help guild leaders communicate directly with their members in-game. It became especially useful for celebrating achievements or coordinating events within the guild.
Ombric Uprising Campaign (May 2024)
In May, we launched our second global campaign. Unlike seasonal campaigns, global campaigns are permanent additions to the game. Players can switch between available campaigns whenever they like, so there’s no pressure to complete it quickly – it’ll always be there waiting.
Android App (May 2024)
In May, we released the Android app, arguably the most highly anticipated addition to IdleMMO. Many players, especially casual ones, prefer not to play in a browser, making the app a welcome change
Since its launch, the player base has grown significantly. The organic discovery potential of apps on the Play Store has played a major role in bringing new players to the game.
Push Notifications (June 2024)
After a challenging development period, we successfully implemented push notifications for the web app. This feature was later rolled out to both the iOS and Android apps in subsequent updates.
Badges (June 2024)
To make it easier to see a player’s accomplishments at a glance, we introduced badges. These are awarded when specific criteria are met, such as reaching level 100 in a particular skill, and serve as a quick showcase of achievements
Guild Activity (June 2024)
To support guild leaders in managing their members and tracking contributions, we introduced the Guild Activity feature. This tool provides a detailed list of each member’s recent activity, making it easier to stay informed and coordinate efforts.
Tutorial (June 2024)
Despite making the game as intuitive as possible, we recognized that we needed to work on on improving the onboarding experience, especially for players new to the idle genre. We introduced a simple yet effective tutorial designed to guide new players through the basics, making it easier for them to get started and feel at home in the game.
Performance Improvements (June 2024)
Performance updates don’t usually get much attention, but this one was significant enough to affect everyone. After extensive work on the game’s back-end architecture, we managed to bring server latency down from 147ms to just 18ms – a dramatic improvement that everyone caused almost everyone to feel a difference.
Shrine Blessing (June 2024)
To add a little surprise bonus for players donating to the shrine, we introduced the “Blessing of Xethia.” Players who donate more than 100 gold receive this blessing, which provided a temporary 5% EXP boost to all primary skills.
Trading (July 2024)
Before this update, trading was limited to the market, which made it cumbersome to complete transactions directly with a specific player. To address this, we introduced a direct player-to-player trading system, making it much easier to trade without relying on the market.
Forge UI Rework (July 2024)
The forge UI page was very difficult to navigate pre-update due to it being poor in performance, and simply poor in trying to find the item a user wishes to craft. We improved this page by compacting the elements into a grid-based layout, and introducing a filter that allows people to quickly search what they are looking for.
Moonlit Festival Campaign (July 2024)
As part of the summer festivities, we introduced the “Moonlit Festival” seasonal campaign – a unique, lore-driven event. The campaign ran for two weeks.
Market History (August 2024)
To make it easier for players to track an item’s market history, we added a historical chart to the item inspection page. This chart displays the item’s price trends over the past 30 days.
Battle Rework (October 2024)
We realized the battle system needed a rework because the old system was too hands-on for most of our casual player base. While we understand the importance of having “active” elements in the game, making them a fundamental part of gameplay created issues, especially for players who preferred to log in briefly every few minutes and then log off. The old battle system made this difficult, causing them to miss out on a core aspect of the game.
Additionally, the system had deeper flaws that were almost impossible to address. It left significant parts of the game, like equipment and food, ineffective.
To tackle these problems, we completely overhauled the battle system and transitioned it to an idle format. While we know some in the community weren’t thrilled about the change, it was a necessary step to resolve the issues and better support the way most players engage with the game. For a deeper dive into the problems with the old system, you can check out our blog post here.
Stances (October 2024)
As part of the battle rework, we identified a key issue: a character’s combat level often didn’t align with their actual “power level.” It was entirely possible for a character to achieve a high combat level while remaining relatively weak. This disconnect stemmed from the way stat experience was handled – it wasn’t earned through battles but exclusively through primary skills.
We addressed this by introducing stances, giving players the ability to choose which stat they want to focus on and gain experience for during battles.
New Classes (October 2024)
We introduced two new trade-locked classes: Cursed and Banished. These characters are entirely restricted from interacting with the market. In a later update, we added a new option for players with trade-locked characters, allowing them to bypass the usual limit of having only three active alternate characters at a time.
Namestone and Metamorphite (October 2024)
We introduced the Namestone and Metamorphite item as a way for players to change their character name or class.
Two-factor Authentication (October 2024)
To enhance account security, we introduced two-factor authentication, requiring a verification code for all logins from unknown IP addresses.
Eve of Shadows Campaign (October 2024)
To celebrate Halloween, we introduced the seasonal Eve of Shadows campaign that ran for two weeks.
Character Metrics (October 2024)
We added a feature that lets players view their character’s metrics, such as total playtime and the number of items gathered. Players can also view and compare these metrics with other characters, adding a competitive and fun way to track progress.
Weekly Experience Chart (October 2024)
We’ve replaced the level chart with a weekly experience chart, showing the total EXP gained over the past week. The previous level chart didn’t offer much value, especially at higher level, hence the change.
Guild Seasons (November 2024)
Guild seasons were introduced to bring a competitive edge to guilds. Each season lasts 60 days, with rankings determined by the total experience gathered by a guild during that time. At the end of the season, the top 25 guilds earn rewards based on their final standings.
Enemy Scaling (November 2024)
To address concerns about the new battle system, we introduced an option to scale enemies to match a player’s combat level. In return, players receive increased EXP rewards and a magic find boost, which improves the chances of finding rarer loot.
Shrine Improvements (November 2024)
Previously, shrine boosts could only be obtained at the exact moment the shrine was activated. This created an unfair disadvantage for players in less common time zones, who often missed out on these boosts.
We addressed this by revamping the shrine boost system. Players can now manually apply the boosts to their characters any time after a shrine tier is reached, up until the shrine resets. This change ensures everyone can benefit from the boosts, regardless of their time zone.
Power Hunting (November 2024)
We added a new, entirely optional feature to the hunting mechanic called “Power Hunting.” When enabled, this feature allows players to hunt interactively for a short time. During this period, enemies appear on the screen, and players can tap them to add the enemies directly to their character’s enemy list.
Equipment Balancing (December 2024)
With the battle rework making enemies significantly stronger, we realized that equipment had become far less effective. To address this, we applied sweeping buffs to all the equipment For instance, the maximum attack power of swords was increased from 250 to 400 – a 60% boost. This change helped make equipment more impactful in battles.
Closing Thoughts
It’s been a busy and eventful year, filled with both challenges and achievements. Reflecting on everything we’ve accomplished while writing this, it’s clear we’ve achieved far more than I thought was possible – especially considering this list only covers the major updates.
Looking ahead, I’m hopeful the next 12 months will be just as productive. We’ve got plenty in the pipeline, as outlined in our public roadmap, and with the upcoming seasonal campaign, Yule Fest, there’s always something exciting on the horizon.
Through it all, our focus remains the same: to create a bloody good game.
Thanks for sticking around!