Emberroost beside other idle games

The simple version of each game's loops, drawn the same way as Emberroost's. Scroll or pinch to zoom, drag to move, double-click to fit. Emberroost's charts · Text version · Playtest notes: 2hd

resource activity / system automation lasting bonus / progress prestige

Side by side

From each game's basic design as commonly played; details shift between versions.

GameMain currencyWhat makes itWhat grows itAutomationResetsIts hook
EmberroostGold (plus essence, Lore and ~15 more)Dragons, each one differentBreeding better genes, the Lair, magicLair buildings, spiritsRefound → ascend → riftReal genetics; wall-clock waits; dragons do jobs
Cookie ClickerCookiesClicking, then buildingsMore buildings and upgradesNot needed: it is all passiveAscensionGolden cookies; sugar-lump minigames
AdVenture CapitalistMoneyBusinessesBuying more of each businessManagersAngel investorsOwnership milestones speed businesses up
Egg, Inc.MoneyChickens laying eggsRoom, shipping and researchBuilt inSoul eggs, then enlightenmentBottlenecks: housing vs shipping; co-op contracts
Antimatter DimensionsAntimatterEight dimensions, each making the one belowTickspeed and resetsAutobuyers, earnedBoosts, galaxies, infinity, eternity, realityLayer upon layer of resets
Kittens GameMany (catnip, wood, science…)Kittens given jobsBuildings, technology, craftingJobs run on their ownReset for karma and paragonA web of resources; seasons
Melvor IdleItems and goldSkills, one at a timeLevels, mastery, gearOne skill runs offlineNoneSkills feed each other, RuneScape-style
Legends of IdleOnCoins, materials, dropsUp to 10 characters at onceAccount-wide bonuses from every systemEvery character idles at its jobNone overallMany characters feeding one account; new worlds add skills

Emberroost

For reference: the simple version from the main page.

flowchart TD
  DR["Dragons"]:::sys
  GO(["Gold"]):::res
  VI(["Vigor"]):::res
  ES(["Essence"]):::res
  WA(["Warmth"]):::res
  SU(["Food · Soap · Toys"]):::res
  LO(["Lore"]):::res
  BR["Breeding"]:::sys
  EG(["Eggs"]):::res
  CA["Care"]:::sys
  EX["Expeditions"]:::sys
  DE["Deeds"]:::sys
  MA["Magic"]:::sys
  LA["Lair buildings"]:::sys
  BO{{"Bonuses"}}:::perm
  GW["The Great Work"]:::pre
  PR["Prestige
start a new roost stronger"]:::pre DR --> GO DR --> VI DR --> ES DR --> WA GO --> BR VI --> BR BR --> EG WA -->|"hatches"| EG EG -->|"more dragons"| DR VI --> EX VI --> DE EX -->|"wild eggs"| EG EX -->|"relics"| BO DE --> GO DE --> SU SU --> CA CA -->|"happier dragons"| DR BR -->|"new looks"| LO ES --> MA LO --> MA MA --> BO GO --> LA LA --> BO BO -->|"earn more"| DR MA --> GW EX --> GW GW -->|"Elder Wyrm"| DR GW --> PR PR --> BO

Dragons > Gold, Vigor, Essence, Warmth

Gold + Vigor > Breeding > Eggs > Warmth > more Dragons

Breeding > New looks > Lore

Vigor > Expeditions, Deeds > Wild eggs, Relics, Food, Soap, Toys

Food, Soap, Toys > Care > Bond > more Gold, Vigor

Gold > Lair buildings > Supplies, Bonuses

Essence + Lore > Grimoire > Bonuses > more Gold, Essence

Shed scales > Workshop > Gear, Rune stones > better Expeditions, Sigils

Sigils + Lore > Skyport > Sky Isles > Wyrm eggs > Elder Wyrm > Great Work

Great Work > Starscales, Embers > Prestige > a stronger roost > Dragons

AdVenture Capitalist

The plainest loop of the set: buy businesses, hire managers, reset for angels.

flowchart TD
  MO(["Money"]):::res
  BU["Businesses
lemonade stand → oil company"]:::sys MS{{"Ownership milestones
25 · 50 · 100 ..."}}:::perm MA["Managers"]:::auto UP["Upgrades"]:::sys AN(["Angel investors
+2% each"]):::res RS["Reset"]:::pre AU{{"Angel upgrades"}}:::perm PL["New planets
Moon · Mars"]:::sys BU --> MO MO --> BU BU --> MS MS -->|"faster"| BU MO --> MA MA -->|"runs while away"| BU MO --> UP UP -->|"profit x"| BU MO -->|"lifetime earnings"| AN AN --> RS RS -->|"start over richer"| MO AN -->|"spent"| AU AU --> BU MO --> PL PL -->|"the same loop again"| BU

Businesses > Money > more Businesses

Businesses > Ownership milestones > faster Businesses

Money > Managers > Businesses run while away

Money > Upgrades > Profit multipliers

Lifetime earnings > Angel investors > Reset > Money

Angels > Angel upgrades (spending them loses their bonus)

New planets > the same loop again

Egg, Inc.

The closest to Emberroost: living things make the money, and the game is about its bottlenecks.

flowchart TD
  TA["Tapping · hatchery"]:::sys
  CH["Chickens"]:::sys
  EG(["Eggs"]):::res
  SH["Shipping
vehicles"]:::sys MO(["Money"]):::res HA["Habs
room for chickens"]:::sys RE["Research"]:::sys ET["Next egg type"]:::sys GE(["Golden eggs"]):::res ER{{"Epic research · boosts"}}:::perm CO["Contracts
co-op"]:::sys PR["Prestige"]:::pre SO(["Soul eggs
% earnings"]):::res PE(["Prophecy eggs
stronger soul eggs"]):::res RO["Rockets"]:::sys AR{{"Artifacts · stones"}}:::perm TA --> CH CH --> EG EG --> SH SH --> MO MO --> HA HA -->|"more chickens"| CH MO -->|"more vehicles"| SH MO --> RE RE --> CH RE --> EG MO -->|"farm value"| ET ET -->|"eggs worth more"| EG GE --> ER ER --> CH CO --> GE CO --> PE MO -->|"farm earnings"| PR PR --> SO PE --> SO SO -->|"earn more"| MO GE --> RO RO --> AR AR --> EG

Tapping > Chickens > Eggs > Shipping > Money

Money > Habs > more Chickens

Money > Vehicles > more Shipping

Money > Research > more and better Eggs

Farm value > next Egg type > Eggs worth more

Contracts > Golden eggs, Prophecy eggs

Golden eggs > Epic research, Boosts, Rockets > Artifacts

Prestige > Soul eggs > earn more (Prophecy eggs make each one stronger)

Kittens Game

A village economy: workers with jobs, a web of resources, and technology that opens more of it.

flowchart TD
  CN(["Catnip"]):::res
  KI["Kittens
need huts"]:::sys JO["Jobs
woodcutter · farmer · miner · scholar ..."]:::auto RS(["Wood · minerals · science
furs · faith ..."]):::res BU["Buildings"]:::sys TE["Technologies"]:::sys CR["Crafting
beams · slabs · plates ..."]:::sys LU(["Luxuries
furs · ivory · spice"]):::res HP{{"Happiness"}}:::perm TR["Trade with other races"]:::sys RE["Religion"]:::sys SE["Seasons · weather"]:::sys RT["Reset"]:::pre KA{{"Karma · paragon
metaphysics"}}:::perm CN -->|"feeds"| KI KI --> JO JO --> RS JO --> CN RS --> BU BU -->|"room · storage · output"| KI RS -->|"science"| TE TE -->|"unlocks"| BU TE --> CR RS --> CR CR --> BU LU --> HP HP -->|"work faster"| JO RS --> TR TR --> LU RS -->|"faith"| RE RE --> JO SE -->|"catnip up or down"| CN KI -->|"kittens at reset"| RT RT --> KA KA --> JO

Catnip > Kittens > Jobs > Resources

Resources > Buildings > room, storage, more output

Science > Technologies > new Buildings, Crafting, Jobs

Resources > Crafting > advanced Buildings

Trade > Luxuries > Happiness > Jobs work faster

Faith > Religion > bonuses

Seasons > Catnip up or down

Reset > Karma, Paragon > permanent bonuses

Melvor Idle

No prestige: skills feed each other, and combat is where most of it ends up.

flowchart TD
  GA["Gathering skills
woodcutting · fishing · mining · thieving · farming"]:::sys RM(["Raw materials"]):::res AR["Artisan skills
smithing · cooking · crafting · fletching
herblore · runecrafting · summoning"]:::sys GE(["Gear · food · potions · runes"]):::res CO["Combat
dungeons · slayer"]:::sys LO(["Loot · gold"]):::res SH["Shop
bank space · upgrades"]:::sys XP{{"Skill levels"}}:::perm MA{{"Mastery
per item · pool bonuses"}}:::perm SU["Support skills
agility · astrology · township"]:::sys GA --> RM RM --> AR AR --> GE GE --> CO CO --> LO LO -->|"rare materials"| AR LO --> SH SH --> GA GA --> XP AR --> XP CO --> XP XP -->|"new things to do"| GA XP --> AR GA --> MA AR --> MA MA -->|"faster · more"| GA SU -->|"bonuses"| GA SU --> AR SU --> CO

Gathering > Raw materials > Artisan skills > Gear, Food, Potions, Runes

Gear, Food, Potions > Combat > Loot, Gold

Loot > rare materials > Artisan skills

Gold > Shop > bank space, upgrades

Every action > Skill levels > new things to do

Every action > Mastery > faster, more

Support skills > bonuses to the rest

No prestige: progress is levels and gear

Legends of IdleOn

Many characters at once, each idling at one thing, all feeding bonuses shared across the whole account. Each new world adds skills that feed the old ones.

flowchart TD
  CH["Characters
up to 10, each a class"]:::sys AFK["Each idles at one thing
a monster or a skill"]:::auto FI["Fighting"]:::sys SK["Gathering skills
mining · choppin · fishing · catching · trapping"]:::sys DR(["Coins · drops · cards"]):::res MT(["Materials"]):::res AN["Anvil · smithing"]:::sys GE(["Gear"]):::res AL["Alchemy
bubbles · vials"]:::sys ST["Stamps · statues
post office · obols"]:::sys AW{{"Account-wide bonuses"}}:::perm TA{{"XP → levels · talents · star signs"}}:::perm WO["New worlds
construction · worship · cooking · breeding
lab · sailing · divinity · gaming
farming · sneaking · summoning"]:::sys CH --> AFK AFK --> FI AFK --> SK FI --> DR FI --> TA SK --> MT SK --> TA MT --> AN AN --> GE GE -->|"stronger"| CH DR --> ST MT --> ST DR --> AL MT --> AL AL --> AW ST --> AW DR -->|"cards"| AW TA --> CH AW -->|"every character faster"| CH FI -->|"beat bosses · open the next"| WO MT --> WO WO --> AW

Characters > each idles at Fighting or a Skill

Fighting > Coins, Drops, Cards, XP

Skills > Materials, XP

Materials > Anvil, Smithing > Gear > stronger Characters

Drops, Materials > Alchemy, Stamps, Statues > Account-wide bonuses

Account-wide bonuses > every Character faster

Each new World > new Skills > more Account-wide bonuses

No full reset: growth is more characters and more stacked bonuses