Info about Underworld Idle:

Official game description:
WISHLIST MY NEW GAME!
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About the Game
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Underworld Idle is an idle game about underworld management.  
The basic mechanics: higher-order units create lower-order units. If you've played games like Swarm Simulator or Antimatter Dimensions, you should be familiar with these mechanics. However, in Underworld Idle I present my own take on these mechanics.
Game Features
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*   Factions (demons, undead, utopians, and blackseekers). Each faction is responsible for producing its own resource.  
*   Mechanics of creating units. For example, higher demons create lower demons, and so on. The same about units of undead, drowners and warlocks.  
*   Infinite progression. Start with a small number of resources and expand into a long list of units and huge numbers.  
*   Infernal Contracts - Prestige Mechanics.  
*   A variety of locations: lab with energy crystals, junkyard, library with grimoire (containing dark spells).

Release date: Feb 2, 2023

Categories: Idle Game, Incremental Game, Resource Management, Automation Game, Prestige System, Dark Fantasy, Pixel Art Style, Free-to-Play

Feature scans:
- MTX: score 95; verdict: Predatory Pay-to-Win; summary: The user reviews overwhelmingly indicate a predatory pay-to-win monetization model. Players report an elaborate microtransaction menu selling permanent power-ups, intentionally gated progression designed to force spending, and aggressive cash shop pressure. The game is free-to-play with premium currency and paid DLC that accelerate progress, leading many to describe it as a cash grab. According to the scoring criteria, this falls into the 81-100 predatory range.

- Hardware Profile: No data
Feature extractions:
- Community Price:
  - Community fair range: $10.00 - $20.00
  - Reasoning: The only explicit price anchor is a reviewer saying they would have tolerated a $30 price tag if the game had avoided pay-to-win and poor pacing, which sets a plausible upper bound near $30. However, multiple reviewers state the game is not worth playing or paying for, especially without microtransactions or tools, and the positive review values it mainly for unique gameplay and art rather than a premium price. Balancing the positive gameplay value with the widespread value complaints, the community's fair base-game range is roughly $10 to $20.
- Playtime Metrics:
  - Game completion: 500.0h
  - Story completion: N/A
  - Session length: 0.5h
  - Endgame: 600.0h
  - Reasoning: Game completion: one reviewer ties the last achievement to 500 hours, and another says 150 hours still feels like the start, so full completion is placed at about 500 hours. Endgame: a separate report reaches lategame and maxes prestige systems around 600 hours, supporting 600 hours for endgame content. Session length: the half-hour active start after a reset gives a representative active session of about 0.5 hours; other reports mention shorter 7-8 minute runs or 5-10 minute check-ins, so this is approximate. Story completion is null because the game is described as pure progression with no story.
- Time-to-fun:
  - Summary: Underworld Idle is reported as a slow, friction-heavy idle game that becomes rewarding for some players once systems click and production automates, but many others report it never becomes fun or turns boring after early play.
  - Stance: Clicks after
  - Anchor: When the systems click and the production chain starts running automatically
  - Time to anchor: N/A
  - Friction: slow progression and stilted pacing; energy-dependent and time-gated currencies; weak or missing offline progression in some reports; monetization pressure and pay-to-win packs; rough learning curve and unclear mechanics at first; repetitive clicking and limited autobuy
  - Unlock drivers: understanding the mechanics until systems click; automated production chain producing resources on its own; manual boosting of every progression facet; prestige layers and multiple factions adding varied progression; offline accumulation when it functions; active focus on optimization and long-term goals
  - Conditions: Enjoyment depends on liking optimization, long-term progression, automation, and huge numbers.; Players need patience for a slow start and later grind.; Active play is often required because idle progression is limited or unrewarding.; Willingness to wait or pay for tokens, batteries, and progression boosts affects pacing.; Focus and game knowledge help with achievements and midgame progression.; Tolerance for a repetitive idle loop is necessary.; Later arenas and worlds are hidden behind the early game.
- Player Archetypes:
  - Idle Optimization Enthusiast (buy)
    - Motivation: Optimizing an increasingly powerful production network and making steady background progress.
    - Playstyle: Leaves the game idling in the background while actively tuning production chains and resets.
    - Experience: veteran
    - Purchase stance: buy
    - Labels: N/A
    - Reference games: Adventure Capitalist
  - Time-Conscious Idle Player (no buy)
    - Motivation: Getting meaningful progress without excessive grinding or hundreds of hours.
    - Playstyle: Looks for offline progression and efficient advancement, avoids long active grind sessions.
    - Experience: mixed
    - Purchase stance: no buy
    - Labels: N/A
    - Reference games: Task Bar Hero
  - Achievement Completionist (no buy)
    - Motivation: Completing achievements and 100% progress despite the grind.
    - Playstyle: Grinds long sessions for specific achievements, then often stops immediately after earning them.
    - Experience: veteran
    - Purchase stance: no buy
    - Labels: achievement hunter
    - Reference games: N/A
  - Monetization-Sensitive Free Player (no buy)
    - Motivation: Avoiding pay-to-progress and not supporting greedy monetization in a free game.
    - Playstyle: Plays free, refuses paid boosts, and criticizes offers that skip grind.
    - Experience: familiar
    - Purchase stance: no buy
    - Labels: N/A
    - Reference games: N/A


Below are summaries of things people say about the game per category.
Each point is assigned a weight that represents how often it is mentioned across all reviews.
What players like:
- Acclaimed Art Style (weight 0.31): Many players praise the game's visually appealing art, with specific mentions of the pleasant and well-crafted pixel art. The use of shapes and colors is highlighted as a strong positive.
- Top-Tier Idle Game (weight 0.3): Several reviewers consider this one of the best idle or incremental games available, comparing it favorably to established titles like NGUIdle. It is highly regarded within its genre.
- Generally Positive Reception (weight 0.23): The overall sentiment is very positive, with many reviewers simply stating they like the game and find it good or great. There is a broad appreciation for the game as a whole.
- Engaging and Addictive (weight 0.2): The game is frequently described as captivating, keeping players engaged for long periods and making time fly. It is seen as a fun and effective time-waster.
- Good Features and Concepts (weight 0.13): Reviewers appreciate the nice features and cool concepts that the game presents. The premise and core ideas are considered appealing and well-executed.
- Charming and Potential (weight 0.13): The game has its own charm and is seen as fun with depth, showing potential for future development. Many find the premise appealing and believe it has room to grow.
- Slow but Satisfying Progression (weight 0.09): The progression is noted to be slow, but this is often described as leading to a delightful and incredibly satisfying experience. The pace is seen as a positive aspect by many.
- Deep Upgrade Systems (weight 0.09): The game offers a lot of horizontal progression through varied upgrades and prestige systems, ensuring there is always something to improve. This depth provides new bonuses and speeds up progress.
- Offline Progress Feature (weight 0.08): A specific feature praised is the offline progress system, where resources continue to accumulate even when the game is closed. This is seen as a beneficial addition to the idle experience.
- Requires Patience (weight 0.08): Some reviewers note that the game is best suited for patient players, as it is fine or not bad if you have patience. This suggests the game's pacing may not appeal to everyone.
- Simple and Fun (weight 0.08): The game is described as silly, simple, and funny, offering an enjoyable and uncomplicated experience. Its simplicity is seen as a charm point by some players.

Common complaints:
- Slow progression pace (weight 0.42): Progression is very slow, becoming extremely lengthy over time and making the game boring. It feels agonizingly slow without purchases.
- Minimal offline progression (weight 0.28): Many players report that offline progression is extremely limited or absent, offering little incentive to check in daily. Offline rewards remain almost nothing even after upgrades.
- Strongly pay-to-win (weight 0.28): The game is perceived as heavily pay-to-win, with progression nearly impossible without spending money. Microtransactions are aggressively pushed.
- Boring and repetitive (weight 0.25): The game becomes boring, tedious, and too repetitive after a while. Many find it uninteresting and lacking engagement.
- Requires active play (weight 0.23): The game demands constant active clicking and babysitting, especially in the first few months, contradicting its idle game label. Progress is heavily gated behind active input.
- Excessive grinding (weight 0.18): Players describe the game as a pure grind with repetitive tasks that become tedious. Grinding is a core and often criticized aspect.
- Lacking content (weight 0.14): Content is not abundant, with not much to do or unlock. There is a lack of exciting developments or meaningful progression.
- Clipboard writing issue (weight 0.13): The game randomly writes saves to the clipboard without permission, even in the background. This cannot be turned off.
- Prestige lacks progress (weight 0.09): Prestige mechanics do not feel rewarding, with progression after prestige being painfully slow. This discourages continued play.
- Massive time sink (weight 0.09): Completing achievements or reaching 100% requires a monumental time investment, often taking forever. It is a significant time sink.
- Lack of motivation post-100% (weight 0.08): After obtaining all achievements, players lose motivation to continue even though content remains to unlock. This suggests weak endgame retention.
- Unoriginal and shallow (weight 0.08): The game is not revolutionary or mind-blowing, and feels less fleshed out compared to other idle games. It lacks depth and innovation.
- Poor game balance (weight 0.08): The balance is not perfect and often feels badly tuned, affecting overall enjoyment and progression fairness.
- Requires external guides (weight 0.08): Players need to read Steam guides to understand the game, indicating poor in-game explanation or onboarding.
- Factions underutilized (weight 0.07): The different factions are not used in a meaningful or compelling way, making the concept feel shallow.

Gameplay feedback:
- Multiple prestige layers available (weight 0.3): Players note that prestige systems exist across categories, with additional prestige layers unlocked later, each making the player stronger. Ashes and prestige points are the prestige currencies.
- Multiple factions including warlocks (weight 0.3): Reviewers mention multiple factions such as demons, undead, warlocks, and others. Four major factions are commonly listed, and new factions can be unlocked through progression.
- Idle clicker hybrid gameplay (weight 0.23): The game blends idle and clicker mechanics, with some reviewers emphasizing clicker over idle. It includes runs, upgrades, and exponential progression.
- Grindy idle RPG progression (weight 0.22): The game is an idle RPG with a heavy grind and offline progression rewards. Progression gates features and requires significant grinding to unlock, including reaching Warlocks.
- Free underworld management idle (weight 0.22): It is a free-to-play idle game where the player manages an underworld or hell-themed dungeon. Some note pay-to-win elements.
- Incremental strategy with prestige (weight 0.2): The game is described as an incremental strategy title that layers prestige mechanics on top of active input and in-app purchases. Multiple reviewers highlight its incremental nature and prestige-driven progression.
- Build armies of creatures (weight 0.14): Players build and train armies of demons, undead, deep ones, and dark magic creatures. This is a core part of the underworld management.
- Token shop with artifacts (weight 0.13): Tokens are used in a shop for artifacts, gears, and batteries. Some items help early game but become obsolete later.
- Prestige currency buys permanent upgrades (weight 0.12): Prestige currency is used to purchase permanent upgrades that persist across resets. This is a core progression loop.
- Microtransactions speed up progress (weight 0.11): Paid microtransactions and power-ups offer permanent acceleration of progress. A microtransaction menu contains multiple such items.
- Limited offline progression (weight 0.11): Offline progression exists but is minimal, often only granting energy. Some players find it insufficient for meaningful advancement.
- Minimal interaction idle rewards (weight 0.08): The game requires minimal interaction, such as clicking a few things each login, and offers offline rewards. This suits players seeking low-effort progression.
- Higher-tier units spawn lower-tier (weight 0.08): Units of a higher order can create units of lower order, enabling automated production chains. This mechanic supports idle progression.
- Demons, contracts, runes, factions (weight 0.08): The game features demons, contracts, runes, and factions. These elements flesh out the dark fantasy setting.
- Varied locations and themes (weight 0.07): Locations include a laboratory with energy crystals, a junkyard, and a library tied to grimoires and dark magic. These add thematic variety.
- Daily rewards system (weight 0.07): The game includes daily rewards and check-in bonuses. These provide regular incentives to log in.
- Achievements collectible (weight 0.07): Achievements are present and can be collected. They add goals for players to pursue.
- Energy regenerates over time (weight 0.07): Energy slowly recharges over time, acting as a soft gate for actions. This is a common idle game mechanic.
- Donation elements present (weight 0.07): Similar to other idle games, it includes donation elements. These are optional ways to support the game.

Performance notes:
- Clipboard Corruption from Running Game (weight 0.12): Multiple reports indicate that the game interferes with the system clipboard, causing random text to appear when copying and pasting, and even writing saves to the clipboard. This issue persists while the game is running and cannot be turned off.
- Crashes and Progress Loss (weight 0.05): Players experience significant crashes that result in loss of progress, which can be highly frustrating. This is a critical stability issue that needs addressing.
- Lightweight and Accessible Performance (weight 0.05): The game is extremely lightweight and runs well on modest computer hardware, making it accessible to a wide range of players. This is a positive aspect that enhances its appeal.

Recommendations:
- Negative Recommendations (weight 0.49): Multiple reviewers explicitly advise against playing the game, stating it is not worth the time or money and suggesting better alternatives. Common sentiments include 'don't play this' and 'not recommended'.
- Recommended for Genre Fans (weight 0.27): Many reviewers recommend the game specifically to fans of clicker and idle games, noting it appeals to those who enjoy the genre. They suggest giving it a try if you like such games.
- Pay-to-Win Concerns (weight 0.2): The game is criticized for being strongly pay-to-win, with microtransactions that can cost as much as a AAA game. Some reviewers advise against spending money on it.
- Worth Trying Despite Flaws (weight 0.16): Several reviewers think the game is worth a try, even if it has issues, especially since it is free. They suggest attempting it before making a final judgment.
- Time Investment Required (weight 0.14): The game demands a significant time commitment, with some reviewers warning that it can consume many hours or even become a lifelong game. It may not be suitable for those seeking a quick experience.
- Technical and Progression Issues (weight 0.14): Some reviewers cannot recommend the game due to technical problems like repeated progress loss and lack of offline progression. The auto-save copying to clipboard is a notable drawback.
- Target Audience Fit (weight 0.14): The game is ideal for players who enjoy optimization, long-term progression, automation, and incremental systems. It appeals to those who find repetition and slow advancement relaxing.
- Slow Progression Pacing (weight 0.14): The pacing is slow, which may appeal to patient players but is not recommended for those who dislike slow progression. Progress can feel minimal even with frequent check-ins.
- Suggest Alternative Games (weight 0.13): Reviewers recommend playing other idle games instead, such as Realm Grinder, Task Bar Hero, or Unnamed Space Idle, indicating there are superior options available.
- Casual Relaxing Experience (weight 0.13): The game is suitable for short breaks and casual, relaxing play, ideal for unwinding without deep immersion. It is great for playing at your own pace.
- Guide and Strategy Needed (weight 0.13): Players may need to look up strategies or join a Discord to optimize progress, as the game can be complex without external help. Some suggest using cheats or autoclickers.
- Difficulty and Audience Division (weight 0.11): The game is rated differently based on experience: 9/10 for idle game lovers, 7/10 for side enjoyers, and 6/10 for newcomers. Experienced players may find it dull, while newcomers may get limited enjoyment.
- Developer Practices Criticized (weight 0.11): Some reviewers advise against supporting the developer's tactics, suggesting the game should be a mobile game instead of on Steam. They recommend avoiding it until certain practices are stopped.
- Among Best Idle Games (weight 0.09): Some players consider this game as one of the top idle games, praising it as a standout free title on Steam. They rank it highly within the genre.
- Not for Completionists (weight 0.08): Players aiming to 100% the game or play it extensively are advised to avoid it, as it can be a frustrating or endless endeavor. It is better suited for casual play.
- Too Active for Idle (weight 0.08): Some reviewers criticize that the game requires too much active attention to be considered a true idle game. It becomes more of a clicker than an idler.
- Pixel Art and Free Appeal (weight 0.08): The game is recommended for those who like pixel art and long idle games, and its free price makes it easy to try. However, some still do not recommend it even for free.
- Mixed Overall Reception (weight 0.05): The game receives mixed reviews, with some finding it better than worse but far from the best. It is not worth playing for tens or hundreds of hours compared to other idle games.
- Lacks Depth and Story (weight 0.04): The game is not suitable for players seeking dynamic battles, complex tactical tasks, or a rich story. It offers limited depth beyond idle mechanics.
- Time Manipulation Exploits (weight 0.04): Players can progress by manipulating date/time or using macros, which may be seen as a flaw or a feature. This allows for unintended advancement.

Other player notes:
- Microtransactions and Monetization (weight 0.53): Microtransactions are present, including boosts, packs, and premium currency. Some players feel the monetization affects progression speed or is pay-to-win.
- Comparisons to Other Idle Games (weight 0.43): Reviewers frequently compare this game to other idle games like NGU Idle, Cookie Clicker, and Antimatter Dimensions. Some consider it less dynamic or engaging than others.
- Free-to-Play Model (weight 0.36): Many reviewers note that the game is free to play, with optional in-game purchases. Some emphasize that spending money is not required to progress.
- Developer and Updates (weight 0.32): The developer, Aleksandr Golovkin, actively refines the game, with updates adding content like a mushroom farm. Some feel the developer focuses too much on monetization and doesn't communicate enough on the forum.
- Idle/Incremental Gameplay (weight 0.25): The game is an idle/incremental game, often compared to other titles in the genre. Some find it ordinary, while others appreciate its unique aspects.
- Community and Resources (weight 0.19): Community resources exist on Steam guides and Discord, but some find the Discord mostly empty and note a lack of good wiki or community resources.
- Technical Aspects (weight 0.19): The game is small (16MB), supports Steam Cloud, and has had save corruption issues in the past. Cheat Engine works, and progress can be advanced by changing system date/time or using macros.
- Visual and Audio Design (weight 0.18): The game features pixel graphics that some find interesting, but others say it's the only interesting thing. There is no soundtrack, though players can play their own music.
- Pacing and Progression (weight 0.16): Progress can be slow, with multiple currencies tied to real-life waiting times. Early and midgame lack diversity, and some content may be hours away.
- Large Amount of Content (weight 0.14): The game contains a vast amount of content, with some players noting that even after 200 hours, less than half the game is finished. However, the content can be slow to access.
- DLC Available (weight 0.13): There is a DLC that can be purchased separately, which may speed up game completion. One reviewer bought the energy pack.
- Achievements and Completion (weight 0.13): The game has achievements that provide additional objectives. Some note that all achievements can be obtained in about forty hours, but others warn that it's not an easy 100%.
- Donation System (weight 0.07): Donations are available but not required. Donation perks include 'x2 spheres'.
- Early Access Version (weight 0.07): The game is in early access, version 0.44 as of June 25, 2021.
- Negative Reviews Outdated (weight 0.04): Negative reviews often complain about bugs that were fixed years ago.
- Premium Currency Timer (weight 0.04): Premium currency is given every 24 hours.
- Token Shop (weight 0.04): There is a token shop in the game.
- No Guide Encouraged (weight 0.04): One reviewer intentionally provides no guide because the fun is figuring things out yourself.
- Batteries Purchasable (weight 0.04): Batteries can be bought with real money.
- Curator Link (weight 0.03): Includes a curator link.

Emotions:
- Frustration (weight 0.21): Players are frustrated by extremely slow progression, especially after prestige or in mid-to-late game, with long timers and punishing waits creating progress walls. Many also cite the game's demand for constant active monitoring and clicking, which contradicts the idle genre and makes advancement feel like a chore. Pay-to-win mechanics and artificial gates further exacerbate the feeling that progress is deliberately blocked without spending money.
- Disappointment (weight 0.19): Disappointment stems from a lack of meaningful rewards for resetting, with prestiges offering minimal changes and the game feeling like a cash grab due to aggressive monetization. The absence of offline progression and slow, unrewarding pacing make the game feel like a grind that doesn't respect the player's time. Many also note that the game is abandoned or unfinished, with high-end content being uninteresting and development stopping when the game started to get good.
- Enjoyment (weight 0.08): Players enjoy the game's core idle loop, frequent unlocks, and good pacing that keeps them engaged. The art style, character designs, and theme (often demonic or horror) are praised, as well as the sense of progression and the fun of figuring out mechanics. Many find it a great way to kill time and appreciate the balance of challenges and rewards.
- Boredom (weight 0.07): Boredom arises from slow progression, repetitive grinding, and long waiting periods with little interaction or decision-making. The early game requires excessive manual clicking with no automation, and later stages lack engaging content or exciting progression, leading to a tedious experience. Players feel there's not much to do or unlock, and the dopamine loop is too slow to maintain interest.
- Satisfaction (weight 0.04): Satisfaction comes from overcoming slow periods and achieving long-term gains through strategy and investment. Watching numbers grow and power expand provides a strong sense of achievement, and the slow yet steady progression feels rewarding. The lack of hand-holding and the need to understand mechanics contribute to a fulfilling experience.
- Appreciation (weight 0.03): Appreciation is driven by the game's art direction, including cute and diverse creature designs, and the developer's ongoing refinement and communication with the community. Players consider it one of the better idle games with cool mechanics and good upgrade options.
- Excitement (weight 0.03): Excitement stems from addictive gameplay that draws players in, the novelty of the pixel art, and the thrill of unlocking new prestige systems and golden gates that provide massive benefits. Returning after a day offline to full energy and resources ready to process also generates excitement.
- Dislike (weight 0.03): Dislike is caused by the game's slow beginning, lack of bulk purchase options, and pacing issues that create difficulty cliffs. The obvious pay-to-win model with timegated progression and predatory in-app purchase prices makes the game feel designed to force spending. Additionally, the constant writing to the clipboard is a major annoyance.
- Dissatisfaction (weight 0.02): Dissatisfaction arises from uneven progression intervals, achievements that don't cover the whole game, and a complicated, long progression system that removes fun. The interface is barebones and unresponsive, and monetization with expensive permanent upgrades and energy recharges feels unfair.
- Relaxation (weight 0.02): Relaxation is found in the repetitive and slow advancement that players can enjoy in the background with minimal effort, helping them unwind. The easy and simple play with generous reward multipliers and a focus on optimization creates a chill experience.
- Annoyance (weight 0.02): Annoyance is primarily caused by the game copying save data to the clipboard without permission, interfering with other tasks. Other irritants include the presence of mobile-style pay-to-win monetization on PC, excessive microtransaction mechanics, and in-game purchase offers spamming. Technical issues like the 'Aegis of the Plague' spell distorting the window also contribute.
- Interest (weight 0.02): Interest is sparked by constant new mechanics, tasks, and challenges that keep the game fresh. The unusual mechanics, many layers of play, and the upgrade system that consumes resources and next-tier producers make the game intriguing to explore.
- Engagement (weight 0.02): Engagement is driven by a strong core design that hooks players, with more depth than initially apparent. Gradually unlocking new mechanics, upgrades, and prestige systems, along with automation that becomes easy for units while later aspects remain challenging, keeps players invested.
- Surprise (weight 0.02): Surprise comes from the game being more in-depth than expected and not actually being an idle game since it requires active play. Players are also pleasantly surprised by the beautiful art and creative mechanics not seen in other games, and that a free-to-play game can be surprisingly good.
- Confusion (weight 0.02): Confusion arises from a lack of clear novice guidance, especially regarding faction interconnections and unexplained terms like rubies, souls, crystals, or tokens. The weird and slow start that quickly becomes weird again with no clear progression leaves players with many unanswered questions.
- Addiction (weight 0.01): Addiction is fueled by the mesmerizing sight of the production chain automatically generating resources, which players find highly addictive. Many report being unable to stop playing and even asking for help to quit.
- Disgust (weight 0.01): Disgust is caused by microtransactions and poor idle mechanics in an idle game, with free-to-play elements that pressure spending. The insane greed and focus on monetization over quality gameplay repulses players.
- Amusement (weight 0.01): Amusement comes from the silly demons and fun theme, as well as humorous moments like mushroom production jumping from 300 to 30000 flour.
- Tiredness (weight 0.01): Tiredness results from the later grind becoming exhausting, with sections that slow down and require waiting for resources. Players are also tired of waiting for prestige to make things smoother.
- Resignation (weight 0.01): Resignation is characterized by accepting the game as alright but considering quitting soon due to pacing issues. Some reviewers are simply done with the idle game after repeated losses.}