Info about Scapewatch: Idle MMO:

Official game description:
**Scapewatch: Idle MMO**
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Explore a hand-crafted online world, master combat across melee, ranged, and magic, join clans, chase pets, climb leaderboards, conquer raids, and show off the grind with skill capes and rare rewards.  
Train 30 skills, queue your next task, close the tab, and come back stronger. Your character keeps working while you’re offline, gathering resources, fighting enemies, progressing skills, filling your bank, and pushing toward the next milestone.
**Master 30 Unique Skills**
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**Train all skills as you build toward max total level and unlock some of the game’s biggest rewards.**
**Combat: Life, Spirit, Strike, Heft, Sight, Draw, Focus, Surge, Dodge, Defend**
**Gathering: Fish, Mine, Forage, Invoke, Farm, Plunder, Bard**
**Processing: Cook, Smith, Craft, Imbue, Brew, Barter, Discover**
**Field: Vigor, Slay, Luck, Alms**
**Raids: Delve and Fortify**  
**Control Your Adventures**
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You can manipulate which locations you travel to, skills you train, & enemies you fight with an AWESOME amount of strategy available to the player.
Favor certain skills. Weight specific activities. Reroll tasks you don’t want. Shape the grind around your goals. Whether you’re chasing a cape, farming a resource, hunting drops, or pushing leaderboards, your setup is everything!
            **COMPLETE QUESTS FOR BIG REWARDS                       REROLL TASKS & EXPLORE YOUR WAY!**  
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**Control Your Adventures**
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Fight using melee, ranged, or magic, each with its own progression path.  
**Social Features & Raiding!** 
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Create a clan, chat with friends, compare progress, and see live broadcasts when clanmates level up, complete quests, find pets, or die in combat.
Take on raids with up to 5 players across five difficulty tiers. Clear waves of randomized enemies, revive between waves, earn loot based on contribution, and climb the clan leaderboards.
**Complete Treasure Scrolls, Find Pets, Push Leaderboards & Complete Collection Logs!**
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Scapewatch is built around long-term goals and visible achievements.
**30 skills to train**  
**60 skill pets, plus shiny variants**  
**62 skill capes, including trimmed variants**  
**Treasure scrolls and tiered loot chests**  
**Quests across the world**  
**Hiscores for skills, pets, scrolls, clans, and more**  
**XP milestones**
**Truly Idle. Truly Online.**
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Scapewatch keeps going when you log off.
Your queue continues. Your bank grows. Your skills progress. Your next task begins.
When you return, you’ll see what your character accomplished while you were away — then tune your next grind and keep pushing.
Other players are online too. You’ll see them moving through the world, walking with pets, showing off capes, chatting, joining clans, and competing on hiscores.
**Join the Playtest**
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Scapewatch is currently in playtest.
Request access to start playing, and wishlist the game to get notified when it launches.
**Online connection required.**

Release date: Sep 25, 2026

Categories: Idle Game, MMORPG, Incremental, Skill Progression, Offline Progression, Clan System, Leaderboards

Feature scans:
- MTX: score 85; verdict: Predatory / Pay-to-Win; summary: The reviews show a paid base game plus real-money DLC/supporter packs that sell additional offline progression time. Many users call this pay-to-win because leaderboards reward longer offline accumulation, though some defend the packs as optional QoL and note the solo developer's promises. There is no evidence of loot boxes or gacha, but the paid offline-time advantage is direct post-purchase monetization and is repeatedly described as a competitive paid advantage. The score reflects a Pay-to-Win pattern rather than cosmetic-only monetization.

- Hardware Profile: No data
Feature extractions:
- Community Price:
  - Community fair range: $10.00 - $15.00
  - Reasoning: The reviews that directly address the base game describe it as reasonably priced and worth the cost for the hours of enjoyment. With the current base game at $14.99, positive value comments support a fair range near or slightly below that price. Criticisms about add-ons or cosmetic packs are ignored because they concern optional content rather than the base game.
- Playtime Metrics:
  - Game completion: N/A
  - Story completion: N/A
  - Session length: 4.5h
  - Endgame: 10000.0h
  - Reasoning: The reviews do not report a finite completion time or a story, so gameCompletion and storyCompletion remain null. Session length is supported by the active-play range of 3-6 hours, with the midpoint 4.5 hours used as a representative active session. The 8-hour offline default is an idle progression cap, not an active session, so it is not used as sessionLength. Endgame/leaderboard commitment is supported by the quote about committing 10000 hours to stay in the top 100, so endgame is set to 10000 hours. Confidence is low because the endgame figure is a single hyperbolic-sounding report and session evidence is indirect.
- Time-to-fun:
  - Summary: Scapewatch appears to click after early friction: the slow, menu-heavy opening and walking can delay enjoyment, while raids and tier progression are cited as the real hook once skills are developed.
  - Stance: Clicks after
  - Anchor: Getting a few skills up to unlock raids
  - Time to anchor: N/A
  - Friction: Slow-paced early game; Lots of walking with low movement speed; High learning curve from menus and mechanics; Tutorial can break and block onboarding; Idle-versus-active pacing may feel inverted
  - Unlock drivers: New tutorial helps onboarding; Community guides explain menus and mechanics; Moving up a tier every 10 levels feels rewarding; Getting a few skills up unlocks raids, the real hook
  - Conditions: Player enjoys idle/MMO progression games; Player tolerates slow early pacing and walking; Player can complete the tutorial without breakage; Player is open to inverted idle-versus-active pacing; Enjoyment is more likely after reaching higher skills or tiers
- Player Archetypes:
  - Competitive Leaderboard Min-Maxer (buy)
    - Motivation: Climbing leaderboards and shaving every second of inefficiency off an optimal skilling route.
    - Playstyle: Actively rerolls tasks, rearranges skill queues, and maintains near-100% uptime to stay ahead on the rankings, treating the DLC offline time as a minor tool rather than a shortcut.
    - Experience: veteran
    - Purchase stance: buy
    - Labels: N/A
    - Reference games: N/A
  - RuneScape-to-Idle MMO Veteran (buy)
    - Motivation: Recapturing the RuneScape skilling grind they already love in a lighter, idle-friendly format.
    - Playstyle: Compares systems to established idle MMOs and approaches the game through skilling progression, drawing on years of prior MMO habits.
    - Experience: veteran
    - Purchase stance: buy
    - Labels: 25 year Runescape playrer
    - Reference games: RuneScape; Old School RuneScape; Melvor
  - Casual Numbers-Go-Up Relaxer (buy)
    - Motivation: Relaxing with steady, satisfying progress while doing everyday tasks during short breaks.
    - Playstyle: Drops in for brief sessions like a lunch break to micromanage routes and watch progress accumulate without sitting through active grinding.
    - Experience: familiar
    - Purchase stance: buy
    - Labels: N/A
    - Reference games: Mist Legacy
  - Ethical Solo-Dev Supporter (buy)
    - Motivation: Supporting a principled independent developer and keeping the game free of pay-to-win mechanics.
    - Playstyle: Evaluates the game through the developer's promises (no P2W, offline single-player fallback) and treats purchases as optional support tiers rather than progression advantages.
    - Experience: mixed
    - Purchase stance: buy
    - Labels: N/A
    - Reference games: Idleon


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:
- Engaging Idle Game with Depth (weight 0.97): Players overwhelmingly praise the game as a fun, unique, and refreshing take on the idle genre. Many highlight its depth, strategic layers, and satisfying progression, making it one of the best idle games available.
- Satisfying Micromanagement and Strategy (weight 0.79): Players enjoy the strategic depth of managing task queues, optimizing skill routes, and min-maxing progression. The ability to actively micromanage or let the game idle provides flexibility that appeals to both active and passive players.
- Abundant Content and Progression (weight 0.78): Reviewers frequently note the massive amount of content, including numerous skills, tasks, collections, pets, quests, and unlockables that provide a long-term grind. The game constantly offers something to work toward and rewards incremental progress.
- Helpful Developer and Community (weight 0.71): The developer is consistently described as friendly, responsive, and dedicated to the game's improvement. The community, both in-game and on Discord, is active, welcoming, and helpful, enhancing the overall experience.
- Optional PvP and Group Content (weight 0.49): PvP is optional and asynchronous, and group content like raids and clan wars can be engaged with voluntarily. Solo players can also access group content using clones, making it accessible to all playstyles.
- Active and Passive Playstyles Supported (weight 0.43): The game accommodates both active micromanagement and fully idle play, allowing players to choose their preferred level of engagement. Offline progression and automation tools ensure that progress continues even when not actively playing.
- No Pay-to-Win Monetization (weight 0.4): Many players commend the game for having no pay-to-win or pay-to-fast elements, with all progression achievable through grinding. The monetization is considered fair and moral, with optional supporter packs that do not affect gameplay balance.
- Great Second Screen Experience (weight 0.4): The game is highly praised as an excellent second monitor or background game, ideal for playing while doing other tasks. Its idle nature and low attention requirement make it perfect for checking in periodically.
- RuneScape-Inspired Idle MMO (weight 0.39): The game captures the essence of RuneScape-style skilling and grinding but in an idle format. It is often compared to Melvor Idle but praised for having its own unique vision and mechanics, with familiar systems like skills, quests, and combat.
- Positive Skill System and Character Development (weight 0.37): The game offers 30+ skills, each with a purpose, and a pleasant character development system. Players enjoy watching their character grow stronger and the sense of achievement from leveling up.
- Unique and Addictive Gameplay Loop (weight 0.35): The core loop of setting up tasks, closing the game, and returning to see progress is described as weirdly satisfying and addictive. The indirect control and RNG elements keep players engaged and coming back.
- Well Worth the Price (weight 0.31): Many reviewers feel the game is well worth its price, offering great value for the amount of content and enjoyment it provides. The supporter pack is also considered a worthwhile purchase for the extra customization options.
- Hand-Drawn Art and Charming Visuals (weight 0.22): The game features hand-drawn art that players find charming and visually appealing, with no AI-generated assets. The relaxing visuals and character animations add to the overall pleasant experience.
- Deep Character Customization (weight 0.22): Players appreciate the extensive character customization options, including skins, cosmetics, and skill builds. The ability to tailor the character's appearance and progression path adds personal investment.
- Solo Developer Dedication (weight 0.22): The game is developed by a single dedicated developer who is committed to the game's quality and community. This personal touch is evident in the game's design and ongoing support.
- Tutorial and Onboarding Improvements (weight 0.21): Recent additions like a great tutorial help new players get started, though some still find the early game slow. The onboarding experience has been praised for easing players into the game's complex systems.
- Cross-Platform and Accessibility (weight 0.21): The game supports cross-play between Steam, browser, and an in-development APK, with a wide variety of settings for UI, keybinds, and accessibility. The simple controls and indirect nature make it easy to pick up.

Common complaints:
- Limited player control (weight 0.68): Players feel they cannot directly dictate their character's actions, as tasks are randomly assigned and characters choose distant nodes. This lack of agency makes the world feel meaningless and the gameplay frustrating.
- Offline time paywalled (weight 0.53): Multiple clusters highlight that offline progress is capped at 8 hours and additional AFK time is locked behind paid DLC packs. This monetization approach is widely criticized as undermining the idle game experience.
- DLC pricing too high (weight 0.41): Reviewers consistently complain about the high cost of DLC packs, particularly the $30 AFK Time Pack and the Wing pack. The price differences between DLCs are seen as unjustified given their in-game benefits.
- Pay-to-win leaderboard advantage (weight 0.41): Buying DLCs that grant extra offline time provides a competitive advantage on leaderboards, contradicting claims of no pay-to-win features. Early buyers get ahead, and maxed players are likely those who paid.
- Slow early game pacing (weight 0.32): The game starts very slowly with a lot of walking and automatic activities. This slow pace and initial confusion may deter some players.
- Support packs expensive and P2W (weight 0.27): Support packs are priced higher than typical for other games, and many things are locked behind them. In-game tabs explicitly state which content requires purchase.
- Confusing tutorial and interface (weight 0.26): The tutorial dumps all information at once, and the interface is unclear, making the first minutes overwhelming and confusing. The learning curve starts high with many menus and mechanics.
- Grind imbalance and RNG frustration (weight 0.25): Certain skills are harder to level than others without clear reason, and extreme bad luck has no pity system. The RNG-based design can make progress feel unfair.
- Online requirement for idle game (weight 0.19): The game requires a constant internet connection despite being essentially a single-player clicker. This prevents offline grinding and disconnections lock players out.
- Russian server access issues (weight 0.18): Players in Russia cannot connect to servers or launch the game without a VPN. This connectivity issue prevents many from playing.
- Developer criticism handling (weight 0.18): The developer responds negatively to criticism, accusing reviewers of gaslighting and calling a paying player insane. This behavior is unprofessional and discourages feedback.
- Content not worth price (weight 0.18): Reviewers feel the current amount of game content is not worth the asking price, especially considering the additional DLC costs. The box price was higher than expected.
- Game not fun or refunded (weight 0.15): Some reviewers find the game boring or consider it trash, leading to refunds. The concept didn't click for them.
- Persistent disconnections and progress loss (weight 0.13): Players experience disconnections every few minutes leading to lost progress. This instability severely impacts gameplay.
- Forced login timer undermines idle (weight 0.13): The game requires frequent logins to stay competitive, which undermines its idle game design. A forced login timer combined with leaderboards creates pressure to play actively.
- Poor translation quality (weight 0.13): The game's translation is largely machine-generated with incomplete or poor quality text. This detracts from the overall experience.
- AFK sleep feature needs open game (weight 0.07): The sleep feature still requires the game to be open, only reducing resource use rather than allowing true offline progression. This limits the idle aspect.
- Clan size too small (weight 0.07): The clan size limit of 5 is too small for larger friend groups, limiting social interaction.
- Steam Deck inconvenience (weight 0.06): Opening a Steam Deck just to check numbers going up is inconvenient for some players.
- Community toxic and correctness (weight 0.06): The game attracts people who must always be the most correct in conversations, though players can block them. This can create a toxic community atmosphere.

Gameplay feedback:
- Core Idle Gameplay Loop (weight 0.46): Players consistently describe the game as an idle game where tasks, travel, and skilling progress in real time, with optional active play. The core loop involves waiting and managing skilling actions, appealing to fans of incremental and idle genres.
- Casual And Accessible Gameplay (weight 0.43): The game offers a casual, hands-off experience that can be played alongside other activities, with numbers increasing passively. This accessibility is a key reason for its broad appeal.
- Leaderboard Competitive Elements (weight 0.36): Leaderboards are present and cater to competitive players, adding a ranking system to the idle and grinding experience. This feature is noted across several clusters, indicating its importance to the community.
- RuneScape-Inspired Idle Systems (weight 0.29): Multiple reviews highlight the game as an idle take on RuneScape-style systems, featuring skilling, grinding, and character progression reminiscent of the classic MMO. This niche appeal is a strong draw for players familiar with RuneScape.
- Grinding-Focused Progression (weight 0.27): Grinding is a central mechanic, with players repeatedly performing tasks to advance. This appeals to those who enjoy incremental progress and long-term goals.
- Offline Progression Limits (weight 0.24): The game provides offline progression with a base cap of 8 hours, expandable to 16 or 24 hours via supporter packs and wings packs. This mechanic is frequently mentioned as a key feature for idle gameplay.
- Extensive Skill System (weight 0.24): The game offers 30 distinct skills, providing deep character development and long-term progression. This breadth of content is a major selling point for players seeking in-depth idle games.
- Combat And Gear Variety (weight 0.23): Combat features melee, ranged, and magic styles, each with its own development path, and players can equip armor and weapons. This adds strategic depth beyond typical idle mechanics.
- Optional PvP And MMO Elements (weight 0.23): The game includes optional PvP and MMO elements, blending idle gameplay with multiplayer interactions. This appeals to players who enjoy social and competitive aspects without mandatory engagement.
- Large World Map Exploration (weight 0.13): A large world map is available for players to explore, adding a sense of scale and adventure to the idle experience. This feature is frequently mentioned as a positive aspect.

Performance notes:
- Connection issues disrupt gameplay (weight 0.14): Players report persistent disconnections and reconnections every 2-3 minutes, as well as an inability to connect to the server at all. These connectivity problems severely hinder the gaming experience.
- Smooth performance and stability (weight 0.14): A number of users report that the game runs smoothly and lacks constant bugs or crashes. This indicates that for some, the game is technically stable and enjoyable.
- Game fails to launch in Russia (weight 0.08): Some players in Russia are unable to launch the game, likely due to regional restrictions or technical issues. This prevents access entirely for affected users.

Recommendations:
- Positive recommendations and support (weight 0.31): Many reviewers simply recommend the game and support the developer. Clusters 2, 3, 25, and 31 give positive recommendations without detailed criticism.
- Recommended for idle game fans (weight 0.29): Multiple reviewers state the game is best suited for players who already enjoy idle or incremental games. Cluster 1 and Cluster 37 recommend it specifically to genre fans.
- Try the free demo first (weight 0.28): Several reviewers suggest trying the free demo before buying since it covers up to level 35. Clusters 5, 7, and 24 all mention the demo as a low-risk way to test the game.
- Not for everyone (weight 0.22): The game is not recommended for all players, especially those seeking more involvement. Clusters 9, 18, 26, and 27 suggest it may not appeal to everyone or is not ready for purchase.
- Refunds and negative recommendations (weight 0.21): A few reviewers are refunding and recommending against the game. Clusters 12, 15, and 16 cite reasons such as not launching in Russia, while Cluster 13 calls it trash.
- Fun for min/max players (weight 0.19): The game appeals to players who enjoy optimizing numbers and watching progress grow. Cluster 6 and Cluster 34 highlight the min/max and Numbers Go Up style gameplay.
- Good value at full price (weight 0.17): Some reviewers consider the game fully worth its price. Cluster 4 and Cluster 10 indicate it is worth buying, with one calling it an instant buy.
- Friendly to menu managers (weight 0.13): If you like managing menus and tasks in idle games, this may be for you. Cluster 36 and Cluster 19 note that the game is not for those who want direct character control, but suits players who enjoy queue management.
- Recommended for idle MMO fans (weight 0.13): Reviewers recommend the game to those who enjoy idle MMOs with a fresh take. Cluster 32 and Cluster 33 both mention idle MMO gameplay as a strong fit.
- Positive foreign-language recommendations (weight 0.12): Non-English reviewers also recommend giving the game a chance. Clusters 21 and 23 express positive recommendations in Spanish and English.
- Wait for a price drop (weight 0.07): Some players are interested but hesitate due to cost. Cluster 29 says they would buy without hesitation if the price dropped significantly.
- Tutorial is necessary (weight 0.07): The tutorial is considered mandatory to understand the game. Cluster 35 states players must complete the tutorial.
- Patience and learning required (weight 0.07): Patience and time to understand the mechanics are needed to enjoy the game. Cluster 22 mentions that with patience, there is much to enjoy.
- Encourages teaming up (weight 0.07): The game supports multiplayer and teaming up with friends. Cluster 14 encourages players to add them as a friend to team up.
- Support the developer (weight 0.07): Some reviewers purchase the game to support the developer. Cluster 25 gives a positive review specifically for support.

Other player notes:
- Supporter Packs Offer Offline Time (weight 0.7): Supporter packs provide additional offline time, typically 8 hours per pack, and some also include cosmetic options. These packs are optional and do not affect core gameplay balance.
- Comparisons to RuneScape and Idle Games (weight 0.61): The game is frequently compared to RuneScape, OSRS, and other idle games like Melvor Idle, often described as an idle version of RuneScape. It is noted to be more interactive than typical idle games.
- Price and Value Concerns (weight 0.46): The base game costs $14.99, and some supporter packs are priced higher than the game itself, leading to mixed opinions. Some reviewers find the packs reasonably priced, while others consider them expensive.
- Solo Developer Behind Game (weight 0.41): The game is developed by a single person, specifically the solo indie developer PuzzleDrop. This is mentioned across many reviews as a notable positive.
- Active and Responsive Developer (weight 0.32): The solo developer is highly active in the community, frequently releases updates, and responds to feedback. Patches are regular and improve the game consistently.
- Playtest and Launch (weight 0.29): The game had a playtest period and was fully launched in September. It is available on Steam and PC, with browser and mobile versions in development.
- Offline Time Mechanics (weight 0.27): The game allows offline progression, with a base of around 8 hours that can be extended to 12 or 16 hours via supporter packs. Players can also reset the offline timer by logging in on different devices.
- Free Demo Available (weight 0.26): A demo is available that allows players to try the game for free up to level 35, providing a substantial trial period of around two weeks.
- Box Price with Cosmetic DLC (weight 0.21): The game has an upfront cost and offers cosmetic DLC that includes additional AFK time. These packs are advertised as cosmetic but provide functional benefits.
- Developer Commits to Offline Singleplayer (weight 0.18): The developer has promised that if servers ever shut down, the game will be made playable offline and in single-player mode. This ensures long-term accessibility.
- Unique Idle Gameplay (weight 0.17): Unlike many idle games, this game is not text-based and offers more interactive gameplay. It is described as a unique take on the idle genre.
- Content and Updates (weight 0.17): The game is packed with content for a long grind, including raids with five difficulty tiers. However, some reviewers note that current content is limited.
- Comparisons to Other Games (weight 0.15): The game is compared to Elden Ring, Mist Legacy, and private server MMOs, though these comparisons are less common. It is also noted to be similar to OSRS skilling.
- Platform Availability (weight 0.15): The game is available on Windows and can be run through WINE, and works without a VPN in some regions. It is sold as a buyout title on Steam.
- No Trading System (weight 0.13): The game does not include a player trading system, which is a deliberate design choice. This limits player interaction to chat and group content.
- Human-Made Art and No AI (weight 0.13): The developer states that the game features human-made art and will never include AI-generated content. This is a positive point for some players.
- Developer Responses to Negative Reviews (weight 0.12): The developer responds to almost all negative reviews, sometimes defensively or rudely. One top negative review is dismissed as ridiculous by a reviewer.
- Localization Issues (weight 0.07): The localization is mostly machine-translated but understandable, with some incomplete translations. This affects non-English players.

Emotions:
- Enjoyment (weight 0.16): Players find deep satisfaction in optimizing skill routes, managing task queues, and watching passive number progression. The game's unique spin on idle mechanics, combined with community features and min-maxing depth, makes it a fun and addictive second-monitor experience.
- Frustration (weight 0.12): Frustration stems from a slow early game, restrictive offline progress capped at 8 hours and paywalled behind DLC, and forced random tasks that remove player choice. Technical issues like server disconnections and regional access blocks further exacerbate the experience.
- Satisfaction (weight 0.1): Satisfaction comes from the rewarding grind, where task-queueing and route optimization make watching progress feel meaningful. The game suits idle playstyles with deep mechanics and a satisfying loop of collection log completion and leveling.
- Disappointment (weight 0.08): Disappointment arises from restrictive task systems that limit freedom, paid offline progress behind cosmetic packs, and unfulfilled expectations of a slow idle experience. DLC pricing and developer decisions led some players to refund the game.
- Enthusiasm (weight 0.04): Enthusiasm is driven by the game's unique and refreshing spin on the idle genre, featuring intricate mechanics, collections, and grinding systems. Players are excited about the variety of goals, from pets to capes, and the overall concept.
- Appreciation (weight 0.04): Players appreciate the hand-drawn art, the welcoming community, and the solo developer's active improvements. The game is seen as a labor of love with a clear vision that is continuously supported.
- Love (weight 0.03): Love for the game stems from its enjoyable gameplay, simple controls, and the developer's work. Players find it a dream game and feel deeply attached after discovering and playing it.
- Excitement (weight 0.03): Excitement is fueled by extremely addicting gameplay and watching the character grow stronger. Players are eager for future updates and the game's solid development direction.
- Anger (weight 0.03): Anger is directed at the developer's rude responses, misleading claims about DLC, and the release of a pay-to-win supporter pack that sells AFK time for more than the game itself. Players feel betrayed by these practices.
- Anticipation (weight 0.02): Anticipation focuses on future progress and updates, with players looking forward to seeing how far they can get and what more the game will offer.
- Annoyance (weight 0.02): Annoyance stems from the need to open Steam Deck to check numbers, offline time limits requiring purchases, and always-online requirements that lock out progress during internet issues.
- Hope (weight 0.02): Hope is based on the game's potential as an idle take on RuneScape-style progression, with players wanting more co-op dungeons and expressing willingness to buy at a lower price.
- Admiration (weight 0.02): Admiration is for the solo developer's dedication, responsiveness to feedback, and frequent patches. Players consider the game one of their favorite idle games due to this commitment.
- Attachment (weight 0.01): Attachment arises from getting attached to the character and the habit of checking on the game throughout the day, creating a personal connection.
- Dissatisfaction (weight 0.01): Dissatisfaction comes from an unclear interface, poor translation, and unmet expectations of it being a mobile game.
- Dislike (weight 0.01): Dislike is caused by the game playing itself like a single-player clicker requiring internet, and the concept of indirect control not appealing to some players.
- Confusion (weight 0.01): Confusion stems from not understanding the DLC offerings and being overwhelmed by the amount of information presented at the start.
- Shock (weight 0.01): Shock was felt upon discovering that offline time is charged for in an idle game and that the game is made by a solo developer despite its extensive content.
- Liking (weight 0.01): Liking is expressed for the game's nifty grinding and leveling mechanics with indirect control.
- Relaxation (weight 0.01): Relaxation is derived from the idle gameplay allowing players to sit back and watch the character travel the map, with chill passive progress.}