
Steam news
Full Steam announcements and update articles for this title.
Our account management system went live yesterday with great success As expected, there were also things that needed fixing and tweaking. Here's what has changed since yesterday:
Registering a master account by email will now immediately open up character management with your new account so that you don't accidentally leave the registration menu and register another account using a different log-in method and get your accounts mixed up
Added an email confirmation input field to the registration view
You'll no longer automatically be logged into a newly created character if you create the character from the game scene whilst already logged into a character
You can no longer switch to a recently created character whilst already logged into another character. When logging onto a character for the first time, it needs to happen from the main menu
Resetting your password in the main menu now initiates password recovery for legacy accounts as well
Added a "Forgot password?" button to the legacy character import panel
Accounts on very old save files (accounts that have not logged on in years) wouldn't be correctly picked up by the name checker during character registration, meaning that the name checker could incorrectly tell you that a username is available when it was in fact taken
Accounts that hadn't been accessed since game modes were a thing (late 2023) could be imported to a master account but wouldn't be visible in the character management view, as the system failed to assign them a game mode. Fixed
Guest accounts can no longer import characters until they secure their account with a log-in method
Fixed a niche character state issue causing a few users unable to properly access their character management
This one has been a long time coming! No more email management for each of your characters, just a single master account to manage all of your characters across all game modes.
New log-in options for Steam and Discord. You can link any amount of providers you choose to
Existing characters can be linked to a new master account with the press of a button, provided that they are saved to your device and appear in the "Saved accounts" section on the left of the main menu in the live version of the game
Guest onboarding improved
You'll no longer be given a guest name if your initially proposed name is unavailable. You'll get to keep choosing until you find an available name that you're happy with
There is no longer a "guest mode" inside the game, meaning that all game features are available to guest characters. You'll keep getting reminded that you don't have any authentication methods on every log-in and you won't be able access guest accounts on other devices until you secure the account
Once you have a master account (and you leave the "Remember me" options toggled on), you'll no longer be prompted to log in or create a new account again in future sessions. You'll automatically be logged in and entered into character management. Should make the login process smoother as well as prevent users from accidentally making multiple master accounts. This also helps us and the user in enforcing game mode character count limits
You can now enter character selection and switch characters from the game scene without needing to log out
You'll also find a news feed in the main menu and character management to inform you of the latest happenings in Idle Clans
More robust email registration with verification to make sure that you don't end up creating an account with an incorrectly typed email
TOTP two-factor authentication to secure your master account
Phone number 2FA is now obsolete
Today is Idle Clans's 3rd birthday and our usual Birthday event has started! Here's how it works
Global experience boost that starts at 2% and goes up to 25%
The event has a temporary currency, balloons, which can be bought with either gold or from the game shop. You can also find it from opening chests and killing Valley of the Gods bosses
Balloons can be donated to the communal balloon supply. All donated balloons are pooled together and as we reach new thresholds, the global experience boost rises
The event experience bonus isn't directly credited to you as you receive experience - instead, it's added to the Event experience bank, which can be accessed from the Birthday event popup. If you have any unclaimed experience after the event has ended, it'll be automatically credited to you on your next login
The first phase of the event runs for a week. Afterwards, balloons can no longer be donated and the supply will start decreasing at a steady rate - either 50M or 1% of the current supply per hour, whichever is higher. You'll continue receiving bonus experience until the supply has fully drained out
As usual, at the end of the event, the top 30 donors will be eligible for the respective holiday event role on Discord. Thanks a ton for being here with us throughout this journey! Much has changed, but we're still only getting started. Here's to many more years of Idle Clans!
This update we're getting a new skill and 7 existing skills are receiving new content!
Any unclaimed experience you may have from Valentine's event will be claimed when you log into the game after the update. Our birthday event will also launch in two weeks on the 7th of April. Hard to believe it has already been 3 years.
Onto the update!
Invocation introduces a new skill to level and dozens of new rewards to discover. At its core, the skill is designed to be an ongoing gold and item sink, helping stabilize our economy by removing gold and items from circulation and giving value to items that otherwise have limited utility. You of course won't only be sacrificing your gold and items for experience, there are also a bunch of new rewards you'll be able to get in return.
Invocation is trained in 2 parts.
Part 1: Archaeological Sites
Look for ancient relics in different archaeological sites. These sites aren't free to use -each action costs some gold, increasing with the level requirements of archaeological sites.
Consistent and predictable experience rates
Relics drop on average every few hours
The gold for these tasks is taken from a separate gold coffer, giving you a new place to store your gold. The coffer has capacity to hold 2B gold. To start training Invocation, you must add gold to your coffer.
Part 2: Rituals
Relics discovered from archaeological sites can be used to perform rituals. On top of the relic requirement, they also require Ritual Power. Ritual Power is gained from sacrificing items to the void, with low base value items offering the highest Ritual Power per gold.
A few randomly selected items for demonstration.
Item
Base Value
Ritual Power
Spruce log
6
15
Meteorite ore
105
199
Titanium platebody
15,600
8,653
Items can also individually be given Ritual Power multipliers to create artificial demand for specific categories.
Each performed ritual gives a hefty amount of Invocation experience
Performing a ritual will summon an ancient spirit that takes you into battle. Each relic has 3 different spirits it can summon with varying odds, and each spirit has different item rewards
Performing rituals is fully AFK. After beginning a ritual, you'll automatically perform subsequent ones until you end combat or run out of relics. Works offline as well
Enchantment scrolls - Invocation enchantment scrolls are immediately available with the update, obtainable from chests as you'd expect. Enchanting your jewelry with Invocation scrolls will increase the speed at which you complete archaeological site tasks
Weekly and daily quests - Daily quests will have you investigate archaeological sites and weekly quests have you perform rituals. Both have a chance of dropping the new pet as well as relics to be used in rituals
Pet: Lil' Archaeologist - Low chance of dropping from daily and weekly quests. Can complete archaeological site tasks for experience and relics
Invocation tickets & skilling party events are immediately available. Gloves give you a 5% chance to double all received relics
The archaeological brush can be plundered from the newest plundering task, Archaeological society. The toolbelt upgrade has received a new tier to accommodate the new tool
Same as Exterminating, Completionist capes won't require Invocation until it has been in the game for a year (April 1 2027). The date new skills starts being enforced is now mentioned in Completionist cape descriptions as well.
Fishing: Sea Serpent (Level requirement: 110)
Catch sea serpents, which can be cooked to make them edible or processed into scales via the Crafting skill. Scales are a required ingredient in a new potion. Does not provide better experience per hour than Bloodmoon eel (no task costs), but does provide more experience than fishing tuna.
Cooking: Sea Serpent (Level requirement: 105)
Sea serpent heals 20 health when cooked.
Mining: Obsidian Ore (Level requirement: 95)
New best experience per hour in the skill, but generates less raw gold compared to titanium as the resulting item base values are lower.
Smithing: Tempered Obsidian (Level requirement: 95 - smelting tab)
Requires obsidian ore. Beats previous smelting tasks in experience per hour, excluding Astronomical and Otherworldly bars.
Crafting - 5 New Tasks
Obsidian arrow (Level requirement: 95)
Requires: Tempered obsidian, Magical log
Produces: Obsidian arrow - a new arrow that falls between Titanium and Astronomical in strength
Obsidian Powder (Level requirement: 105)
Requires: Tempered obsidian
Produces: Obsidian powder - used in Brewing to brew the Potion of Ascension
Sea Serpent Scales (Level requirement: 110)
Requires: Sea serpents (from Fishing)
Produces: Sea serpent scales - used in Brewing to brew the Potion of Ascension
Otherworldly Leather Trousers (Level requirement: 110)
Requires: Astronomical leather trousers, 4x Otherworldly leather
Otherworldly Leather Coat (Level requirement: 115)
Requires: Astronomical leather coat, 6x Otherworldly leather
Plundering: Archaeological Society (Level requirement: 110)
Drops
Brush - the new tool for Invocation
Spirit salt - a required ingredient to make the new Potion of Ascension
Brewing: Potion of Ascension (Level requirement: 115)
Provides a 15% damage boost against clan bosses for 10 minutes (doesn't tick down when not fighting clan bosses).
Requires
30x Obsidian powder
30x Sea serpent scales
50x Spirit salt
10x Divine ashes
Non-premium players can now train premium skills up to level 30
Local market UI changes
Entries are now more narrow and compact, allowing twice as many entries per row
Upgrades can now be searched by name
A category dropdown was added
Removed the "Unlocked with items" upgrade section and moved upgrades to relevant sections
Now sorted by cost and level requirements
Clan upgrades layout is now identical to local market upgrades
Your loot history is no longer erased between Exterminating assignments during auto completion
You'll no longer be forcefully thrown into the combat view when your Exterminating assignment changes during auto completion
Daily boosts bonus experience now applies to Exterminating
All holiday event exp bonuses now cap at 25%, up from 20%
Experience received in combat and a few other places used to be calculated by the client to keep common packets small. This has been moved server-side to reduce error-proneness, fix small desyncs, and allow spontaneous changes (e.g. bonus experience weekends) without requiring client updates. Things shouldn't appear any different, but please verify combat experience is being correctly tracked across all sources
Niche fix: Displayed experience gain of other players in clan experience events was sometimes inaccurate - now fixed
Fixed an issue with sessions sometimes not fully clearing when logging out, causing you to be unable to relog for a few minutes afterwards
Received cooking experience with the Keep it burning upgrade is now displayed in the offline progress popup
Some item icons were slightly misaligned. Every icon is now the exact same size, uses the same metadata and compression. Build size reduced slightly as a result
Task pages slightly modified to make spacing consistent
Your input is now formatted for easier reading in the item interaction and item send popups
The event donate button now uses the inventory item interaction popup for consistency
Fixed Exterminating assignment level requirement visual inconsistencies
The "End run after round" button now becomes uninteractable after usage
Fixed the item hover popup occasionally getting misplaced or stuck on screen due to player market prices being fetched
The local market purchase confirmation popup was tweaked
Drop rates within RotG modified slightly - you're now more likely to receive high level items from enemies
Swapped enemy weaknesses around in early combat zones - most witches & wizards are now weak to stab
Fixed clan upgrade purchase button text showing the purchase text of the previously selected shop entry
Enemy weakness text is now yellow if your currently equipped weapon uses the matching attack style
Fixed the Damage calcs popup incorrectly showing "Show real-time stats" on first open during a session
The item interaction popup now includes "View offers" and "Create buy offer" buttons
Fixed holiday event experiences not being automatically claimed on login after an event has ended
Pressing an already selected chat channel no longer removes highlighting from it
Fixed clan credits rewards from clan events not going through modifiers
Fixed GIM not being able to join each other's parties via the "Join party" button in the player profile
The item hover popup positioning math didn't properly account for different display resolutions, sometimes causing it to go out of bounds
Fixed a visual bug in farming time estimates in the task stats popup
Achievements
Fixed item creation achievements not triggering if you ran out of materials during the action that should've given you an achievement
Fixed the "Join clan" and "Create clan" achievements not triggering. Will work retroactively for existing clans
"Delicious, unhealthy fast food" can now trigger from offline progress
Enchantment scrolls all had a base sell value of 500. Common scrolls are now valued at 1k, rare 2.5k, exceptional 5k
Plundering tasks now state what the levels required for max efficiency are
Auto completing quests should no longer put you idle when the task you were doing before starting an auto-questing run was the same task that the auto-questing run ended on
Your selected item when creating a player market offer can now be hovered
Earrings were graphically tweaked to remove some noise and slightly reposition them. Looked strange especially with a cosmetic effect applied to them. This change may not show up on mobile builds initially
UI task changes to show more tasks per row in cases where tasks had a lot of dead space
Our 2026 Valentine's bonus experience event has begun!
Here's how it works
Active for 2 weeks
Global experience boost that starts at 2% and goes up to 20%
The event has a temporary currency, flowers, which can be bought with either gold or from the game shop. You can also find it from opening chests and killing Valley of the Gods bosses
Flowers can be donated to the communal flower supply. All donated flowers are pooled together and as we reach new thresholds, the global experience boost rises
The event experience bonus isn't directly credited to you as you receive experience - instead, it's added to the Event experience bank, which can be accessed from the Valentine's event popup. If you have any unclaimed experience after the event has ended, it'll be automatically credited to you on your next login
When the event time runs out, flowers can no longer be donated and the supply will start decreasing at a steady rate - either 50M or 1% of the current supply per hour, whichever is higher. You'll continue receiving bonus experience until the supply has fully drained out
As usual, at the end of the event, the top 30 donors will be eligible for the @2026 Valentine's benefactor on Discord.
Hope you enjoy the event, and make sure to do something nice for your loved ones this weekend!
Hello everyone!
It has been almost 3 years since the release of Idle Clans and the game has developed quite well, but there have been things that held us back from significantly ramping things up. This update aims to address those issues. It's a monster of an update behind the scenes and it took much longer to complete than usual updates do, so I apologize for the unusually long length between updates this time around.
The biggest thing to tackle was our back-end infrastructure, which wasn't designed from the start to scale very well. Idle Clans started out as a side project I worked on for fun with no expectations of anyone playing it, so scalability wasn't something I concerned myself with too much. Luckily, the back-end infrastructure has been robust enough until now but it has forced me to be pretty modest about our growth as there would've eventually come a point where the infrastructure just couldn't support the growing player base anymore. I've held this off or a long time since I knew the required changes would take a long time to do and that would be time not spent on making content that you can actually see and feel. But, it was something that had to happen, and I'm very happy that we're done with it. Things are now significantly more modular and scalable and we should be able to accommodate any number of players that come our way.
Another thing I spent a lot of time on was the UI and UX in the game. I hope you'll find things more responsive, more pleasant to look at and easier to navigate. This is an on-going project but a lot has changed already.
With things looking better on both the back- and front-end, I'll soon be looking to move us away from early access on Steam. All of our growth has been fully organic until now and I'm going to start experimenting with real marketing this year and see where it takes us. I'm hoping to host some fun community competitions and activities as we head into full release on Steam to build some hype there. What exactly those will look like, I don't know yet. I'll get back to you on those.
As said, this is a massive update and it touches more core systems than any other update before it. I would be very pleasantly surprised if nothing caught fire - but I fully expect there to be some issues, so please bare with me over the next few days as we settle into our new infrastructure and ensure everything works as intended.
Let's get into the changes. There's a few.
Visible changes stemming from the new multi-server infrastructure
There's a now server selection menu at the bottom left of the main menu. You shouldn't need to interact with this as the recommended server is automatically selected for you, but you are able to switch servers here if that's something you want to do
To do group content with other players, you'll need to be on the same server as them. When being invited to group content you'll be prompted to transfer to the inviters server if you aren't on the same server. I've tried to make this as seamless as possible and I'm quite happy with the results, the server transfer should only take a few seconds and the accepted invitation will automatically process once you connect to the target server.
Your selected server is remember and used as long as it remains available (not full)
You'll now be able to see exactly how many players are online on Idle Clans at any given time
Note that won't always be multiple servers available. A single server is able to handle the current load we get so we'll likely only be starting out with only our old and trusty one
Clans
Clan experience no longer updates in real-time. Servers will record their progress and broadcast their recorded experience every few minutes
When inviting your clan to do group content, the response now tells you how many members were invited
You're now notified when a player declines a clan invitation
Contributing to daily clan quests now only takes a single click and the entire required amount is contributed at once. You can't contribute if you don't have enough items to complete the quest
Fixed your clan tag not being set in the corresponding input field in the Management tab even when you had a tag set
Clan activity scores calculations have been modified to make it easier for low level clans to achieve high activity scores
Clan page visual overhaul:
PvM stats button removed, PvM stats are now always on display
House moved from the property page to the landing page. Vault is now bigger and shows more items at once.
Member entries now show more information without needing to go through player profiles, such as active tasks and join dates
Changes to clan member entries sorting
Clan leaders are always shown at the top of the list (same as before)
Online members are shown next
Finally, offline members are sorted by their offline time
Item withdrawal box tweaks
Ironmen and group ironmen previously didn't receive notifications when receiving tokens from other players. Everyone will now be notified when receiving any item from any player on any server
The Item withdrawal box will now always show a notification on it when logging in if you have unclaimed items
Due to some related optimizations, these changes aren't backwards compatible and you see a notification of items in your item withdrawal box up until this point. When you receive an item from a player for the first time from now, it'll start working as intended
Holiday events
Ironmen and group ironmen can now receive and donate holiday currencies during events
The holiday event button no longer sticks around for a hardcoded amount of time after an event ends but instead will be hidden when the supply reaches 0 (may require a relog)
Holiday event ending stages should now be automatically announced on Discord by Idle Clans bot. The first one being when the event timer ends and the wind down phase begins and the second when the supply is fully depleted and the event fully ends
The minimum holiday event donation amount is now 1 million
Clan cup
Clan cup results are now broadcasted to Discord by Idle Clans Bot
Winnings are no longer automatically credited to your clan at the end of a cup. Instead, you can now view your past winnings and claim them via the "Claimable rewards" button in the clan cup
Fixed IM & GIM not receiving clan credits
API changes & fixes
New endpoints have been added that show detailed information of how your clan and its members are performing
View how much experience your clan has gained in the past week, both total experience and experience in individual skills
Check how much experience individual players in your clan have received
Check how your clan is performing against other clans, either by total experience or a given skill
Fixed the "IsRecruiting" toggle always defaulting to true in clan recruitment centre queries
Fixed using the "Category" field causing no clans to be returned in clan recruitment centre queries
Fixed a discrepancy in the rankings displayed in your leaderboards page vs your actual rank, caused by leaderboard profiles not handling tiebreakers correctly
Profile page
Full overhaul in order to present more information in a neater and more compact way. A large range of tweaks but the more noticeable ones are:
Skills now have a small progress bar to easily see where you're standing. Additionally, at max level you'll now see your current experience compared to the experience cap. And finally, fully maxed skills (500m experience) have a distinctive orange progress bar
Objectives tile to easily see and interact with quests and clan events
Active boosts tile improved in looks and in clarity
You should now be able to click the "Current activity" bar during every activity. Additionally, your current activity's icon is now shown and there's a timer showing you how long you've been doing your current activity (resets on log out). When idle, your activity text is an ominous red to grab your attention
Shop unlocks renamed to "Token unlocks". Unlocked and missing tokens are now shown in a more informative way
Item hover popup
Consistently used everywhere when hovering item icons anywhere in the game
The item info layout was slightly tweaked as well:
Combat fields are now hidden if there are no relevant stat differences
Item description is now included
Now shows the amount you have of that item in your inventory
Player market price now includes the highest buy price and the lowest sell price
Combat page rework
Displayed skills now use the same prefab as profile and clan skills for both consistency and to take up less space as the previous level entries were unnecessarily large
UI placement in the combat view is now more intentional, more spaced out and more responsive to scaling
Your displayed food at the bottom of the combat view is no longer limited
Slightly modified the positioning of player and enemy elements and improved their animations on a technical level. This should also fix the issue where these elements can move around the screen from resolution changes
Combat entries in the combat menu
Tweaked to be more compact, removed the attack speed text and we now hide stats if they're at default levels
Every entry now has a DPS button, allowing you to more check how you'll fare against different enemies without needing to go into combat. You'll need to have killed bosses at least once to view their damage calcs against them outside of combat
The Valley of Gods
The door has been graphically updated and now has 3 state dependent variations
Access text is now green if you have the required green, light red if not
Your inventory key count is now displayed
Damage calcs popup
Visually improved
Damage calcs popup now has shows estimated loot in player market value as well as the existing base sell value
Calculations are now more accurate and faster
Max hit calcs in the damage calcs popup no longer use randomization, meaning that your absolute max hit is always shown
Skilling task stats popup
Loot sell value estimates now include player market values as well
In the case of tasks with item costs, material losses include player market values as well and profits are now shown for both base values and player market values
Timers now use a simpler format for better readability
Visually improved
Header
A background panel was added
Button roundness toned down
Some new icons
Navigation section on the left
Now more compact, more entries can be shown at once
New icon for the collapse/expand button
Technically improved. Should support different resolutions better
Other
Cosmetics have been updated to use a simpler glow instead of the fairly broken looking shaders. If you prefer the old ones, you can toggle on the "Use legacy cosmetics" option in the settings popup
The player profile popup is now used when clicking other players in clan bosses and clan events
The info button was removed here, clicking anywhere on the player will now open up their profile
The inventory item interaction popup was modified to be more compact and provide more info on items. It uses the same layout as item hovering does. Credits and thanks to Uraxys, I am shamelessly copying his much better designs here. One thing that is bothering me with the current design is that you aren't able to view the raw stats of items, just how they compare to your currently equipped items. I'll do something about that in a future update.
Tasks with item costs changes
Item costs now use the hoverable item prefab rather than plain text
Task item cost entries are now clickable and open up the inventory item interaction popup
Moved the amount text in Farming tasks from the top left closer to the reward item icon. This text now also gets hidden behind the "Task unlocks at level x" panel
Improved the combat offline progress section of the login popup
Also fixed an issue where sometimes displaying a ton of items would cause the popup to be resized incorrectly for a few frames
Clan properties popup
Updated to be more compact and display all available properties without needing a scroll view
Your current property is now highlighted
Daily boosts popup modified to be more compact and have less dead space. Contents weren't changed.
Clan boss entries and lobbies received the DPS button as well
Active task progress is now preserved when logging out
Enchanting tasks hadn't been updated to turn visually turn green when you have available Exterminating scrolls. Fixed
You'll no longer receive notifications about tool collection log unlocks from the Plundering Skilling Party event
Reckoning of the Gods ultra rare drops are no longer hidden behind a question mark, I think the mystery has dwindled at this point
The generic UI hover popup was improved and is now consistently used for all simple information hovers. This fixes various clunkiness, such as the hover popup being shown way out of position when hovering your skills in combat
Combat invitations are no longer deleted if accepting an invitation fails
Tasks are no longer instantiated client side all at once when you load into the game scene. Instead, they're only loaded when you need them (entering the relevant task page). This should make the login process a bit smoother, especially on lower end devices
Visually tweaked the General section of the settings popup
Excess boss pages would be lost if attempting to create more than 1 Book of Kronos without the Boss hunter perk unlocked. Fixed
Bulletin board character limit raised from 500 to 1000
The "Show us the money" upgrade's description was modified to state that the upgrade works on any enemy marked with the upgrade's icon. Currently that is Sobek, Kronos and Mesines
Mesines is now a part of the clan cup
Updated clan quest skilling entries to use the usual item prefab to make it easier to tell if you have the necessary resources to complete the quest and to make the item hoverable
Fixed clan upgrades showing the gold cost of the previously viewed local market store entry (visual issue)
Modified button layout in the chat popup
Slightly reduced the spacing between inventory items in order to display more items at once
Combat particle effects are now hidden when leaving the combat view
Food entries in combat made slightly smaller, amounts are now formatted to KMB and added a background panel
Enchantment scroll now have more informative descriptions
Enchanted jewelry descriptions now mention the amount of boost that jewelry type receives
You'll no longer see a gold cost in the Exterminating crate purchase popup after viewing local market entries (visual bug)
The "Boosts available" hovering notification can now be pressed to open the daily boosts popup
Tweaked the Daily Boosts popup
PvM stat entries everywhere can now be clicked to quickly enter combat boss fights, clan boss fights and raids
Boosts in profile now use a scroll to view show all boosted skills rather than just the first 5
The "Loot and stats" popup in combat has a new button to view a monster's drop table during combat
There's now a safe area on mobile devices with a notch so that UI elements (most importantly the navigation menu) don't appear under it
Item creation task level requirements are now red if you don't meet the requirement
Fixed local market upgrade entries with tiers not having the currently interacted amount correctly reset to 1 when closing and reopening the window, leading to a slightly inconsistent and buggy look
The team leader will now always be credited loot when killing Mesines in a group, following the same pattern as Kronos and Sobek
Fixed an issue causing offline combat to give more experience than it should when a daily boost was active and you didn't use all of it during your offline progression
Displayed offline progression time when logging in is now exact
Fixed the max purchasable amount of local market store entries being 1 unit less than you could actually afford
A ton of other small UI/UX tweaks across the board
If you haven't partaken in our previous events, this is how it works:
There's a global experience boost that starts at 2% and goes up to a maximum of 20%
The event has a temporary currency, presents, which can be bought with either gold or from the game shop. You can also find it from opening chests and killing bosses in The Valley of Gods
Presents can be donated to the communal present supply. As we reach new present thresholds, the global experience boost rises
Received bonus experience isn't directly credited to you - instead, it's added to the event's experience bank which can be accessed from the Christmas event popup. Bonus experience can be claimed at any time and if you have any unclaimed experience after the event has ended, it'll be automatically credited to you on your next login
When the event time runs out, presents can no longer be donated and the supply will start decreasing at a steady rate - either 50M or 1% of the current supply per hour, whichever is higher. You'll continue receiving bonus experience until the supply has fully drained out
As usual, at the end of the event, the top 30 donors will be eligible for the @2025 Christmas benefactor role on our Discord server.
Happy holidays!
New tasks, new bosses and a bunch of new items!
The biggest part of this update is the new Valley of the Gods boss, Mesines. Most of the new content in this update is in some way connected to it, either in the form of equipment or necessary preparations. Preparing to successfully fight Mesines takes a considerable amount of time, but if you commit and succeed, you'll have a chance of finding Otherworldly ore, which is used to create new Otherworldly armour with the smithing skill.
Also, as was was forecasted, completionist capes now require the Exterminating skill as well. You'll be unable to equip existing completionist capes if you don't meet the Exterminating level requirement for them.
Onto the patch notes!
Exterminating
Exterminating mastery capes have been released. Fighting your Exterminating assignments will raise your damage output by 6%, 12%, 18% and 24% respectively when equipped
Exterminating enchantments have been added. Similar to mastery capes, they also boost your damage output against active assignments. Boosts are 1.5%, 3% and 5% for Common, Rare and Exceptional enchantments
Exterminating crates can now be purchased with Exterminating points or found from Exterminating demi-bosses. More on those below
Exterminating demi-bosses
Grimwark
Level 110 Exterminating requirement
Drops Grimwark's sigil, which is used together with Bulwark shield to create the Grimwark's shield with Smithing - a new BiS offensive melee shield
Otherworldly executioner
Level 115 Exterminating requirement
Drops Otherworldly coreplate, which is used together with a Dragonscale shield to create Otherworldly dragonscale shield - a very powerful shield against dragons of all types. When equipped, raise your damage against dragons by 20%
New Valley of the Gods boss, Mesines
An extremely strong dragon that'll put your defensive abilities to the test
Uses both melee and a dragonfire magic based attack. The dragonfire attack has a chance of one hitting anyone not using dragonfire protection (dragonfire potions)
Weaknesses
20% damage boost from Otherworldly dragon slayer crossbow
20% damage boost from Otherworldly dragonscale shield
Drops Otherworldly ore
Available as a weekly quest as well
New tasks and quests
Ignis log
Requires level 105 Woodcutting
Ignis heartwood
Requires level 105 Carpentry & x3 Ignis log
Smoldering mushroom
Requires level 105 Foraging
Sunfire seed
Requires level 105 Farming
Produces x5 Sunfire berries
Dragonfire potion
Requires level 105 Brewing
Blocks 75% of dragonfire damage
Costs
x5 Ignis heartwood
x30 Smoldering mushroom
x10 Sunfire berries
x100 Otherworldly essence
Sunfire summit
Requires level 105 Agility
Unlike other courses, this one has an item reward: Sunfire seeds
Provides slightly less experience per hour than the previous course due to its lucrative item reward
Not a new task, but Ancient tribe has received a new item in its loot table, the Ancient crossbow string. This is one of the item requirements to create the new Otherworldly dragon slayer crossbow
New items
Otherworldly key
Obtainable from Exterminating crates and needed to fight Mesines
Untradeable
Exterminating crate
Drops
5% chance to find an Otherworldly key
Various supplies. Seeds, leather, arrows and such
Obtaining
Bought from the Exterminating shop for 100 Exterminating points. Purchasable at most 70 times per week
Exterminating demi-bosses (Drake & stronger) have a low chance of dropping them
Untradeable
Otherworldly ore
Obtainable as a very rare drop by killing the new boss, Mesines
Otherworldly bar
Requires a smithing level of 102 and the following items:
1x Otherworldly ore
2x Astronomical ore
10,000x meteorite ore
5,000x titanium ore
Otherworldly helmet
Requires a smithing level of 104 and the following items:
2x Otherworldly bar
1x Astronomical helmet
Otherworldly platebody
Requires a smithing level of 110 and the following items:
6x Otherworldly bar
1x Astronomical platebody
Otherworldly platelegs
Requires a smithing level of 108 and the following items:
4x Otherworldly bar
1x Astronomical platelegs
Otherworldly shield
Requires a smithing level of 106 and the following items:
4x Otherworldly bar
1x Astronomical shield
Otherworldly dragonscale shield
Creation requires a Smithing level of 112 and a Crafting level of 110
Requires an Otherworldly coreplate (from Otherworldly executioner) and a Dragonscale shield
Provides a 20% damage boost against dragons
Otherworldly dragon slayer crossbow (shortened Otherworldly DS crossbow)
Created in the Item creation tab
Requires an Otherworldly crossbow, Dragonslayer crossbow and an Ancient crossbow string (obtainable from Plundering the Ancient tribe)
Requires level 115 in Smithing, Crafting and Archery
Provides a 20% damage boost against dragons
Retains the effects of Dragonslayer crossbow and Otherworldly crossbow
Grimwark's shield
Created in the Item creation tab
Requires 1x bulwark shield and 1x Grimwark's sigil
Requires level 105 in Smithing, Crafting and Defence
Stats similar to the Bulwark shield, but better. Best-in-slot melee strength
Reckoning of the Gods changes
Monsters can now drop the Otherworldly gem
You now have a low chance of plundering basilisk and Astronomical gear
Warrior belt was appearing more often than it should have
A new tab was added to the bottom of the activity list, called "Item creation"
The goal of this tab is to have a single place for all miscellaneous item creation tasks that have versatile requirements
The Primeval fangblade, Divine hide buckler and Naga's blessed crown tasks were moved from the Smithing page to this tab
Smaller changes
One of my personal favourites, pressing the small button next to the "Activities" text on the left no longer opens a popup displaying available activities. Instead, it'll show activities below in a compact way so that you can see all available activities at once without needing to scroll. This setting is remembered and persists between sessions
To better control the currently massive influx of chests of all types and to return to their original goal of being items that you have to obtain via skilling, you no longer receive any chests from Reckoning of the Gods and no Exceptional chests from combat. Common and rare chests are still available via combat for enchantments to not be too big of a drag early game
The Valley of the Gods bosses now drop less gold than before. Their drop tables are already lucrative and we should aim to decrease gold influx where we can
Brewing tasks were slightly visually modified to be more compact and fit more item costs
Loot is now aggregated when opening multiple chests to reduce the amount of item entries you have to look at
Items powerful against specific monsters now display their damage boost percentage in their item description
Items in the Item creation tab can no longer be produced in double with Smithing gloves
Kronos' book was renamed to Book of Kronos
Attempting to enter Kronos' lobby without a Book of Kronos now gives a more informative error message about obtaining said books
Received clan credits from Skilling party is now multiplied by amount of tickets used
Sobek kill count now counts towards RotG entry requirement
Potato seeds were replaced with Tomato seeds in the Ancient tribe drop table
Bug Fixes
Fixed an issue where auto exterminating would cause your loot info to be inflated visually as your kills and loot were getting incorrectly multiplied
You're now able to interact with chests even if your inventory is full
Fixed a few items not being sorted correctly in the inventory
The item info popup when hovering quest item requirements no longer goes as far away
For newer users who haven't had a chance to partake in previous events, this is how it works:
There's a global experience boost that starts at 2% and goes up to 20%
The event has a temporary currency, candy, which can be bought with either gold or from the game shop. You can also find it from opening chests and killing Valley of the Gods bosses
Candy can be donated to the communal candy supply. All donated candy is pooled together and as we reach new thresholds, the global experience boost rises
The event experience bonus isn't directly credited to you as you receive experience - instead, it's added to the "Halloween event experience bank" which can be accessed from the Halloween event popup. If you have any unclaimed experience after the event has ended, it'll be automatically credited to you on your next login
When the event time runs out, candy can no longer be donated and the supply will start decreasing at a steady rate - either 50M or 1% of the current supply per hour, whichever is higher. You'll continue receiving bonus experience until the supply has fully drained out.
As we had a little accident with the Halloween event starting prematurely a few months ago and users donating to that event without the event fully realizing (though everyone still received bonus experience for all donated currency), I'll kick off the event by donating what we had in the supply back then.
As usual, at the end of the event, the top 30 donors will be eligible for the @2025 Halloween benefactor role on Discord.
Have fun and happy Halloween!
This update is all about QoL and making your gameplay a little more pleasant and streamlined. Huge thanks to Uraxys and anyone else involved with the development of Idle Plus as a good chunk of these changes are inspired by the great work done there.
Changes
Raids
A new in-app purchase has been added that upon activation allows you to AFK raids. There is a single token, AFK Raider, that upon activation lets you choose which raid you'd like to gain the ability to AFK in. The token is as usual tradeable so you can buy it from other players via the player market as well. AFK raiding comes with a few caveats:
You'll need to have completed a raid at least once to AFK it. In Bloodmoon Massacre, your able to base your AFK run based on waves you've managed to reach in manual runs. You're encouraged to do as well as you can in manual raids as your best manual times are what AFK runs are based on
AFKing a raid produces rewards much slower than raiding manually. The times it takes to complete an AFK raid is your best manual solo run time * 5 (at the time of writing). So if your best solo Reckoning of the Gods run is 10 minutes, an AFK Reckoning of the Gods run will take 50 minutes.
You can't do another activity whilst AFK raiding
You don't receive experience from AFK raiding
You don't receive clan credits from AFK raiding
AFK raid completions are not counted towards your personal raid completions, leaderboards or the clan cup
Maximum AFK raid time is 3 days
You can AFK raid whilst offline, even up to the entire 3 days
Summed up, manual raiding is far superior to AFK raiding. But, if you're unable (or unwilling) to engage with raids manually, there is now an alternative option available
The Raids page has been slightly rearranged to display information in a more compact way. Also, you can now see your personal best solo runs in that view (not tracked at an individual level before this update so old run times won't show).
Bloodmoon massacre now remembers your previous bag loadout and lets you easily reselect it
Your best RotG time will now only be recorded if your ending party size matches your runs starting party size
Added Agility to the list of used skills in RotG and BMM as your dodge chance is now based on your agility level
Pressing player names in raid lobbies now shows the player's entire profile rather than just relevant skills
The item hover popup has been reworked to contain a lot more information
Current player market price (highest buy price or lowest sell price if there are no buy offers)
Stat differences compared to currently equipped item in same slot
Basic equipment info like level requirement, boosts etc
Applied and missing enchantments in jewelry
Player info popup
Now used more often throughout the game when clicking player names in various places
Added "Invite to party" and "Join party" buttons for combat and raid parties
Fixed a small visual annoyance where UI elements would get shown before getting populated with the latest data. Things are now hidden until they are fully loaded
Fixed a small issue where the levels of a viewed online player could be slightly out of date
Chat messages
Left clicking/pressing chat messages now opens the player's info popup (same popup as used when viewing clan members)
Right clicking chat messages now copies the senders username to your clipboard
Premium clarity changes
To be a bit less "in your face" with an in-app purchase, pressing premium locked content as a non-premium player will no longer straight up open up the game shop with premium benefits thrown at you. Instead, it'll open up a new popup that tells you a bit about the rank and lets you know that it can be bought with in-game gold as well. There are buttons that direct you both to the game shop and the player market with premium pre-searched
Reworded premium's description in the game shop to be a bit clearer about its tradeability and purchasability with in-game gold
When buying tokens from the game shop, you'll now automatically be taken to your inventory with the token selected to hopefully make it clearer that you need to activate the token to unlock its benefits
Misc. QoL changes & additions
To not make the item requirements for the "Clan boss slayers" upgrade completely useless after you've unlocked the upgrade for your clan and to add another needed source of Otherworldly essence, these items can now be broken into essence
Pressing the placeholder toggle in your inventory page now displays a notification informing you of what you've done
The Valley of the Gods keys now mention which boss they unlock access to in their item descriptions
The player market page no longer needs to be opened before being able to list items for sale from your inventory
You'll now see how much potion usage you'll get when drinking potions
The amount of holiday currency you get from buying it via the game shop hasn't been modified in a long time, causing the deals to not be very worthwhile due to gold inflation. Thus, for future events, the amount of holiday currency you get has now been tripled
The "Get Questing token" button in the quests popup that shows up when you don't have the quester rank active was reworded to "Raise the amount of available quests with a Questing token", it's colour was changed and its pulse animation was removed
Ending solo combat now displays the more descriptive summary popup that was previously only used for group combat sessions
The detailed loot/kills summary popup is now accessible in solo combat as well via the "Loot and stats" popup. Historical loot is no longer displayed as text in that view
Health you lifesteal during a combat session can now be seen in the "Loot and stats" popup
Player market item searches are now able to display up to 40 different items, up from 20
Sobek is now a part of the weekly clan cup
"Yoink" now applies to offline boss kills
Local market upgrades now display max tier. Also, the tier text is now white
Lil' Eclipse now has an item description and mentions how its levelled up
The agility icon is now displayed in damage splats if the attack was dodged. Currently only in regular combat
You can now click player names in the clan recruitment centre to view their profiles
You can now click player names in clan boss lobbies to view their profiles
Pressing player names in combat lobbies now shows the player's entire profile rather than just relevant skills and equipment
If you're logging out or quitting the application without performing an offline supported activity, you'll now be warned that you'll go idle. On mobile, only log outs via the sidebar menu will trigger the warning
Bug fixes
Fixed an issue that caused GIM accounts who were kicked out of a clan whilst being offline and who had an active task when logging out to be kicked out of the game shortly after logging back into the game due to an unhandled exception
The "Through the wetlands" upgrade was showing an incorrect percentage on non-English languages
A temporary chat channel being deleted will no longer default to the General chat being toggled on, unless the deleted chat was the chat you had open
The vault space bulk purchase now warns that you already have the maximum amount of vault space if you do
Fixed receiving skilling gloves not unlocking collection log slots. Should now work via the skilling party event and also via claimable items
Fixed an issue where your raid lobby status wouldn't get cleared on logout, rendering you unable to, for example, join new raid parties after logging out or being disconnected until you manually cleared it by creating a new lobby or restarting the client
Fixed an issue where your BMM completion wouldn't be recorded if you left the raid before it finished. You would still receive rewards for it, but the run wouldn't be recorded to leaderboards, clan cup and with this update, your personal best runs
Damage dealt in Reckoning of the Gods and Bloodmoon massacre no longer overkills
Fixed Kronos' weaknesses not being applied in combat
Slightly modified Ancient tribe drop table so that weights adds up to exactly 100%
Your current activity will no longer be marked as combat in your profile unless you're actually in combat (previously simply being in a combat lobby would suffice)
Doing smelting in RotG will no longer show you as idle
Fixed the attack skill not appearing in player info popups when viewing online players
The key used to open a boss lobby wouldn't be used towards offline progression, meaning that you'd end up with 1 less kill at the end of it than you should have
Our first summer event, Beach party, has started! Similar to other events but this time with ice cream, you can donate the event currency to the communal supply which increases a global experience boost for everyone in the game. Ice cream can be bought with either in-game gold or for real money through the game shop. Additionally, you can find ice cream when opening chests and killing bosses in The Valley of Gods.
As we reach predetermined ice cream milestones in the supply, the experience bonus everyone in the game receives increases. The experience bonus starts at 2% at caps out at 25%. The event ends on the 8th of August at which time you'll be unable to donate any more ice cream to the supply. The supply will start draining at an accelerated rate and you'll keep receiving bonus experience until the supply is empty.
Same as previous events, there's a new Discord role @2025 Beach party benefactor available for players who end up in the Top Donors (top 30) list at the end of the event. Enjoy the bonus experience!
This update brings new end-game tasks and a new high level boss: Sobek.
To fight Sobek, you'll need to get your hands on Ancient keys. These keys are obtainable from Plundering the "Ancient tribe", which requires a Plundering level of 105 and utilizes every non-combat skill in the game. Sobek has a chance of dropping some new best in slot items along with providing access to a new upgrade.
Additionally, we're running our first summer themed event soon. Beach party will start at 8AM UTC on the 25th and run for exactly 2 weeks. The maximum experience boost from this event will be 25%.
Full patch notes below:
New Plundering task
Level requirement of 105
Every non-combat skill counts as an advantage and benefits cap at level 110
Drops
A key/ticket to fight a new boss, Sobek
Ingredients for dishes
New boss in the Valley of Gods, Sobek
A unique mechanic where the boss will become immune to the attack style it was previously damaged with. This means that the boss should be taken on in a group with different attack styles or if that's not an option, you'll have to fight it without an attack style. This means either fighting it with your bare fists or getting yourself the new Primeval fangblade
Uses Archery, similar stats to Medusa but stronger
A new weekly quest has been added where killing Sobek a handful of times is required
Access requires an Ancient key
Because acquiring keys to fight Sobek takes a fairly long time, it uses the same loot distribution logic as Kronos where the team leader will always get the drop regardless of damage dealt
The "Show us the money" upgrade works when fighting Sobek as well.
Drops
Sobek's talisman
Sobek's blessing
Sobek's charm
Arrow of Sobek
Blessed crocodile hide
Raw apex meat. Cooking it requires level 100 Cooking and the cooked variant heals for 20 health when consumed
New items
Primeval fangblade
Creation requires a Smithing level of 90 and the following items:
Primeval fang (dropped by Drake)
Astronomical bar
25 ancient potions
Untradeable
Base stats slightly worse than Godlike longsword
Unique aspects make it the ideal choice of weapon against Sobek
This blade doesn't have a defined attack style. This means that it can be used against Sobek without it triggering its immunity effect
30% damage boost against Sobek
Divine hide buckler
Requires a Divine buckler and 5 Blessed crocodile hides
Created with the Smithing skill with a level requirement of 100
Naga's blessed crown
Requires Naga's crown and Sobek's charm
Created with the Smithing skill with a level requirement of 105
Sobek's blessing - A scroll equipable in the ammunition slot. Scroll provides some strength and accuracy bonuses and is the first item in that equipment slot to do so. Tradeable
Arrow of Sobek - a unique ammunition that doesn't get consumed when shot. Archery strength slightly lower than that of Titanium arrows. Untradeable
Sobek's talisman - Used to unlocks the "Through the wetlands" upgrade which raises your skilling ticket drop chance by 30%. Untradeable
A cooking experience bonus outfit has been added and is obtainable from the Cooking clan event
Other changes
You should now see your Player market trading history immediately updated when finalizing trades
The Smithing tab now contains a "Other" tab that we'll utilize primarily for creation of high level equipment with unique item requirements. Primeval fangblade, Divine hide buckler and Naga's blessed crown are created via that menu.
Attempting to equip a loadout where you don't own all of the loadout's items will now equip whatever items you do have rather than the loadout equip fully failing. You can then go to loadout configuration and more easily update the loadout as necessary
Collection log - Astronomical ore is now a part of Valley of the Gods collection logs - Sobek has been added to the Collection log
The following items are now sorted under the Resources tab (cube icon) in your inventory
Holiday currencies
Boss keys
Item requirements in new Smithing tasks
Fixes:
Sometimes players that disconnected in unexpected ways would remain visible to you in clan boss fights. That should no longer happen
Disconnected clients should get cleaned up quicker now. You should not be disconnected for being inactive in the game, only if your connection has dropped and your client is unable to communicate with the server, so ideally, assuming this change works as intended, the change shouldn't be visible to you in any other way besides reconnection being smoother after having connection issues. This fix should indirectly fix at least a couple of known issues players have occasionally faced:
Clan boss fights should no longer appear stuck when a party member ungracefully disconnects from the fight
There has been an issue with clan operations sometimes failing and getting stuck, causing players to be unable to interact with the clan or even login (as the login process touches clan data as well). I'm hopeful that the change fixes this issue - but even if not, these issues should be resolving much faster than before.
Fixed "Show us the money" procs not registering in the collection log
New
Collection log
Accessed from your player profile
Currently 162 collection log slots to unlock across monsters, bosses, raids, quests and clan events
Items must be earned from their original sources to unlock collection log entries - you can't unlock them by purchasing or receiving them from other players. Since this system tracks where items actually come from, we can't automatically unlock all items you've previously obtained. Here's how previously obtained items will be unlocked:
Default game mode:
Only owned untradeables will be automatically unlocked
Ironman game mode:
Everything you own will be automatically unlocked
Group ironman game mode:
Nothing is automatically unlocked due to unrestricted trading between clan members
Giving Agility a bigger purpose
Agility now grants 0.18% dodge chance in combat per level
The Ninja upgrade has been discontinued and can no longer be purchased. If you've bought the upgrade before this update, you'll be reimbursed the gold you spent on it. For this, navigate to the settings popup and press the "Check reimbursements" button
This change means that the maximum amount of dodge has been increased. You can now reach up to 21.6% at level 120 Agility, up from 20%
Changes
Otherworldly golem's health has been halved for group ironmen
Skilling tickets rolls now take task times into consideration as well and long tasks are far more likely to drop skilling tickets. For example, you're now 2.5x more likely to get skilling tickets from fishing tuna and 5x more likely to receive skilling tickets from farming dragon fruit than before
Players' current activities in raids are now displayed as sprites rather than text
Griffin and Devil had their raw zander drop chance slightly increased and titanium ore drop chance slightly decreased
Bug fixes
You should no longer get disconnected from chat due to inactivity
Fixed a combat related client side memory leak
Fixed holiday currency sales not finalizing (would appear to disappear when selling but reappear on relog)
Fixed cosmetic versions of the Bloodmoon helmet bypassing the unlock requirement
Fixed an edge case scenario in the quest "return to task" mode causing you to go idle on quest completion
Fixed leaving a Kronos lobby as non-leader causing Kronos's weakness text to break
The Bloodmoon massacre entry in players' clan profiles now show the correct icon
Attempting to enchant a jewelry that is in a loadout that gets activated during Enchanting now gives a more informative error message
Bloodmoon eel now show up under the correct item category in inventory sorting
Bloodmoon worms now show up under resources in inventory sorting
Fixed an issue causing you to be unable to interact with clan members that haven't logged on in a very long time
Fixed attack speed timers not updating client side when switching weapons in Bloodmoon massacre
Fixed Bloodmoon massacre activity counters not resetting when leaving and re-entering raids
Fixed cosmetic variants of the Bloodmoon helmet not displaying the correct bonuses in the item's description
Fixed an issue in Bloodmoon massacre where you could lose more fish than you gained when cooking if your vault reached maximum capacity
Fixed a bug where your combat lobby UI could get messed up when leaving and joining parties via the Exterminating page
Fixed an issue where you'd get the red exclamation mark that indicates you don't have enough resources to complete a quest when completing quests tasks with costs if you had the exact amount of resources required
Cerberus and Black dragon had a lower chance of dropping strawberry seeds than intended. Fixed
Search button now works in cosmetic activation view
You can no longer start new combat lobbies through quests, the Exterminating page or clan quests if you're already in a group combat lobby to prevent some UI shenanigans
Removed the flame effect from raid entries in the PvM stats popup
About
This page aggregates Steam news feeds, patch notes, and developer announcements for Idle Clans, sourced from official Steam community posts.
Major updates, balance changes, and seasonal events often correlate with player-count spikes — cross-reference announcements here with the live charts on the main Idle Clans statistics page.
Articles link back to Steam for full changelogs. SteamScope refreshes news entries as new posts are published to the game's Steam hub.
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