Idle of Eternity is a single-player idle loot RPG developed as an indie project for PC. The game runs as a borderless, per-pixel transparent overlay that sits over the desktop, allowing a hero to attack enemies, clear waves, and advance through floors automatically while the player continues other tasks on the computer.
Gameplay
The core loop centers on real-time progression that occurs only while the window remains open. The hero engages monsters on screen, drops items appear directly in view, and players return periodically to manage inventory across 14 equipment slots. Items carry one of five quality tiers and draw from more than 2,000 possible affixes. Weapon damage channels are determined at drop time, with each weapon rolling a fixed combination of physical, fire, cold, lightning, or chaos damage. Multi-channel weapons support composite builds that combine several damage types for specific bonuses.
Five damage types each maintain independent scaling pools and associated ailments. Players can focus on a single type to push through tougher content or spread investment across multiple types to unlock composite effects. More than one hundred skills exist in active, support, and aura categories. Skills are grouped by shape such as single target, arc, projectile, rain, or persistent ground effects, and all skills of the same shape deliver identical damage per second. Differences arise from enemy coverage and hit frequency. Skills level through kills rather than experience points.
Three talent trees contain more than 400 nodes in total and can be reset at any time without cost. Nodes cover hero talents, ascension, and map strategy, including uncapped infinite options, nodes that carry drawbacks, and mutually exclusive groups. Thirteen classes unlock across five stages, with a new stage becoming available every twenty levels starting at level twenty. Classes provide only talents and passives; skills and equipment define the actual playstyle. Gear drops exclusively from monsters. Excess items convert to essence at a salvage bench, and essence combines with gold and protection stones at a crafting bench for enhancements, rerolls, and new item creation. Epic and mythic items cannot drop naturally and must be obtained through bench gambling.
Game Modes
The Rift serves as the primary progression path with one hundred floors. Each higher floor increases monster density and difficulty while improving drop quality. Endless Challenge unlocks after floor one hundred and continues without an upper limit. Every one hundred floors the monster population rotates, altering enemy types, ailments, and pressure points. Training Ground provides a controlled environment with fifty standard dummies or a single boss dummy at any chosen floor level, allowing damage and build testing without generating loot or progress.
Additional systems track progress through more than two hundred achievements that unlock automatically. An activity log records every drop, level gain, unlock, and achievement. Configuration tables are supplied as plain CSV files alongside the executable, enabling direct number adjustments while saves remain separate and intact after re-extraction.
Interface and Accessibility
The game supports switching between Simplified Chinese and English interfaces at any moment, with all existing items carrying over. A single save slot uses autosave. The experience remains strictly offline and single-player with no accounts or purchases required. The overlay covers the primary monitor and operates through mouse input only, with no controller support available. Closing the window pauses all progress.
Is It Worth Playing?
Idle of Eternity targets players who enjoy deep equipment systems, frequent build experimentation, and an idle format that runs alongside other desktop activities. The emphasis on real-time observation, extensive affix variety, and free talent resets creates a loop centered on incremental optimization rather than constant active input. Because the title is a one-person project scheduled for release on November 30, 2026, ongoing tuning of numbers and content is expected after launch. Those seeking traditional offline idle progression or controller-friendly play will find the design limitations significant, while players comfortable with a transparent overlay and mouse-driven management may appreciate the focused loot and talent depth. No user reviews exist prior to release, so individual suitability depends on tolerance for the desktop-overlay format and the absence of offline advancement.