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Full notes
Full Idle Life - An Idle Game update
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What changed
- Gameplay
- Events
- Balance
Idle Life - An Idle Game changes
Development Update - Inventory System & New Progression Tree
First Version Of The Inventory System Finished 📦
We officially finished the first version of the new Inventory System and already started working on the completely redesigned Progression Tree. 👀
The new inventory system is designed to properly support future mechanics and systems planned for 1.0 and beyond.
This currently includes:
Stackable resources
Unique equipment items
Modifications & enchantments
Durability systems
Better item structures
Improved inventory handling
Future arena equipment support
Better support for progression systems
A very large part of recent development involved rebuilding older systems internally so future updates can properly work together without creating major technical limitations later on.
While this takes significantly more time now, it will massively help long-term development and allow us to add future mechanics much easier. 🚀
New Progression Tree 🌳
The old progression system was honestly becoming too confusing and overloaded.
Research here, click there, giant tree everywhere... and we honestly did not really like that ourselves anymore.
The new progression tree is much more: * Organized * Structured * Cleaner visually * Easier to understand * Less overwhelming
while still keeping the freedom to progress however YOU want. ❤️
Idle Life is not supposed to be a simple straight-line idle game where the best path is instantly obvious. We still want players to experiment, discover things and progress in completely different ways depending on how they want to play.
The new progression system will also support:
Multiple researches at the same time
Better progress visibility
Cleaner research managemet
Improved progression flow
Less visual overload
Started researches will now directly display their progress on the tree itself instead of only showing information in the top bar. 🌱
We also redesigned visibility handling for the tree. Instead of instantly showing hundreds of researches and items at once, the game will now focus much more on showing what you currently can unlock or already discovered.
Early Access Rewards ✨
We also decided how the rewards for Early Access players will currently work.
For every:
📖 10 unlocked recipes
in the Early Access version of the game, players will receive:
✨ 1 Orb of Unbreakable
These orbs can be used to modify tools, weapons or armor pieces so they will never break.
Items will only be able to hold a limited amount of orb strength.
Example:
⛏️ Pickaxe Limit = 5
This means you could use:
⚡ 4 Efficiency Strength
✨ 1 Unbreakable Strength
without any penalty.
Going above the limit will still be possible, but the costs will increase exponentially. The exact balancing and formulas are still work in progress and may change during development.
We may also add additional rewards for Early Access players later if needed. We mainly want to make sure that active Early Access players receive meaningful long-term rewards for supporting the game before 1.0. ❤️
Development Progress 📌
We also want to stay transparent regarding development progress.
Sadly, development is currently progressing slower than we originally hoped. Our first internal goal was to reach 1.0 around the anniversary of Idle Life, but this unfortunately will no longer be possible. 😔
As always, thank you all for the support, patience and feedback so far. ❤️
Source
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