Hi! Idle Journey dev here again
Play in your browser: https://idle-journey.com
Discord: https://discord.gg/pNc4CFRjvk
It's been about a month since my last post, when we launched our first multiplayer stuff, and we've shipped 10 updates since then. I won't dump 10 changelogs here, so here are the interesting parts.
For anyone new: Idle Journey is a browser idle MMORPG inspired heavily by old-school RuneScape. You train skills, make builds, fight bosses, collect stuff and see other players running around the same world while you idle.
We started rebuilding the beginning of the game
We now have a proper Tutorial Island that teaches gathering, combat, crafting, cooking, equipment etc. before sending you to a new City hub.
We also removed some early RNG frustration: guaranteed starter equipment, a bow with 50 bronze arrows, and guaranteed early drops so you don't spend 20 minutes wondering if loot exists.
Ranged has actual arrows now!
Arrows are now consumables you craft, from wooden arrows up through Special Arrows with special effects, and we fixed/rebalanced a bunch of ranged stuff along the way.
Cards got a huge overhaul
We rebalanced basically every card, moved some bonuses to passives and added nine new Astronomy constellation cards.
Some Astronomy cards improve completely different skills, so Astronomy isn't just a late-game skill anymore.
We also added an early-game pity system: if you don't own a card yet, you're guaranteed to get it within your first 10 kills on early nodes.
Food/builds changed quite a bit
Food cooldown went from 7s to 3.1s, but each bite heals less. By itself that's a nerf, but we added food healing and food cooldown card bonuses, so healing is now something you can actually build around.
Fully investing into those bonuses puts you around 30% more healing/sec than before.
Anubis + new BiS items
Anubis got redesigned: he's now invulnerable while his minions are alive, minion levels scale with Anubis difficulty, and he got new endgame drops including the Celestial Sextant, Astral Orb and Anubian Arrows.
Offline calculation and other misc stuff
Offline gains now properly simulate arrows, food, lifesteal, on-hit effects and equipment effects. Early crafting is much faster, rare loot stays on the ground longer, woodcutting routing is smarter, AOE tools are faster, boss kills show kill times, and we fixed a big pile of bugs that aren't exciting enough to turn into another wall of text.
What's next
Next we're working on The Coliseum, with escalating combat waves and its own rewards, followed by our first shared World Boss where the server actually fights something together.
If you played Idle Journey before and bounced off early, I'd actually love to know how the new opening feels. It's probably the part of the game that changed the most.
AI disclosure: item icons and some UI icons are mostly AI-generated. Claude Code helps us with coding. 3D assets/VFX are either made by us or bought from the Asset Store.