Revolution Idle
Nu Games · Simulation, Indie, Idler
Overview
Revolution Idle is a free idle incremental game with offline progress, prestige layers, and endless automation. Start simple, reach infinity and go further.
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How far can you go?
Revolution Idle is a free idle incremental where numbers explode… and never stop. Multiply. Automate. Accelerate. Reach infinity then go beyond.
2M+ players worldwide. 130,000 on Discord. The revolution is already happening.
Prestige. Push further.
Speed up circle filling with color spectrums. Trigger prestiges to boost multipliers and increase your exponent.
Every run makes you stronger.
Reach ~1.79e308 and trigger Infinity.
Unlock upgrades, power a chain of Generators, conquer Challenges, and grow Stars that boost every run.
Eternity resets everything… so you can go even further.
New systems unlock step by step. Deeper. More complex. More powerful.
Unity awaits.
Absurd numbers. New mechanics. Go beyond.
WHY YOU’LL GET HOOKED
Highly addictive loop: watch numbers skyrocket at insane speed.
Full automation: optimize everything and let it run.
Macro builder: create your own automation strategies.
520+ achievements: with real progression bonuses.
Offline progress: keep gaining while you're away.
Global leaderboard: compete with players worldwide.
Cross-platform: PC, Android, iOS synced progress.
Daily rewards: log in, stack bonuses.
Active development: frequent updates, more content.
NEW TO IDLE GAMES?
A built-in tutorial gets you started fast.
Need more depth? A full wiki is available in-game.
THE DEVELOPERS
Developed by Nu Games and Oni Gaming. Backed by a community of 130,000 players.
The revolution continues.
From the game's Steam store page.
THE GAMEQ VERDICT7,515 reviews analyzed
What players are actually saying
1. Summary
Revolution Idle starts as a few coloured rings filling up and keeps unfolding into new reset layers: Infinity, Eternity, Unity, and then Minerals, Tarot and Artifacts. Players praise that unfolding more often than anything else. They describe the number growth as satisfying, are impressed by how much there is to do in a free game, and use the achievement list as a guide to what to chase next. Some keep it running in the background for months, and hundreds of short reviews simply call it addictive.
The frustrations come later and they are specific. Pacing swings between fast bursts and long walls, and reviewers place the walls in named systems: the Dilation Tree respec loop, Zodiac rolls in Unity, and the Minerals and refinement stage. Other complaints are that the game demands constant attention for something with "Idle" in its name, that the first Eternity takes away automation, that mechanics are poorly explained, and that the interface makes repetitive tasks harder. Players disagree about the shop. Some never spent a cent and call it optional, while others see paid boosts, premium-currency macro blocks and a mid-2025 Time Flux nerf as pressure to pay.
2. What keeps coming up
What players praise
Watching numbers explode through layer after layer of new systemsHigh
13.1% of longer reviews talk about how satisfying the number growth is, and they tie it to the way each reset layer adds a new mechanic once the old one gets stale. Something that took days at first later happens in seconds, and a new tab usually appears just as the last one becomes automatic. One reviewer put it as "Every time I think I'm at the last feature I realize there's 5 more coming." A few call it one of the deepest idle games they have played, and some who know Cookie Clicker or AdVenture Capitalist say this one has more systems and fewer time walls. The stretch from Infinity through Eternity gets singled out by several reviewers. The players who love the layering are often the same ones who later complain about the walls between layers.
Free, and many players never felt they had to payHigh
That the game is free comes up in 11.7% of longer reviews, usually as a plus ("It's too good to be free but i'm thankful it's free!"). Players compare the amount of content to paid idle games and say the premium currency, Souls, comes in steadily enough from achievements, daily rewards and codes to buy skins and Time Flux without spending money. A smaller group, 4.3% of longer reviews, says outright that the shop is optional or not needed to finish. The other side of the shop debate is covered in the split section below.
Achievements that work as a roadmapHigh
The achievements come up in 11.6% of longer reviews, mostly with approval. Players like that there are hundreds of them, that secret achievements have funny hints, and that the next unearned achievement usually tells you what to work on: "What I like most about the achievements is that they act as a roadmap for progression." Achievement hunters say finishing took them months, and some come back after content updates to finish again. Those updates are a sore point for players who had just reached 100%, which comes up under updates below.
A good game to leave running beside something elseMedium
Players describe running it in the background while working, studying, watching videos or playing other games (8.1% of longer reviews), and one calls it a "Perfect second monitor game". They like checking in for a few minutes, buying upgrades and leaving again, and several mention that it barely loads their PC. Others push back that the later stages need too much attention to work as a background game, which is the core of the not-really-idle complaint below.
Hard to put downMedium
7.6% of longer reviews call the game addictive. Most of these are jokey warnings about lost sleep, lost weekends and "one more upgrade", for example "this game has legitimately ruined multiple nights of sleep". A handful of negative reviews use the same word seriously, saying they quit because the game was eating their time.
Cross-save between phone and PCMedium
The mobile version and progress syncing come up in 6.1% of longer reviews. Players like starting on a phone and carrying the save to Steam: "The cloud sync works perfectly aswell and allows you to instantly switch between mobile and steam without any manuell input." The complaints here are about sync failing: achievements earned on mobile that never unlock on Steam ("If you unlock something while playing on Mobile the Steam version fails to recognize this"), linked accounts that did not restore a save after a reinstall, and progress being overwritten when switching devices.
Calm and relaxing to watchMedium
Some players (4.5% of longer reviews) find the game relaxing, chill or soothing, and point to the spinning rings, the music and the lack of pressure: "A nice, calming game you can enjoy at your own pace, with no pressure at all." For other players the same visuals became too intense, as the flashing complaints further down describe.
A developer that keeps adding contentLow
3.1% of longer reviews explicitly praise ongoing development, saying new layers arrive every few months and that the game has grown a lot since launch ("Dev makes a crazy amount of updates, constantly adding new features"). Returning players describe coming back after a break to find weeks of new progression waiting for them.
Where players are split
Pacing: bursts of speed, then long wallsHigh
The grind, time walls and slow progress come up in 14.7% of longer reviews, and those reviewers disagree about whether the rhythm works. Fans accept it as the point of the genre ("first it feels like the progress is fast then it slows down and feels almost impossible but then it picks up again") and say the breakthrough after a wall is the best part. Critics say the walls get longer at every layer, that some stretches leave nothing to do but wait for days, and that the jump from one stage to the next can feel like starting over. Where reviewers name the slowest points, they name the first Eternities, the Dilation Tree, early Unity and the Minerals stage.
The shop and premium currencyHigh
13.1% of longer reviews discuss monetization. On one side, players say the boosts are small and Souls are easy to earn for free: "You might see some accusation of forced monetization. No." The other side raises concrete points. At launch, reviewers objected to a starter pack with a countdown timer ("Timed limited MTX, this creates FOMO"); later reviewers note that offers "can be hidden in the store". Players dislike that macro blocks and extra loadout or macro slots cost Souls ("Macro Editor (to automate) has nodes locked behind premium currency."). One reviewer called the Time Flux system "an uncapped pay to progress system". Reviewers writing in July 2025 were angry that a Time Flux gain upgrade some had paid for was cut, saying the nerf "was applied and never even mentioned in the patch notes". Some players far into the game object specifically to quality-of-life features sitting behind the shop.
Guides, the wiki and the DiscordMedium
Guides, the wiki, Reddit and the Discord come up in 8.3% of longer reviews. Some recommend the community guides as a normal part of playing and praise the Discord as helpful. Others treat the need as a flaw: "mid to late game looking up guides becomes a requirement to progress." The Dilation Tree comes up often here. Reviewers say the game added an in-game step-by-step guide for it, which fans see as helpful and critics see as proof the system is too opaque. Animal and lab choices in Eternity and Zodiac builds in Unity are the other places players say they had to look things up.
Time Flux in place of real offline progressMedium
Time Flux is the stored time you earn offline and spend to speed the game up. 6.6% of longer reviews discuss it, and 5.5% talk about offline progress more broadly. Fans call it "one of the best offline mechanics in all of idle games" because it lets them choose when to spend the time. Critics say the game makes little or no progress while closed, that the offline and Time Flux bars are confusing ("If I gain time flux while I'm offline, what is offline flux?"), and that automation does not work properly while time is sped up. The July 2025 Time Flux nerf drove much of the anger in that month; one reviewer's November 2025 edit says "Progression was buffed in the sore points, and timeflux was reverted." Reviewers in mid-2026 describe Time Warp being replaced by a speed multiplier, with one writing "I don't like that time warp is removed and I like that it got replaced with a custom speed changer from 4 to 60".
The macro builderMedium
Macros come up in 4.7% of longer reviews, and players divide over them. Those who like the builder enjoy making block-based scripts to automate the later layers and say it taught them some basic coding logic. Those who dislike it say it replaces simple automation right after the first Eternity, arrives with too few blocks to be useful, and asks people who wanted an idle game to program: "Was fun until the game wanted me to write code to progress." Several also note that macro blocks and slots tie back to the shop.
Familiar to Antimatter Dimensions playersMedium
Antimatter Dimensions comes up in 9.5% of longer reviews, almost always as a comparison. Critics point to the names and structures the two games share (Infinity at 1.8e308, Break Infinity, Eternity, challenges, Dilation) and say the later prestige layers offer less than that game does. Fans say Revolution Idle is easier to get into, more colourful, and becomes its own thing later: "it does get its own unique Identity after a while!" The comparison was most common during early access and became rarer after the full release.
Updates that extend the game and move the finish lineLow
Players welcome new layers, but completionists dislike seeing their 100% disappear when an update adds dozens of achievements: "now they added more achievements and I no longer have 100%." Some reviewers add that new layers make the existing endgame longer for everyone who has not reached it yet, and a few early-access reviewers lost progress after updates.
What frustrates players
Reset loops that start to feel repetitiveHigh
At some point the game feels repetitive, boring or tedious to the writers of 10.3% of longer reviews. They mean doing the same loop again after each big reset for a small bonus, and upgrades that seem to change little: "You keep pushing forward, but in return, you just get the illusion of progress." The first few Eternities and the Unity replays are the stretches they name most often, because players have to work back through earlier layers before anything new happens. A related newcomer complaint is that the first Promote or Infinity reset wiped their run without clear warning; one player writes "I clicked it, tapped one of the options and it reset everything."
Unclear explanations and a fiddly interfaceMedium
7.2% of longer reviews discuss the interface and 3.8% say mechanics are poorly explained. Players describe tiny buttons, slow scrolling, numbers that jitter as they change, upgrades that point to other menus without saying what they do, and lots of drag-and-drop work in the Zodiac and mineral screens: "It's unbelievable how bad the interface choices are." Others say the help text is vague or awkwardly translated, and ask for a multiplier breakdown so they can see what actually drives their gains. A few reviewers do credit later interface reworks, such as the Infinity and Eternity tab overhauls.
"Idle" in name onlyMedium
According to 6.3% of longer reviews, the game is not really idle. Progress needs active clicking, respeccing and checking in every few minutes, they say, and leaving it alone gets you very little: "Please change the name to Revolution Active to better represent gameplay." Some positive reviewers make the same observation as a warning rather than a complaint, calling it an incremental game more than an idler. The complaint grew in reviews written from May 2026 onward, where it appears in 11.4% of longer reviews.
AI-looking art in the animals and upgrade iconsMedium
Objections to AI-generated art appear in 5.7% of longer reviews. They point to the animal portraits in the Eternity Zoo and some Infinity upgrade icons. Players reach the animals only after a long stretch of play, and one describes them as "really off putting and hard to look at". This was mostly an early-access complaint: it appears in 12.2% of longer early-access reviews and under 3% of later ones. Reviewers from early 2025 report that the animal art was redrawn, with one writing "AI Art was removed, so I'm changing my review", while others say the new images look traced from the old ones.
The Dilation Tree respec loopMedium
Dilation or the Dilation Tree comes up in 4.9% of longer reviews. Players describe having to reset and respec the tree dozens of times per run to farm different resources, with progress collapsing if they pick the wrong nodes: "It becomes a chore at that point rather than an idle incremental game." Because Unity sends players back through Eternity, they meet the same loop again on every Unity until late automation arrives. Fans of the system say it gets much better with the in-game guide and once loadouts and automation unlock.
Minerals and the refinement grindMedium
Minerals, refinement and runes come up in 4.9% of longer reviews, written by players far into the game. Reviewers writing after the Minerals update in mid-2025 describe it as a sudden shift to manual work: typing in a spawn level, dragging minerals to merge, and running very short refine loops for small gains. One wrote "you MUST set your spawn mineral level every time you spawn minerals, by manually inputting digits". Another was blunt: "The game ends at minerals, if you manage to get that far I'd just drop it there." Mentions peaked in the second half of 2025 (8.7% of longer reviews), and one November 2025 edit reports that "The tedious keyboard input loop im going to yap about has been updated and got an automation."
Bugs, lost saves and memory leaksMedium
Bugs come up in 4.6% of longer reviews, and performance or resource use in 4.8%. Players report memory leaks that grow over long sessions ("32gb of 64gb was being used to run this game."), high CPU use in the background, crashes, autobuyers that stop working, achievements that will not unlock, and a smaller number of lost or overwritten saves. A few ask for a manual save export, because a mistake or a bad sync cannot be undone. Bug complaints were most frequent during early access.
Zodiac RNG in UnityMedium
Zodiacs and RNG come up in 4.1% of longer reviews. Players say Unity trials depend on rolling the right Zodiac with the right stats, so a bad roll can mean redoing a long Unity for nothing: "At that point it becomes an RNG game and the fun drains away." They also complain about small inventories and swapping a dozen Zodiacs by hand between builds. Reviewers later welcomed Zodiac loadouts ("They finally added zodiac layouts which was my biggest gripe with the game."), though some say the loadout menus are still clumsy.
Flashing, flicker and screen burn-inLow
Warnings about flashing visuals appear in 3.8% of longer reviews. Players describe rings and buttons strobing once automation speeds things up, numbers jittering, and in a few cases image retention on their monitor after leaving the game open; several ask for an epilepsy warning. One player writes "It is actively dangerous to anyone sensitive to flashing." and says the anti-flicker setting only covers the central wheels. Others say dark mode, a calmer skin or the anti-flicker option solved it for them.
The first Eternity takes automation awayLow
In 2.8% of longer reviews, players complain that the first Eternity resets progress and removes the automation they had just unlocked. Some quit right there: "Can't recommend, purely because of the game's spiteful taking of QOL." Players who pushed on note that automation becomes permanent after the second Eternity, and some suggest the game should say so up front.
Leaderboard flags and anti-cheatLow
The leaderboard or anti-cheat comes up in 1.9% of longer reviews. A few players say they were flagged for cheating software they did not use, or that a freeze triggered a permanent leaderboard ban, and others question why a single-player idle game needs anti-cheat at all.
3. The player conversation
Most of the review volume is short and affectionate: "circle go round", "number go up", song lyrics about spinning, and jokes about lost sleep. The criticism sits in long, specific write-ups from players who have pushed deep into the game, and those reviews are far more divided. Some of the negative ones start by saying they enjoyed the first stretch, and the disagreement is mostly about how far into the game the core loop keeps working.
Who raises what follows how far players got. Newcomers complain about a slow, clicky opening, a Promote button that reset their run, shop offers, and, during early access, the AI art they hit at the animals. Players a little further in raise the first Eternity removing automation, the macro builder, and the Dilation Tree. The Minerals and Zodiac complaints, the Time Flux nerf and the moving 100% line come from the players who have been with the game longest.
Because this is the whole review history, the timeline is meaningful. The launch month of October 2024 was the low point at 66.1% positive, with complaints about the starter pack timer, missing automation and a dull early grind. The rest of early access settled between 83% and 89%. July 2025 dropped to 74.9% positive, and reviewers that month tie it to the Minerals update and the Time Flux change. Late November 2025 brought a burst of short positive reviews (713 that month, 92.8% positive), with a few reviewers mentioning Steam Awards nominations. Most months of 2026 ran between 85% and 92%. September 2026 dipped to 80.7%, with renewed complaints about Minerals walls and the game not being idle.
4. What the developers could do
- Shorten the late-game walls in Minerals, refinement and runes. Players far into the game describe days of waiting or manual loops for tiny gains, and some say the game "ends at minerals".
- Keep automation through the first Eternity and unlock quality-of-life automation sooner. Some players quit when Eternity strips the automation they had just earned, and others ask for earlier automation of Dilation upgrades, Zodiac swaps and mineral spawning.
- Give the Dilation Tree, Zodiacs and animals proper loadouts and cheaper respecs. Reviewers call the respec-and-swap loop a chore in the mid and late game, and players welcomed Zodiac loadouts when they arrived.
- Explain the systems inside the game. Players want a multiplier breakdown, clearer help text, plain descriptions of what each upgrade affects, a clear Time Flux and Offline Flux explanation, and a confirmation before Promote or other resets wipe a run.
- Take flashing seriously. Several players say the game is unsafe for photosensitive people, so the anti-flicker option should cover the whole screen, with steady number widths, a frame-rate cap and a first-launch warning.
- Keep quality-of-life features out of the shop and do not cut paid items without compensation. The most concrete shop complaints are about macro blocks and slots costing Souls and the 2025 Time Flux nerf to an upgrade people had paid for.
- Fix memory leaks, protect saves and repair mobile achievement sync. Reviewers report RAM use that grows over long sessions, lost or overwritten saves with no export option, and mobile achievements that never reach Steam, and a few players were wrongly flagged by the anti-cheat.






