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Multi IdleEventsPlaytest and plans
Community

Playtest and plans

Multi Idle · published 25 Jun 2024, 14:55 UTC

All eventsPlayers around this dateRead on Steam

Playtest

Multi Idle will soon be opening to a public PlayTest through steams PlayTest feature.
There is currently plans for roughly 500 players at first, with more space opening after depending on feedback, bugs, and the number of player drop-offs.

What to expect with PlayTest


For those that already have access, Content will be roughly the same but with QoL additions.. But for players that are entering the PlayTest they will be granted the exact same build as what is currently being released to players. Current game updates have been reserved to just Quality of Life, Visual improvements and bug fixes for this time, With content updates soon after the PlayTest.

Content to expect


There's a lot of features and mechanics that will be introduced. After the PlayTest, when updates start being more content driven again, there will hopefully be a passive addition of skills. Somewhere shortly after, I will also restructure the center of the passive tree. It won't be a full refactoring of the passive tree but mainly just how players start. Players will select one of six starting locations in the center, which just dictates which node your passives begin from. You can always double back around to another starting node, but may not be worth the point investment.

From there we will likely have a decision to make regarding what content comes after, but to list some out:

  • Roguelite - Will be inside the dungeon module, and will be a system that will use a resource to either start a RogueLite run or move forward to the next room within it. Every run will begin at room 1, and increment with every room similar to how the dungeon stages work. The fighter used in this feature will also begin at level 1. Between every room, the player will be able to choose a bonus that will be applied to that run. These bonuses include things like levels to the fighter's level, increased damage, armor and health of the fighter, and more. With the fighter used in this feature being very secluded to itself, he will not be getting the benefit of many bonuses available to the normal dungeon fighter except a lesser bonus based on the player's current multiplier. There will be benefits given to the player at the end of each run depending on how far they've gotten.
  • Raids - Players will use either all three of their characters. Or the currently selected fighter with two other Pre-Configured fighters scaled with your character's current multiplier. The player will then fight a difficult dungeon boss with absurdly high health! A very even fight will likely last a whole minute. When a boss is defeated, the next boss will then spawn and with a much higher difficulty. There will be multiple different types of bosses, each with their own respawn times. There is going to be a time limit on the fights, likely somewhere between 60 to 120 seconds. When all of the player's fighters die or their time runs out, rewards will be given based on how many bosses they've defeated.
  • Arena - Some players may not have experienced this since there has been a large bug with it recently and a large focus being pointed to other focuses of the game. If the arena is not working this time around then we will get it fully working with the full implementation on the way. The arena will allow players to create a configuration of a fighter. What that means is that we'll give them 100 points to increase stats like health, level, crit chance, and other such elements. As well as 100 passive points for a customization of their tree. And maybe a few other possibilities like a few set ups of equipment. From there the players' fighters will go into a queue where two of the fighters will then fight against each other. Every player both fighting and in the queue will see the same fight, and those in the queue can bet on who will win using arena money. After 64 unique player fighters have passed and been declared a winner, The winners will then fight in a tournament style bracket to decide who has the best fighter!
  • Some others - There will be other things like Wonders, large buildings to be constructed in the Kingdom. Players will have to rebuild every rebirth however each Wonder will come with a very large reward.
    There is a card system that will be used as a strategic form of play since there will be a field that you can place cards onto that will have various effects and can change depending on the cards that are adjacent to it.
    And finally the 'after everything that has been said is done', there will be Space and Worlds, Spaceship building, fighting, and more!
More from Multi Idle

Other announcements

All events
Game update5 Dec 2024Patch notes - v0.10.70Patch Notes - Steam v0.10.70 Passive tree change! The passive tree has been changed in a way that nodes that you click on are not finalized until you click the save button. Instead they are put into a planner mode which allows for planning, exporting, and importing the tree. General: · Change: Unity engine updated from 2022LTS to Unity 6. · Bugfix: Clicking a button with a tooltip no longer cau…Game update16 Oct 2024Patch notes - v0.10.69Patch Notes - Steam v0.10.69 Arena: · Balance: Skill Fury now rolls between 20-40 from 5-15. · Balance: Skill Fungus Growth now rolls between 25-60 from 5-40. · Added: Some fighters will now have + 15% crit chance and + 100% crit damage. · Added: Some fighters will now have Skill: Summon Skeleton. Advanced Combat: · New: Active Skill: Shield Smash - Damage is based off your armor, Strikes one o…Major update5 Sep 2024Patch notes - v0.9.67Patch Notes - Steam v0.9.67 Arena: · Balance: Multiplier to Module Experience gain increased to 1.2, from 1.1 when actively playing the arena. · Balance: Multiplier to Item Find Rating increased to 1.2, from 1.1 when actively playing the arena. Advanced Combat: · New: Skill Harden Up - Grants a Shell charge when taking a significant hit. (Significant hits deal at least 10% of a fighters health)…