Building Starbrew Station taught me that idle games are deceptively complex. They look simpleāclick, earn, upgradeābut the math underneath determines whether players engage for days or quit in an hour. Get the progression curve wrong and everything falls apart.
The Core Loop
Every idle game has the same basic structure:
- Earn currency passively
- Spend currency on upgrades
- Upgrades increase earnings
- Repeat infinitely
The magic is in the numbers. Too slow and players get bored. Too fast and they finish everything and leave. The sweet spot is exponential growth that feels constant.
Exponential vs Linear Growth
Linear progression is boring. If you earn +10 per second, then +20, then +30, upgrades feel weak. Exponential progressionāwhere each upgrade is a multiplierāfeels better because the numbers get exciting.
In Starbrew Station, I use a compound multiplier system:
- Base income: 1 credit/second
- Upgrade 1: Ć2 (2/sec)
- Upgrade 2: Ć2 (4/sec)
- Upgrade 3: Ć2 (8/sec)
After 10 upgrades, you're at 1,024/secānumbers that feel meaningful.
Balancing Unlock Pacing
When do players unlock new features? Too early and they're overwhelmed. Too late and they're bored. I follow the "rule of thirds":
- First third: Introduce core mechanics one at a time
- Middle third: Open up strategic choices and variety
- Final third: Meta progression and prestige systems
Each unlock should feel earned but not grindy. If players wait more than 5 minutes for something meaningful, you've lost pacing.
The Prestige Mechanic
Eventually, exponential growth hits a wall. Numbers get too big, upgrades too expensive. The solution? Prestigeāreset progress for permanent bonuses.
Starbrew Station's prestige formula:
- Prestige points = log10(total_earned) - 6
- Each prestige point gives +5% permanent income boost
- First prestige requires 1 million credits earned
This creates a satisfying loop where restarting feels empowering, not punishing.
Offline Progress
Idle games must reward players who come back after hours away. But give too much and active play feels pointless. I use a diminishing returns curve:
- First hour offline: 100% income
- Hours 2-6: 70% income
- Beyond 6 hours: 50% income
This encourages checking in regularly without punishing busy players.
Soft vs Hard Currency
Most idle games have two currencies. Soft currency (credits) earned constantly. Hard currency (premium items) rare and valuable. Hard currency should:
- Speed up progress but not skip it entirely
- Be earnable through gameplay, not just purchase
- Offer convenience, not power
- Feel special when obtained
In Starbrew Station, premium currency buys decorative items and time skips, not direct power. This keeps it fair while monetizing effectively.
Player Psychology
Idle games tap into some interesting psychology:
- Variable rewards: Random bonuses keep engagement high
- Near-miss mechanics: Almost affording an upgrade drives one more session
- Collection completion: Players want to "fill the bar"
- Number inflation: Seeing billions/trillions is inherently satisfying
Understanding these drives helps design systems that feel good without being manipulative.
Avoiding Dark Patterns
Idle games have a bad reputation for exploitative design. I deliberately avoid:
- Pay-to-win mechanics
- Aggressive ads interrupting gameplay
- Time-gated content designed to frustrate
- Predatory difficulty spikes
You can build an engaging idle game without manipulating players. Respect their time and they'll keep playing.
Testing and Iteration
Balancing idle games requires extensive testing:
- Simulate days/weeks of play with scripts
- Test at different play frequencies (hourly vs daily check-ins)
- Watch real players and note where they stall
- Adjust multipliers and costs based on data
I spent more time balancing numbers than coding features. Math is the game in idle games.
Lessons from Starbrew Station
Building an idle game taught me that simplicity is deceptive. Behind every "casual" mechanic is careful math and psychological design. The best idle games respect player time while creating compulsion through fair systems and satisfying growth curves.
Would I make another idle game? Absolutely. But next time, I'd spend even more time on the spreadsheet phase. Getting the math right early saves months of rebalancing later.
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