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vhschmidt

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A member registered 28 days ago · View creator page →

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Recent community posts

Just Another Idle — v0.36.1: Bug Fixes & Polish

Hey all! This one is a pure bug-fix patch. No new content, just a bunch of things that were quietly broken getting cleaned up. A few of these were player-reported — thanks for the reports!


⏱️ Timer Crash Fix (Critical)

There was a bug where stacking enough speed bonuses — specifically high-tier enchanted gear combined with gem bonuses — could drive an action’s interval all the way to zero or below. When that happened, the action would lock up or behave unpredictably.

Action timers are now clamped to a minimum of 100ms. You can still go extremely fast, but the floor is there to keep things stable.


🏆 Achievement Fixes

Two achievement bugs got fixed:

Enchanted equipment not detected — Achievements that require equipping or owning specific gear (e.g. “Bronze Knight”, “Iron Knight”) were failing to fire when the item was enchanted. Enchanted items use unique IDs internally, and the achievement check wasn’t resolving those back to the base item. That’s fixed now.

Duplicate “Master Smith” cards — Players were seeing the same achievement card appear twice in the Achievements panel. This was caused by two different achievements sharing the same internal ID. The cross-skill variant (Smithing 99 + Mining 99) has been renamed to “Master Smith & Miner”. Existing saves are automatically migrated on load.


🔱 Prestige Tier Regression

Your prestige tier could actually go down under certain conditions — for example, if your first prestige was at Tier 3 and a later prestige only qualified for Tier 1. That made no sense.

Tier now only ever increases. Once you’ve earned a tier, it’s yours permanently, even across weaker subsequent prestiges.


🛒 Prestige Shop Display Fix

The “Next Purchase Bonus” label on Timeless Efficiency (and similar multiplier items) was showing an inflated number that didn’t match what you actually received when you bought it. Each purchase adds a flat bonus — the display now shows the correct flat value.


📊 UI Polish

  • The Statistics, Achievements, and Completion Log tabs in the Statistics modal now each have their own contained scroll region. No more double scrollbars.
  • The Completion Log no longer shows impossible counts like “208/196” — the displayed number is now capped at the current total.
  • The How to Play section now correctly describes prestige tier requirements (3, 6, and 10 skills at 99 — not the old outdated numbers).

What’s Next

Back to content. The backlog has a few directions worth exploring — tool requirements, a new equipment tier, or more late-game actions. No promises on what ships next, but the foundation is solid.

Thanks for the continued bug reports!


Discord

Join the Discord to report bugs or share suggestions!

— VHS

Just Another Idle — v0.36: UI Polish & Rare Fix

v0.36 is a focused polish pass — two bug fixes and four small UI improvements that clean up some rough edges left over from the enchanting and area systems.


★ Rare Item Visuals — Now Consistent Everywhere

When you apply a Star Scroll to an enchanted item, it amplifies one property to legendary (5× value, amber glow, ★ marker). That visual was already showing up correctly in the Enchanting skill panel — but the Equipment modal, equipment slot tooltips, and the equipment inventory grid were all missing it.

v0.36 brings the amber pattern everywhere:

  • Equipment slot cards now show amber borders and ★ on star-scrolled items
  • Equipment slot tooltips now display the amber tier label and ★ suffix on rare properties
  • The equipment inventory list now highlights rare items with a golden name and glowing border

Bug Fix: Star Scroll Wasn’t Marking Items as Rare

Related to the above: there was a bug where applying a Star Scroll didn’t actually set the item’s isRare flag. The logic required all properties to be rare before flipping the flag — but a scroll only amplifies one property at a time. It now correctly marks the item as rare as soon as any single property has been star-scrolled.

If you applied scrolls before v0.36, the visual should now appear correctly on reload.


🗺️ Area Name on Topbar

The topbar area button previously always said “Areas”. It now shows your current location — for example, “Mountain Pass” or “Arcane Sanctum”. Small change, but it makes your active area visible at a glance without opening the area panel.


Action Limit — Moved Inline

The action limit control (which lets you cap how many times an action runs before stopping) has been moved from a separate card in the left column to the right side of the action grid header. It’s now a compact +/− button pair that cycles through the presets (∞ → 1 → 5 → 10 → 15 → 25 → 50 → 100 → ∞). Less visual clutter, same functionality.


Gem Modal Improvements

Two small tweaks to the Gem modal:

  • “About Gems” is now collapsed by default. If you want the explainer text, click the toggle to expand it. Players who already know how gems work don’t have to scroll past it every time.
  • Double scroll fixed. The gem grid was wrapped in its own scroll container inside the modal’s scroll, creating a nested scroll on smaller screens. The inner scroll has been removed — the modal itself handles the overflow now.

Additionally, if you open the Gem modal from the Equipment panel, there’s now a “← Back to Equipment” button at the top so you can navigate back without closing and reopening.


What’s Next

More content and pacing improvements — deeper progression goals and more area-specific incentives.

Thanks for playing!


Discord

Join the Discord to report bugs or share suggestions!

— VHS

Just Another Idle — v0.30: Notification Center

Hey all! v0.30 is a quality-of-life update centred around two things: making the notification experience actually pleasant especially on mobile, and rounding out the early bronze equipment tier.


💬 Notification Center

The game has always had a lot of notifications — level-ups, mastery milestones, action rewards, task completions, gem drops — and after a while they turn into a constant stream of floating cards all over the screen. On mobile in particular, that becomes a real problem.

Starting with this version, silent mode is on by default. All those floating toasts and action reward cards are gone. Instead, there’s a new chat bubble button in the top bar. When new notifications come in, a red dot appears on it. Click it to open the notification panel and see what happened.

Inside the panel you can:

  • Read everything that came in since you last checked
  • Dismiss notifications one by one with the × button
  • Hit “Clear all” to wipe the slate clean
  • Toggle silent mode off if you prefer the old floating behaviour

Action reward notifications behave the same as before in terms of merging — if the same action completes multiple times, they stack into a single entry showing the cumulative XP, resources, and an ×N count. The difference is they just don’t float anymore by default.

The preference (silent or not) is saved, so you only have to choose once.


📱 Mobile Layout

Small improvement: the skill panel and action grid now sit side by side starting at 768px (tablet width), instead of waiting until 1024px. Previously tablets were getting a long single-column scroll that didn’t make good use of the screen space.


🦺 Bronze Platebody

The bronze equipment tier was missing a body slot piece, which made the “Wear Bronze” achievement a bit confusing. That’s fixed — the Bronze Platebody is now craftable at Smithing level 18 using 4 bronze bars. It grants +5% XP gain on all skills while equipped.

With all 5 bronze pieces (pickaxe, hatchet, helmet, platelegs, platebody), the full set bonus now also gives +5% mastery XP in addition to the existing speed and action bonuses.


🐛 Bug Fixes

  • The “Wear Bronze” achievement was bugged and required 50 items instead of 1 — it now correctly triggers the moment you equip any single bronze piece.
  • Play time statistics were not actually accumulating during play sessions. That tracking is now fixed.

What’s Next

Still working through the platform checklist and general QoL improvements. Longer-term, more Agility actions and some gem-focused achievements are on the list.

Thanks for playing!


Discord

Join the Discord to report bugs, leave suggestions, or just hang out!

— VHS

New version!!! v0.28: Polish & Fixes.

Thanks for the feedback! This will definitely be used in our next steps for the game!

New version!!!

Project link: https://vhschmidt.itch.io/justanotheridle

Hi! I’ve been developing Just Another Idle for a while and have reached a point where the core systems feel solid. I’d love some honest feedback from people who’ve played it a bit.

What the game is (briefly)

A browser-based incremental with 10 skills (Woodcutting, Mining, Fishing, Combat, Smithing, Cooking, Fletching, Crafting, Agility, Enchanting), each going from level 1 to 99. You run up to 3 actions simultaneously, unlock skill trees, collect gear, socket gems for cross-skill bonuses, and prestige when ready.


What I’m specifically looking for feedback on

1. Skill progression pacing Some skills have noticeably fewer high-level actions than others. If you’ve reached level 60+ in any skill and felt like the content ran dry too early — or conversely felt overly grindy — I’d like to know which skill and roughly at what level it happened.

2. First-hour experience Does the early game feel too slow, too fast, or about right? The game has an 11-step tutorial — did it feel helpful, intrusive, or did it miss explaining anything important?

3. Complexity vs. accessibility There are quite a few layered systems (skill trees, gems, familiarity, mastery, prestige). Did any of them feel confusing or undiscoverable? Was there a point where you felt lost?

4. What kept you playing — or made you stop Honest answers here are the most useful. If you dropped the game, at what point and why?


I’m not looking for bug reports specifically (there’s a Discord for that: https://discord.gg/ngUBH2Uufh), but I’ll take anything. Thanks for your time!

Hey, I’ve just launched an update addressing your issues! This is our devlog about it. Or you can go directly to the game.

Discord invite: https://discord.gg/ngUBH2Uufh

Hi!

Thank you very much for the feedback!

I’ll be working in various issues, this feedback will certainly help polish things up!

The Discord is progress, soon I’ll share it in a devlog and in the game.

Just released v0.18.1 with this bug fixed, check it here

Hi!

I’m going to look into it right now!

Hey! I’ve come to announce the new update for the game! If you are interested, you can follow my devlog of this new version or go directly to the game.

(11 edits)

Just Another Idle — v0.28: Polish & Fixes

Hey all! v0.28 is a polish and quality-of-life release. No new skills or systems this time — just a handful of fixes that were quietly breaking things, a batch of UI improvements from tester feedback, and a proper credits section for the folks who helped shape the game.


🐛 Bug Fixes

Achievement count was wrong for three achievements. Jack of All Trades, Well Rounded, and the diamond-tier “all skills” achievement were secretly hardcoded to require only 6 skills — the number the game launched with. Since then we’ve grown to 11 skills and those achievements were silently marking themselves complete when only 6 skills met the threshold. They now correctly require all 11 skills to meet the target level. If you had these unlocked early, they’ll behave properly for new runs going forward.

Prestige XP Potions weren’t awarding Skill Tree points. When you used the 500k XP potion from the prestige shop, the skill XP was added but the game forgot to check if you crossed any level-5 thresholds (the ones that grant a Skill Tree point). So if a potion took you from level 3 to level 18, you’d miss out on the points you should have earned at levels 5, 10, and 15. That’s fixed now — potion XP gain properly awards all Skill Tree points for levels crossed.


🎨 UI Improvements

Enchanting tabs now match the rest of the game. The Craft and Enchant Equipment tabs in the Enchanting skill were styled in purple — inconsistent with every other tabbed panel in the game, which uses blue. They’re now blue like Smithing, and the layout matches exactly.

Task cards with a single objective no longer show two progress bars. Tasks with only one condition were displaying both an “Overall Progress” bar and an individual condition bar, and they always showed the same value. The redundant outer bar is gone — single-condition tasks show one bar, multi-condition tasks still show both.

Equipment Familiarity modal no longer scrolls twice. The inner content panel had its own scrollbar inside a modal that already handles scrolling. Now there’s one scrollbar, for the whole modal.

Food/stamina panels in Agility and Combat are now collapsible. These panels are typically a one-time setup — you pick your food, set the threshold, and forget about it. They now start collapsed and can be toggled open when needed, freeing up vertical space in those grids.

Action lists now scroll independently within their skill panel. When a skill has a long list of actions, you can now scroll through them without scrolling the entire page. The info panels above (current action, next rewards, bonuses) stay pinned at the top while the action cards scroll beneath them.


❤️ Tester Credits

Added a Community Testers section to the Credits & Attribution modal (accessible from the Settings menu). A big thank you to the players who’ve been testing and sharing feedback:

  • ErMaK
  • Stangmouse
  • superxoke23
  • Kiik
  • maxmini0214

Several of the UI improvements in this release came directly from Stangmouse’s feedback. If you want to help shape future updates, join the Discord!


What’s Next

Looking at Agility content — it’s the thinnest skill in terms of action variety and could use an expansion pass. Also considering gem-related achievements since the gem system has been around for a while with no dedicated progression tracking.

Thanks for playing!


Discord

Join the Discord to report bugs, share feedback, or just chat about the game!

— VHS

Hello good sir!

Here’s our new update for Just Another Idle, the achievements are now working as expected!

Thank you!

Thanks for the feedback!

I’m going to verify what’s going on with these achievements and launch an update to fix these issues.

Thanks for the feeback!

I’ll be improving the game further, right at this moment I’m working on a tutorial for the game, I expect to launch it in 1~2 weeks.

In a few months, the game will be on Steam, see you there!

IdleGame v0.9.1b

A feature-rich incremental idle game inspired by Melvor Idle, built with modern web technologies. Progress through 10 skills, collect gems, unlock the prestige system, and optimize your path to completion!

License Version TypeScript React


Features

Skills & Progression (10 Skills, 132+ Actions)

Gathering:

  • Woodcutting - Cut 6 tree types (Oak to Redwood)
  • Mining - Mine 8 ore types (Copper to Runite)
  • Fishing - Catch 9 fish types (Shrimp to Dark Crab)

Processing:

  • Smithing - Smelt ores & craft equipment pieces
  • Cooking - Cook 8 food types for combat
  • Fletching - Craft ranged weapons and ammunition
  • Crafting - Create jewelry, leather goods, and accessories
  • Enchanting - Imbue items with magical properties

Combat & Support:

  • Combat - Defeat 8 enemies (Goblin to Ancient Dragon), uses health and food
  • Agility - Train courses using stamina, grants global action speed bonuses

Concurrent Actions

  • Run up to 3 actions simultaneously across different skills
  • Pause and resume actions freely; oldest action is evicted when at capacity

Mastery System

  • 99 levels per action with powerful bonuses
  • -20% action time at max level
  • Increased resource yields and bonus XP
  • 5% chance to double resources at level 99

Skill Trees (v0.7)

  • 10 nodes per skill across 3 tiers
  • 19 max skill points (1 per 5 levels)
  • Tier 3 capstones are mutually exclusive
  • Unique bonuses: double resource chance, input preservation, combat damage reduction, lifesteal, rest speed, gold on action
  • Resets on prestige; skill points recalculate based on quickstart level

Gem System (v0.9)

  • Reach level 99 in any skill to earn a unique gem (repeatable per prestige)
  • 10 gem types (one per skill) with cross-skill synergy effects
  • 4-tier rarity system: Common (T1), Uncommon (T2), Rare (T3), Legendary (T4)
  • 12 attribute types: speed, XP, resources, mastery XP, gold, double/triple chance, preserve inputs, health regen, lifesteal, bank capacity
  • 3 gem slots for simultaneous socketing (separate from equipment)
  • Gem management: merge, reroll, sell, lock/unlock
  • 30+ synergy effects: triple action result, no stamina cost, double XP, instant action, free resource, gold multiplier
  • Prestige-scaled drop rates: higher tiers become more common as you prestige
  • Gems persist across prestiges (permanent progression)

Equipment System (47 Items)

  • 9 equipment slots: Tools, weapons, armor
  • Multiple tiers per category: Bronze, Iron, Steel, and beyond
  • Bonuses: +XP, +Speed, +Resource chance, +Gold
  • Equipment Familiarity: +2% bonus per familiarity level (max +20% at level 10)
  • Dedicated familiarity tracking modal

Prestige System (Endgame)

  • 5-tier progression (T0-T5) with increasing rewards
  • Reset skills to level 1 for Prestige Points (PP)
  • 20 shop items: Multipliers, unlocks, cosmetics, utility
  • Special features: Head Start (Level 10), Muscle Memory (25% mastery retention)
  • 3 exclusive achievements with titles and bonuses

Achievements (78 Total)

  • 6 categories: Skills, Mastery, Combat, Economy, Special, Collection
  • 5 tiers: Bronze, Silver, Gold, Platinum, Diamond
  • Rewards: Titles and permanent bonuses

Completion Log (v0.6)

  • 345+ trackable entries: resources, actions, equipment, enemies, skill milestones, achievements, gems
  • 22 milestone titles at 25%, 50%, 75% completion thresholds
  • Red dot notifications for new discoveries
  • Persists across prestiges

Bonus Breakdown (v0.8)

  • Full transparency into 9+ active bonus sources: mastery, equipment, familiarity, prestige, achievements, skill trees, shop (permanent & temporary), agility passive, gems
  • Detailed tooltips on every action card
  • ActiveBuffsPanel showing all global and temporary buffs

Shop & Economy

  • 51 shop items across 4 categories
  • Dynamic boosts: Skill-specific XP and speed boosts
  • Permanent upgrades: Offline time, bank slots, auto-progress
  • Special items: Skill reset, Golden Ticket (instant task completion)

Task System

  • Daily tasks (2-4): Reset every 24 hours
  • Weekly tasks (3): Reset every 7 days
  • Gold rewards: Easy (15-25g), Medium (60-100g), Hard (250-350g)

Advanced Features

  • Offline progress: Character works while you’re away (up to 12 hours)
  • Auto-save: Every 30 seconds with version control
  • Save management: Export/import with validation
  • Statistics tracking: All-time & current run metrics
  • 25 keyboard shortcuts for efficient navigation

How to Play

Basic Gameplay

  1. Choose a skill from the sidebar
  2. Select an action to start gaining XP and resources
  3. Level up skills to unlock new actions and content
  4. Build mastery in specific actions for powerful bonuses
  5. Craft equipment to boost your performance
  6. Complete tasks to earn gold for shop purchases
  7. Allocate skill tree nodes for unique per-skill bonuses
  8. Collect gems at level 99 for cross-skill synergy effects

Progression Path

  • Early Game (0-50): Focus on one skill, unlock basic equipment
  • Mid Game (50-75): Diversify skills, complete tasks, buy shop boosts, invest skill points
  • Late Game (75-99): Max skills, collect achievements, earn gems, prepare for prestige
  • Endgame (Prestige): Reset for permanent bonuses, collect higher-tier gems, infinite progression

Prestige System

Once you reach level 99 in any skill, unlock the prestige system:

  • Reset skills to level 1 (keep inventory, gold, achievements, gems, completion log)
  • Earn Prestige Points (PP) based on your progression
  • Spend PP in the prestige shop for permanent bonuses
  • Progress through 5 tiers for increasingly powerful rewards
  • Gem drops improve with each prestige cycle

Press P or click the prestige button to access the prestige system.

Game Statistics

  • 10 skills with full progression (levels 1-99)
  • 132+ actions across all skills
  • 78 achievements to unlock
  • 51 shop items for customization
  • 47 equipment pieces to craft and master
  • 20 prestige shop items for endgame
  • 10 gem types with 4 tiers each
  • 30+ synergy effects from gems
  • 345+ completion log entries to discover
  • 22 milestone titles to earn

Technology Stack

Frontend

  • React 18 - UI framework
  • TypeScript 5 (strict) - Type-safe development
  • Tailwind CSS 3 - Utility-first styling
  • Zustand 4 - State management with persistence
  • Vite 5 - Build tool

Desktop

  • Electron 28 - Cross-platform desktop app

Performance

  • 100ms tick system - Smooth gameplay loop
  • Concurrent actions - Up to 3 simultaneous actions
  • Auto-save - Every 30 seconds to localStorage

Updates & Changelog

Recent Releases

  • v0.9.1b - Gem system hotfix (reroll bug, balance adjustments)
  • v0.9.1 - Gem locking, sort/filter, synergy fixes, prestige-scaled drops
  • v0.9.0 - Gem System with 10 gem types, 4 tiers, 30+ synergy effects
  • v0.8.1 - Equipment Familiarity modal
  • v0.8.0 - Bonus Breakdown Framework (9+ bonus sources)
  • v0.7.0 - Skill Tree System (10 nodes per skill, 3 tiers)
  • v0.6.0 - Completion Log (345+ entries, milestone titles)

Contributing

This is currently a personal project. Feedback and suggestions are welcome!


License

Proprietary. All rights reserved.


Credits

Development: VHS Framework: React 18, TypeScript, Vite Styling: Tailwind CSS State Management: Zustand


Images

Combat Skill Achievements Bank Completion Log Cooking

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