Voidle is an idle RPG with a 1090-node skill tree, a prestige loop that scales past the visible cap, and gear you can corrupt for explosive trade-offs.
Combat runs by itself. You fight 100 enemies per depth, then a boss, then move on. Every 100 depths a milestone boss drops an artifact that survives prestige. Damage scales past Decillion and keeps going.
MONETIZATION
No ads. No energy. No premium currency. No timers. One optional $1.99 IAP removes the rewarded-ad gate on the offline-rewards popup. That is the entire store.
CLASSES
Warden tanks everything you throw at it. Stalker crits hard and dies fast. Occultist rots enemies from inside with poison and burn stacks. Revenant drinks the blood of what it kills. Your class sets your starting position on the skill graph; you spend skill points to path outward, node by node. You can never fill the whole graph, so the route you take shapes the build.
PRESTIGE
Reset your run for permanent skill points based on the new ground you covered. Roughly 500 SP fills the tree out. Past that, every overflow point boosts HP, Attack, and Defense up to +2000% (caps at 2000 overflow). Lock Spec on prestige keeps your build; off lets you fully respec and switch class.
FORGE
Where builds get specific. Enchanting adds a stat to gear or a brewed potion. Corruption pushes one stat much higher at the cost of another: +50 to +120% Attack for -15 to -25% HP, +80 to +150% Defense for -15 to -25% Speed, that kind of trade. Brewing crafts potions with adjustable power (1 to 5) and duration (30 seconds to one hour). Enchanting a Power 5 brew bumps it to Power 6, the only way to reach that tier.
GEAR
27 base equipment slots: weapon, five armor pieces (head, chest, legs, boots, gloves), necklace, ten finger rings, and ten toe rings. Mutation nodes on the skill graph unlock another 30 slots. Five rarity tiers from Common to Legendary, with stat values scaling exponentially by depth, so a Legendary at depth 50 dwarfs one at depth 1.
OFFLINE PROGRESSION
The game keeps fighting while the app is closed. Come back to a summary of what happened: Ichor at half rate, drops capped by inventory space, milestone bosses defeated if you can clear them. Active buffs run down during offline time, so a one-hour potion before an eight-hour break does what you'd expect.
OTHER THINGS WORTH MENTIONING
* Market refreshes every five depths, with reroll, pin, and slot-request options
* Auto-equip, auto-salvage, and auto-sell handle drops at scale
* 11 essence types target specific enchants or corruption rolls
* Live graphs for kills per minute, depth progression, and Ichor income
* Soft and hard caps on Speed and Crit, so stat stacking has diminishing returns somewhere
This plays fine one-handed on a phone. It also rewards a lot of time staring at the skill graph. Both are intended.
I’m amazed the only purchase is a $1.99 remove ad option. This is actually a really good game that you can play actively or idle and you won’t be punished for it. There is a ton of depth to this game also and some really cool character classes. It’s worth giving it a try! I highly recommend it!!
Solid Cosmic Horror-Themed Idle
Zandrin
It’s kept me entertained and I like the cosmic horror theme. Some of the random creature names are amazing. Very much worth the two dollars for permanent ad-free IMO, and I’m always happy to support indie developers building cool things.
Developer Response
Hey thanks for the feedback and support! We'll be looking to continue to add content over time, so if you have any ideas feel free to email us at dev@cyanpenguin.studio.
Just the beginning
ball2DaWall
Overall the game has promise.. it just feels unfinished..The skill tree to me gives fake depth and while massive looks largely simple…Builds are also very simple overall… you can either go attack or defense at the end of the day…The core gameplay loop leaves a lot to be desired.. it’s basically: kill 100 monsters slow, kill the next 100 faster, until you eventually hit a wall then prestige…Crafting feels clunky and potion brewing useless… 60 second potions? Okay cool… but how about we replace that with modifiers that exist per prestige instead otherwise I’m not wasting my time…Lack of an endgame or any other kind of loops, prestige depths, or core gameplay changes are what keep me from giving this a higher rating…The dev should look to a game like leaf blower revolution or magic research 2 for good design on looping in multiple prestige’s and adding depth..For a solo dev project this isn’t bad, again, it just feels largely unfinished..
Developer Response
Hey, this is really great feedback. We're ideating on how we want to extend the base concepts in the game and take them further. Potion modifiers that are additive and survive prestige is actually really interesting and has us thinking. We'll also note the games you've mentioned to think about as we continue our work. You're right that the prestige layer is a single loop and more is needed here. Thanks for taking the time to review!
A Bugfix Update
A reliability pass across the whole game. No new systems this time - just ~50 fixes so everything you already play works the way it should, whether you're at the screen or away.
- Offline progress now mirrors live combat far more closely - dodge, defense, crit damage, class bonuses, Thorns, and milestone boss fights are all figured the same way whether you're playing or idle
- No more lost items or rewards: offline rewards survive the app being backgrounded before you claim them, and salvaging, corrupting, or respeccing can no longer quietly destroy an item or enchantment without warning
- Combat correctness: special attacks now respect enemy defense and apply your passives, and lifesteal, damage-reduction skills, and dodge all behave consistently
- Auto-Brew & Forge: newly enabled recipes start brewing right away, manual Distill no longer skews Auto-Brew, and the Distill and cadence screens no longer soft-lock under Auto-Distill
- Hero screen: stat and priority rows no longer run off the edge on some phones, and the Dodge stat now reflects your gear and artifacts
- Leaderboards: fixed duplicate score submissions and a weekly-league timing issue
Thank you for playing - and for the reports that drove a lot of these fixes.
Version 1.0.27
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Information
Seller
Cyan Penguin Studio Ltd.
Size
151.7 MB
Category
Roleplaying
Compatibility
Requires iOS 14.0 or later.
iPhone Requires iOS 14.0 or later.
iPod touch Requires iOS 14.0 or later.
Mac Requires macOS 11.0 or later and a Mac with Apple M1 chip or later.