The latest update for IdleOn brings a brand new feature called The Vault Upgrade, and a new spin-off game called Idlemancer has been announced.
A new update has been pushed to IdleOn for February 3rd 2025 that includes several exciting updates that IdleOn players will appreciate.
This update hugely boosts progression for everyone and most of the features are not locked behind a time-gate!
New Feature: The Upgrade Vault

The first is a brand new feature called The Upgrade Vault. This area of the game allows all players to upgrade various bonuses using their coins.
Whilst the feature is quite simple, it provides some amazing account-progression boosts that will ease the difficulty in reaching World 4/World 5. Some end-game players have already managed to max out all the stats!
For new players, it gives some much needed early-game stats like damage, defence and the elusive Accuracy stat.
Before this update, players would have to stop progression through worlds to work on other areas of the game to help improve their damage and stats to be able to take on monsters. Now you can just simply spend all your coins on The Upgrade Vault and progress at lightning speed!
Other Updates
One of the best quality of life additions to IdleOn was added this update too: You can now use the Anvil from anywhere using the Codex menu! No more having to teleport to World 1 to craft items!
Players also got a huge +30% AFK Gains bonus that's applied to every account! If you max at The Upgrade Vault, you can also gain an additional +30% AFK Gains!
The patch notes are the following:
- Upgrade Vault added - find it in the Codex! This content is directed at new players, next update will be more endgame content!
- New 60% 70% 80% 90% and 95% Tome Ranks added -- if you are in the Top 50%, yea, you won't notice these lmao
- Fractal island now gives its W6 bonus!
- Anvil is no longer Quick-Ref only. Craft anything, from anywhere, at any time!
- Ribbons will tell you their bonus when you drag them around, so EXAMINE RIBBON is only needed to look at bonuses of ribbons on meals!
- Boosted the amount of COINS that mobs drop -- this also means mobs will drop more (and different types) of bones for Death Bringer!
- Gave every player +30% AFK gains. Forever!
- Fixed the Graveyard-not-spawning glitch for Death Bringer.
- The Final bonus of each monument in the Caverns now correctly gives its "multi", as you would expect it to.
- Players button now lights up when you click it. Before, it would light up Menu button.
New Game: Idlemancer

A new game by the creator of IdleOn has been announced called Idlemancer.
Idlemancer is to be an asynchronous PvP roguelike, with emphasis on diverse builds and bonuses that make for a unique stand-alone experience!
This is a stand-alone game that will cost $6.99 upon release. It uses art from the IdleOn game and is not a live-service game.
LavaFlame2 also posted the following details about the game's development:
This is not IdleOn 2
It is a completly separate experience from IdleOn. Your IdleOn characters and stats will NOT transfer into Idlemancer, and nothing (apart from crossover items potentially) will transfer out of Idlemancer into IdleOn.
Not a solo-dev project (I only make IdleOn, duh)
I am working with a few others in a way where my attention is not taken away from IdleOn. While I will be the one designing progression/bonuses (not time-consuming considering I've done this countless times for 7 years and it comes naturally at this point), ALL the coding work and fancy visual effects will not take up even a minute of my time. Further, the game will be using IdleOn art (duh), so I will not need to dedicate time to making new art for a new game.
Why am I doing this?
Curiosity / fun for me! I like to fully understand things, and I've intently watched/studied game releases on Steam for years without actually getting to release one in the traditional way. Sure, I have experience with the free side, but no experience with the paid side (Idlemancer will be $6.99 -- this is money for the coders. I am paying them a salary & Revenue-share)
Felt right -- when the opportunity came up of doing this, I felt there were too many positives with no real negatives. If it succeeds, I just helped the coders break into the games industry (I'm working on rev-share with them, while also paying them outright so they aren't left with nothing), not to mention a success means players get to have fun playing a cool game! If it fails? Uhhh... ouch? Maybe? Idk I dont really see the problem since I'll just keep making IdleOn in the meantime
Help fend off burnout -- I'm not a psychologist, but maybe part of the burnout of something like IdleOn is that its never "done" (and wont be for many years tbh lmao I have a lot more to add). So maybe seeing something I'm (just emotionally) attached to be "done" will make life feel less perpetual. Or maybe not, again this is a potential Up-side, with no Down-side
Why not just add this to IdleOn?
Because then I'd have to code it in, and it actually WOULD take away from IdleOn development.
Since Idlemancer will be a paid game (coders weren't interested in doing Live-Service, neither was I, and I'm paying coders a salary + Idlemancer Revshare), the Crossover event with idleon will not feature anything game-breaking.
Final point: Since this is not a solo project, Idlemancer's post-launch updates will be decided by the coders, and if they want to continue based on the game's success. I have no skin in the game in that regard... if I did, that would stress me out and defeat the purpose of doing this in the first place.