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Path of Idle: Old Gods Rising on Steam

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A Lovecraftian idle RPG with auto-battles, loot farming, chests, team strategy, town building, gear crafting, Runewords, stages, towers, realms, and seasons. Serve the Old Gods, build your town, corrupt the chosen, and fight for their awakening!

Path of Idle: Old Gods Rising is a rpg, strategy and idler game developed and published by Small Mill.
Released on August 12th 2026 is available on Windows, MacOS, Steam Deck and Steam Machine.

It has received 1,147 reviews of which 890 were positive and 257 were negative resulting in a rating of 7.4 out of 10. 😊

The game is currently priced at 10.25€ on Steam.


The Steam community has classified Path of Idle: Old Gods Rising into these genres:

Media & Screenshots

Get an in-depth look at Path of Idle: Old Gods Rising through various videos and screenshots.

System requirements

These are the minimum specifications needed to play the game. For the best experience, we recommend that you verify them.

Windows
  • Requires a 64-bit processor and operating system
  • OS: Windows 10 64bit / Windows 11 64bit
  • Processor: Intel Core i5-750, 2.67 GHz / AMD A12-9800
  • Memory: 8 GB RAM
  • Graphics: NVIDIA GeForce GTX 750 Ti / AMD Radeon HD 7770
  • DirectX: Version 11
  • Storage: 2 GB available space
MacOS
  • OS: macOS 13.2.1+ for Apple Silicon
  • Processor: Apple M1
  • Memory: 4 GB RAM
  • Storage: 2 GB available space

Steam Price & Best Deals

User reviews & Ratings

Explore reviews from Steam users sharing their experiences and what they love about the game.

171 hours played
Aug. 2026
I finished the whole game and got 100% of the achievements. Worth $12? Sure! That said, I had higher expectations for the game overall. I really liked the variety of builds, and for a good portion of my playthrough, the difficulty felt pretty satisfying. There were several points where I genuinely had to work to get past difficulty spikes and improve my build. Unfortunately, successive patches seemed to make the game easier and easier, to the point where most of the content became very easy to steamroll. You could even see the difference in how many more players started getting the endgame achievements. I also really liked the original idea behind the endgame: taking one of your characters on a difficult solo adventure. Doom apparently ended up being hard to balance, though, and the latest patch has scrapped the idea of solo runs. Overall, I enjoyed my time with the game and definitely got my $12 worth, but I think it lost some of what made the progression and endgame satisfying along the way.
176 hours played
Aug. 2026
Path of Exile, but for people with a mortgage and a job Do not let the word idle fool you. This is not a casual game where you look at a cookie and tap your screen. This is pure, unadulterated ARPG spreadsheet math. It takes the absolute best parts of Path of Exile, the ruthless min-maxing, the massive build variety, and the obsessive gear tinkering, and removes the part where you get carpal tunnel from clicking a billion times The developers clearly understood the dark fantasy assignment. Instead of running around maps for twelve hours to fix your resistances, you spend your time staring at gear prefixes, suffixes, and runewords to craft the ultimate automated killing machine. You will find yourself genuinely stressing over a fractional percentile difference on an elemental resistance roll just to push your cultists through the next dimension 10 of 10, the only issue i found is that it ends. and i desperately want more
22 hours played
Aug. 2026
Please, if you are a casual person that doesn't want to think a lot about itemization, this game ISNT FOR YOU. Most people i see with negative reviews state that the game has unnecessary complexity when it comes to stats, but the stats are fine in my opinion. Developer, if you read this please just add an explanation on what runewords do exactly because it isn't intuitive. Game is perfectly fine and should scratch an itch for people who like PoE/Diablo2 Itemization and the depth that comes attached to it and autobattler/idles The game is idle but you have to min max a lot so you have windows of activity and idleness, at least where i'm at in the progression curve that's the case. The bad: We desperately need a Search bar in the warehouse and inventory and a more robust filter. Another very bad thing about the game is that they shower you with uniques (items with ability/passive/drastic statistical changing abilities) and set effects (same thing but only activates once you have an arbitrary number of items of the same set VERY EARLY ON, making rare items kind of subpar and uninteresting when i was still gettingg accustomed to the affixes that can augment said items. Sadly this is a very big problem in games with rarity item-caste systems nowadays since devs of the 2020's are seemingly afraid of making rare drops actually rare, underestimating the oomph of a truly rare item, this just makes us read way too many things, and when the dupes of dupes of dupes of something that should have been special hit it just doesn't feel good. Just give us access to affix editing in some way that progressively gets better and just make legendaries really rare. If they had nailed that maybe this would be an 8/10 game.
59 hours played
Aug. 2026
I don't typically write reviews but after reading the few "Not recommended" this game has I felt it necessary to add one. Yes, there is AI. It's not in your face and looks a little asset-y but the game play more then makes up for it. And if you are complaining they didn't tell you about the AI before you purchased you didn't read the store page that literally says Ai was used. For an idler there is depth with different systems and it's a great jumping off point. There is more stats then necessary adding to an RNG bottleneck but it's not any more of an issue then half the idlers on Steam. Might even consider it a mark of the genre at this point. Grind and roll again. It's an IDLER. And seriously. You hit a wall? Rolling content and then something slowed you down? Its. An. IDLER. Complaining about an idler being grindy is like complaining you die too much in Dark Souls.
218 hours played
Aug. 2026
A real shame the demo was taken down for release as it did a great job of giving you an idea of how the game would be since the first six chapters were included. That being said, the game is quite addicting and enjoyable so far. The first 5 chapters feel very well paced and reward you at every tiny milestone to keep the progression going through early game. It starts to slow down quite a bit around chapter 6 (at least for me), but by then you have a strong foundation of the gameplay loop, how to get stronger, how to get better gear, and so on. The core gameplay loop is "bewitching" (buying/recruiting) units to your pool of Godsworn dudes, adding them to slots in the combat window, and letting them auto battle through the stages to complete chapters. As stages are completed, rewards are given, which are used to make numbers go up. I typically don't really enjoy this kind of system so could never get into POE/Diablo but here it's very enjoyable since you don't have to actively press buttons on really repetitive stages over and over to get your loot. You tab back in every so often, open your chests and see what you got. Gear can be bought at the shop or gotten in chest drop rewards where stats roll randomly which is where the loot goblin-ing addiction occurs. There are also alternative categories of stages that serve as targeted resource farms which help with progression a bit as well. You can also forge to improve base stats on items you already have or socket runes in to add a little extra. The inventory also has a filtering system to autosell drops based on parameters you decide to make management a little less repetitive. The game does a pretty good job of helping you navigate through the various menus with its basic but serviceable tutorial popups. Descriptions for currencies are generally well described and help you quickly understand what things are used for and how to get more if that is your current bottleneck. Currencies also passively generated over time and even generate offline as well which feels pretty standard these days. You can even minimize the game which makes it turn into a little floating overlay on your computer so you can do other stuff and glance at progress every so often. The story is non-existant and the music is mostly forgettable but does its job. The art style is goofy and charming albeit shamelessly ripped off of Darkest Dungeon and a lot of WoW gear. My main criticisms are some of the UI behavior and some of the game design. For UI, I wished clicking away from a particular menu minimized it automatically because there are way too many instances where windows overlap on each other and it becomes a pain in the ass to do things cause you have to go hit the X button on one side of the screen cause it's covering part of a menu on the other side. Some text wrapping issues are there which makes some tooltips unreadable. Effects are pretty poorly described. For example, everybody knows "crit" but what does that mean in context of this game? There is a manual thing in game that describes some things but it's very barebones and doesn't even have all the effects. Design wise, having the Godsworn have different rarities that affect scaling effectively make anyone that rolls not rare/yellow immediately useless. It becomes a chore quickly of leveling guys, having money, and trying to roll for new guys that have better stat scaling because they're more rare. It then also becomes annoying to have to relevel those same guys cause they are recruited at a lower level than your party currently is. There is also a re-roll system for skills on your dudes but it's a bit bizarre since it only rolls certain skills, is random which skills you already have gets rerolled, and has a chance of rolling into a new skill that is "locked" which prevents it from being rerolled unless you use an item to unlock it. It makes trying to build what you want a bit of a pain and also makes you not want to interact with the system cause it might reroll a skill you've already invested time and effort into building around. You can reset your points to put into the new skills but it costs currency to do so which makes it feel restrictive. I don't mind a bit of friction in design, but I feel like the friction shouldn't be designed in such a way to discourage players from experimenting or even interacting with a particular mechanic. Lastly, they also neglected to put the AI content disclaimer on the page pre-release so I didn't even even realize until writing this which is a bit of a bummer but whatever. Complaints aside, I think it's still a fun game, especially at such a cheap price. If you're getting home from work and don't have the mental/physical energy to play something active but still want to enjoy some kind of game it's the perfect relaxer and de-stresser. We'll see how things are in late game when the honeymoon phase has worn off. Update 1: I've passed the Ch. 10 wall (where you get the third row of combat) and would wholeheartedly recommend the game. Everything feels very well designed and thought out in design minus the skill reroll system (which the devs patched very quickly so they listen to feedback!) which now feels excellent after the change. The grind of catching up newly recruited Godsworn is mitigated by the Sanctum permanent adventure bonus buffs (one of which is permanent exp gain increase) which could maybe be tuned in numbers a bit to be slightly higher but feels well designed in concept. Set Items and Legendary Items you don't need still feel rewarding to get because of the Market Order system that gives the skill reroll lock/unlock item so every drop feels exciting even if it doesn't directly benefit your current party setup. As you progress, the enemies change up their setups/damage types enough that you have a difficult time using just one strat repeatedly which encourages getting new Godsworn to cover your weaknesses and adds just enough friction to be very engaging with the Godsworn recruitment reroll system feeling problem-solvey without being too frustrating. However if you don't want to, you can embrace the spirit of idle game and just level your guys level over time to brute force your way through with stats with patience. You almost always feel like you have agency as a player to solve the current problem. The only major complaint I feel still remains valid is UI issues/translations and conveying more information to the player about what stats do or how they work. The rest is extremely minor things that can be adjusted with number changes such as Abyssal Scale and Resonance Crystal drop rates so the player can better/more consistently target farm the resources they need to deal with the challenges. The core framework is fantastic and I'm looking forward to seeing how the game evolves over time.

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Frequently Asked Questions

Path of Idle: Old Gods Rising is currently priced at 10.25€ on Steam.

No, Path of Idle: Old Gods Rising is currently not on sale. You can purchase it for 10.25€ on Steam.

Yes, Path of Idle: Old Gods Rising received 890 positive votes out of a total of 1,147 achieving a rating of 7.43.
😊

Path of Idle: Old Gods Rising was developed and published by Small Mill.

Yes, Path of Idle: Old Gods Rising is playable and fully supported on Windows.

Yes, Path of Idle: Old Gods Rising is playable and fully supported on MacOS.

No, Path of Idle: Old Gods Rising is not playable on Linux.

Yes, Path of Idle: Old Gods Rising is playable on Steam Deck, though it might require a few minor tweaks. Make sure to check the Steam store page and community feedback on ProtonDB for exact compatibility details.

Yes, Path of Idle: Old Gods Rising is playable on Steam Machine, though it might require a few minor tweaks. Make sure to check the Steam store page and community feedback on ProtonDB for exact compatibility details.

No, Path of Idle: Old Gods Rising does not support VR.

Path of Idle: Old Gods Rising is a single-player game.

Yes, there is a DLC available for Path of Idle: Old Gods Rising. Explore additional content available for Path of Idle: Old Gods Rising on Steam.

No, Path of Idle: Old Gods Rising does not support mods via Steam Workshop.

No, Path of Idle: Old Gods Rising does not support Steam Remote Play.

Yes, Path of Idle: Old Gods Rising is enabled for Steam Family Sharing. This means you can share the game with authorized users from your Steam Library, allowing them to play it on their own accounts. For more details on how the feature works, you can read the original Steam Family Sharing announcement or visit the Steam Family Sharing user guide and FAQ page.

You can find solutions or submit a support ticket by visiting the Steam Support page for Path of Idle: Old Gods Rising.

Data sources

The information presented on this page is sourced from reliable APIs to ensure accuracy and relevance. We utilize the Steam API to gather data on game details, including titles, descriptions, prices, and user reviews. This allows us to provide you with the most up-to-date information directly from the Steam platform.

Additionally, we incorporate data from the SteamSpy API, which offers insights into game sales and player statistics. This helps us present a comprehensive view of each game's popularity and performance within the gaming community.

Last Updates
Steam data 09 September 2026 13:08 UTC
SteamSpy data 23 September 2026 21:01 UTC
Steam price 29 September 2026 19:43 UTC
Steam reviews 26 September 2026 05:58 UTC

If you'd like to dive deeper into the details about Path of Idle: Old Gods Rising, we invite you to check out a few dedicated websites that offer extensive information and insights. These platforms provide valuable data, analysis, and user-generated reports to enhance your understanding of the game and its performance.

  • SteamDB - A comprehensive database of everything on Steam about Path of Idle: Old Gods Rising
  • SteamCharts - Analysis of Path of Idle: Old Gods Rising concurrent players on Steam
  • ProtonDB - Crowdsourced reports on Linux and Steam Deck Path of Idle: Old Gods Rising compatibility
Path of Idle: Old Gods Rising
Rating
7.4
890
257
Game modes
Features
Online players
781
Developer
Small Mill
Publisher
Small Mill
Release 12 Aug 2026
Platforms