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Path of Idle: Old Gods Rising on Steam - User reviews, Price & Information

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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 and MacOS.

It has received 331 reviews of which 244 were positive and 87 were negative resulting in a rating of 7.0 out of 10. 😐

The game is currently priced at 9.22€ on Steam with a 10% discount.


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.

29 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.
16 hours played
Aug. 2026
Not a bad game so far, but I am surprised to see it's not still in Early Access. The game runs fine, but frequently, I felt the UI wasn't the best and needed some tweaks. The loot is almost overwhelming, without enough tools to help you manage it. You just click and click accompanied by a repetitive sound. The idle function isn't really useful, as the AI hits a progression wall quickly. You can replay the same stage, but the loot drop rates seem to drop off fast. It actually feels better to close the game and collect offline rewards instead. The gameplay loop gets boring fast, and it’s really hard to understand how to boost your team or pass levels you're stuck on. It almost feels like a gacha game base at times, though that might just be me failing to micromanage my team properly. *I bought the DLC to support the devs, not sure how it affects my run, and I didn't play the Demo.
25 hours played
Aug. 2026
Confusing at first, but fun in the end. BTW: Don't start the game if you only want to give it 1.5-2h playtime just to get your refund, because this is NOT how any IDLE games work. You haven't even unlucked the core mechanic by then. You will unluck VERY good options to buy needed unique and set gear. If you're confused with all the stats, just click on a character, there is a little armour icon which says "BUILD" underneath it. Click it. It gives you a list of recommended builds, based on the skills this selected character has, and explains, how this build works and with what stat it scales the best. It still needs a lot of improvements like: - Movable windows - Stat comparing - Warehouse tabs customization - Better UI management (like hiding Itemlevel etc) - VSync/FPS Limitations you can setup yourself - More Hotkeys (as example for quick sell stuff) It also have still some minor bugs and some descriptions are just too confusing to read.
4 hours played
Aug. 2026
unsure of the depth of the game as only a couple of hours in but the base is pretty good so far
48 hours played
Aug. 2026
over 200 hours into the demo - this "idle" game if you can even call it that, is worth every penny. the 2 developers have put such an insane amount into this game. the framework has so much potential to add onto later! amazing idle/rpg. recommend 100%

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Frequently Asked Questions

Path of Idle: Old Gods Rising is currently priced at 9.22€ on Steam.

Yes, Path of Idle: Old Gods Rising is currently available at a 10% discount. You can purchase it for 9.22€ on Steam.

Yes, Path of Idle: Old Gods Rising received 244 positive votes out of a total of 331 achieving a rating of 6.96.
😐

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.

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 14 August 2026 23:45 UTC
SteamSpy data 15 August 2026 01:01 UTC
Steam price 14 August 2026 19:07 UTC
Steam reviews 15 August 2026 01:45 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
7.0
244
87
Game modes
Features
Developer
Small Mill
Publisher
Small Mill
Release 12 Aug 2026
Platforms