Learn · Incremental games

Idle versus active play

An incremental game can ask for a click every second, or a visit twice a day. Most mix the two. Here is the same coin tree earning six ways, from all active to all idle.

Active: it needs you there Clicking Every click earns; no clicks, no coins. Details
Active: it needs you there Timed bonuses Income runs on its own, but bonuses only go to those watching. Details
Idle while it's open Idle while open Helpers do the work, as long as the game is running. Details
Idle while it's closed Part-rate offline Closed, it keeps earning, but slower. Details
Idle while it's closed Capped offline Closed, it earns at full speed until the store fills up. Details
Idle while it's closed Full offline Closed or open, it earns the same. Details
Pick a design

By day the game is open. At night it's closed and the hero is asleep, so whatever still earns does it alone.

Active: it needs you there

Income comes from what you do, so stepping away pauses it, or part of it.

Clicking

Also called tapping, clicker

The player makes the income, one click or tap at a time. It's immediate and tactile, and usually where an incremental game starts, before anything is automated.

Asks for
A click every second
While away
Nothing
Good for
The first minutes, and short bursts on top of idle income

Timed bonuses

Also called buffs, golden cookies, power-ups

Production ticks along, and every few minutes a bonus appears for anyone looking. Here it's ×7 income for 77 seconds about every 10 minutes, so a watcher earns nearly twice as much.

Asks for
A look every few minutes
While away
56% while open; nothing once closed
Good for
Rewarding attention without making it required

Idle while it's open

It earns by itself as long as the game runs, like a browser tab left open.

Idle while open

Also called automation, managers, auto-clickers

Automation earns at full speed whether you watch or not, but only while the game runs. Common in browser games, where leaving a tab open is easy.

Asks for
The game left running
While away
Full rate while open; nothing once closed
Good for
Browser and desktop games left running in the background

Idle while it's closed

When you come back, the game works out what you would have earned. How much it pays sets how often players return.

Part-rate offline

Also called offline earnings, reduced offline

When you return, the game pays a share of what it would have made while closed, here a quarter. Keeping it running still pays more, without punishing anyone for sleeping.

Asks for
The game left running, ideally
While away
Full rate while open; 25% closed
Good for
A gentle nudge to keep the game open

Capped offline

Also called storage, silos, check-ins

Offline income piles up at the full rate, but only for so long, here 4 hours; after that it stops until you check in. The cap sets the rhythm of visits.

Asks for
A visit before the store fills
While away
Full rate, for up to 4 hours closed
Good for
Mobile games built around regular check-ins

Full offline

Also called true idle, offline progress

The game earns as much closed as open, so being away costs nothing. What brings players back is spending what piled up: new things to buy, and the next reset.

Asks for
Nothing; visit whenever you like
While away
Full rate, open or closed
Good for
Relaxed games, and players who drop in rarely

A day with it

Four kinds of player, one day each. The bars show how much of a full day's income each design pays them, counting playing as 100%. Pick a player.

The player

Checks the phone every two hours. 40 min playing, 23 h 20 min with it closed.

  • Clicking 2.8%
  • Timed bonuses 2.8%
  • Idle while open 2.8%
  • Part-rate offline 27%
  • Capped offline 75%
  • Full offline 100%

Keeps a tab open all workday. 24 min playing, 7 h 36 min away with the game open, 16 h with it closed.

  • Clicking 1.7%
  • Timed bonuses 20%
  • Idle while open 33%
  • Part-rate offline 50%
  • Capped offline 50%
  • Full offline 100%

Plays an hour every evening. 1 h playing, 23 h with it closed.

  • Clicking 4.2%
  • Timed bonuses 4.2%
  • Idle while open 4.2%
  • Part-rate offline 28%
  • Capped offline 21%
  • Full offline 100%

Looks in twice a day. 20 min playing, 23 h 40 min with it closed.

  • Clicking 1.4%
  • Timed bonuses 1.4%
  • Idle while open 1.4%
  • Part-rate offline 26%
  • Capped offline 35%
  • Full offline 100%

Clicking pays only for time spent playing, which few players give for long; timed bonuses add the hours the game is left open. Full offline progress pays everyone the same, so being there has to matter some other way. In between, a cap rewards regular visits, and a part rate rewards leaving the game running.

Income isn't the whole story: in most idle games, buying upgrades and choosing when to reset still need the player. Coming back to spend what piled up is a big part of the fun; see Prestige and resets.

Side by side

The share of a full day's income each player collects.

Design Asks for Every 2 hoursWorkday tabEvening hourTwice a day
Clicking A click every second 2.8%1.7%4.2%1.4%
Timed bonuses A look every few minutes 2.8%20%4.2%1.4%
Idle while open The game left running 2.8%33%4.2%1.4%
Part-rate offline The game left running, ideally 27%50%28%26%
Capped offline A visit before the store fills 75%50%21%35%
Full offline Nothing; visit whenever you like 100%100%100%100%