Patch 1.91 - Humanoid Icon
- Added a little head icon to all humanoid unit buttons - Fixed humanoid tag for Huntress and Pumpkin Man
- Added a little head icon to all humanoid unit buttons
- Fixed humanoid tag for Huntress and Pumpkin Man


- Added a little head icon to all humanoid unit buttons - Fixed humanoid tag for Huntress and Pumpkin Man
- Added a little head icon to all humanoid unit buttons
- Fixed humanoid tag for Huntress and Pumpkin Man

changed randomization of boss rotation: now all 4 bosses appears in a row, after that it will be shuffled again and you will get all 4 bosses in row again in a different order set max framerate to 120 when vsync is off on start. This could prevent your pc going crazy with 1000+ f

Thanks for your support! The patch is live now. If you’d like to continue supporting me you can check out the new dlc: View game page All other dlc are discounted by 50% off! Also the Demo for Idle Pixel Battle is finally playable here: View game page Cheers Max
Thanks for your support!
The patch is live now.
If you’d like to continue supporting me you can check out the new dlc:
All other dlc are discounted by 50% off!
Also the Demo for Idle Pixel Battle is finally playable here:
Cheers
Max

I'm currently hard at work developing Idle Pixel Battle. But since Idle Pixel Fantasy will soon celebrate its first anniversary on Steam, I took some time to prepare a small anniversary patch: The following update goes live on September 1 : NEW: The user interface now displays th
I'm currently hard at work developing Idle Pixel Battle. But since Idle Pixel Fantasy will soon celebrate its first anniversary on Steam, I took some time to prepare a small anniversary patch:
The following update goes live on September 1:
The user interface now displays the total number of all units owned
New unit: Horse
New unit: Huntress
New unit: King
New unit: Pumpkin Man
New unit: Dark Knight
6 new achievements
New anniversary DLC with 5 new units: Mosquito, Mantis, Robot, Brainster, and Tentacle View game page
Shift + left-click: Buys the maximum possible number of units
C: Changes the camera zoom level
Fixed the position of the boss icon at ultrawide resolutions
The game now saves when unlocking or purchasing a tier
Possible fix for the “Happy Holidays” achievement
Possible fix for the “Crusher” achievements
Possible fix for corrupted save files
In addition, all Idle Pixel Fantasy DLCs will be 50% off for one week.
But that's not all: The Idle Pixel Battle demo will also be released on September 1!
I'd be delighted if you tried the demo and shared your feedback with me.
Cheers,
Max

In this devlog, I would like to give you a closer look at the gameplay loop of Idle Pixel Battle and introduce some of the systems I have implemented over the past few months. From the different heroes and their abilities to randomized items and permanent upgrades, there are many
In this devlog, I would like to give you a closer look at the gameplay loop of Idle Pixel Battle and introduce some of the systems I have implemented over the past few months.
From the different heroes and their abilities to randomized items and permanent upgrades, there are many ways to improve your party and progress further and further.
At the beginning of each run, you assemble your party from a selection of different heroes. Each hero has their own stats, equipment, and abilities, giving them a distinct role within the team.
The Knight usually stands at the front and protects the rest of the party. His abilities focus on direct damage, defensive effects, and controlling enemies. Here is a selection of his abilities:

The Archer specializes in high damage, critical hits, and special arrows. With the right equipment and upgrades, he can create particularly powerful damage combinations.

The Mage uses a variety of spells to weaken enemies and pressure them with status effects such as Burn, Slow, and Power Down.

By changing the positions of your heroes and combining their abilities, you can experiment with different party compositions.
- More heroes will be added alongside these three! -
Each hero has several stats that determine their strengths in battle:
LVL shows the hero's current level.
Power increases the damage they deal.
Crit determines the chance of landing a critical hit.
Armor reduces incoming direct damage.
Speed affects how quickly the hero attacks and uses their abilities.
Luck improves, among other things, the chances of receiving better rewards and rarer level-up options.
After winning enough battles, a hero gains a level. With each level-up, you can choose from several randomized upgrades and decide how the hero develops during the current run.

You might build an exceptionally fast Archer, an extremely resilient Knight, or a Mage with a high critical hit chance. The upgrades offered are different in every run.
During a run, you will find various items that support you in battle.
Potions can be dragged directly onto a hero and used. They can restore health, grant Block, or alter status effects, for example.

Artifacts, on the other hand, provide passive effects that remain active throughout the entire run. Some artifacts strengthen your heroes, while others alter specific combat mechanics or trigger effects under certain conditions. Here is a selection:

Treasure chests may also appear after winning battles. They can contain gold, potions, equipment, artifacts, and other rewards.

Between battles, you can also visit a shop and spend your collected gold on new items.

Because the available items and rewards are selected randomly, every run develops a little differently.
In addition to regular battles, special encounters can also appear during a run.
At the Slot Machine, you can risk your gold for a chance to receive various rewards. With a little luck, you may obtain potions, equipment, artifacts, or additional resources. Of course, a spin can also end without a reward.

The Altar gives you the opportunity to heal the entire party slightly, helping prevent your adventure from ending prematurely.
The different biomes are populated by numerous enemies. Even regular enemies have their own abilities and can fulfill specific roles within an enemy group.
For example, the Bee can inflict Bleed with its stinger and protect itself with the Thorns status effect.

At the end of each biome, a significantly stronger boss enemy awaits you.

Wondering which abilities this boss has?
You will have to find out for yourself.
Even when a run ends, your journey does not start completely from scratch.
You earn points for your progress, which can be invested in a large Upgrade Tree. There, you can unlock permanent improvements, new features, and additional options for future runs.

The Upgrade Tree contains more than 100 upgrades. These include stronger starting stats, additional gold, better rewards, new party slots, and quality-of-life features such as automated runs.
With every unlocked upgrade, your heroes become stronger and can progress further through the different biomes.
Idle Pixel Battle is still in development. Many of the planned systems have now been implemented, but they are still being expanded, balanced, and refined.

Hey everyone! I’m very happy to finally show you the trailer for Idle Pixel Battle. As you can see, it’s much, much more active than Idle Pixel Fantasy and offers plenty of interactive choices. I hope you enjoy it as much as I’ve enjoyed working on it. - Max
Hey everyone!
I’m very happy to finally show you the trailer for Idle Pixel Battle.
As you can see, it’s much, much more active than Idle Pixel Fantasy and offers plenty of interactive choices.
I hope you enjoy it as much as I’ve enjoyed working on it.
- Max

Hey everyone! I’m very happy to announce that the Steam page for my next idle game, Idle Pixel Battle , is now live! View game page I’m incredibly grateful for all the support, feedback, and encouragement over time. With Idle Pixel Battle , I want to build on that same love for i
Hey everyone!
I’m very happy to announce that the Steam page for my next idle game, Idle Pixel Battle, is now live!
I’m incredibly grateful for all the support, feedback, and encouragement over time. With Idle Pixel Battle, I want to build on that same love for idle progression, upgrades, loot, and long-term growth, while adding a stronger focus on hero battles, equipment, and automated progression.
If you enjoy idle games with lots of upgrades, heroes, loot, and progression, I would be very happy if you check out the Steam page and add the game to your wishlist. It helps a lot!
Unlock different heroes with unique weapons, stats, and abilities
Find potions, artifacts, and powerful equipment
Unlock over 100 permanent upgrades in a huge upgrade tree
Enable Auto-Run mode and let the game play automatically
Fight different enemies with special abilities
Defeat challenging bosses
Explore fantasy biomes, including grasslands, dungeons, volcanic plains, and more
Collect procedurally generated weapons with different rarity tiers
Enjoy automatic battles, idle progression, and satisfying long-term upgrades
In case you didn't know: This week I released my Snake-meets-Roguelite game, HeroTail: Survivors.
It's free, so give it a try if you're interested:
Thank you so much for your support!
I’m excited to share more about Idle Pixel Battle soon.
- Max

Hey everyone! I finally have some big news to share: HeroTail: Survivors will release on June 1st! View game page It’s a top-down roguelite survivor game where you build a growing chain of heroes, unlock synergies, level up abilities, and survive increasingly difficult biomes. An
Hey everyone!
I finally have some big news to share:
HeroTail: Survivors will release on June 1st!
View game page
It’s a top-down roguelite survivor game where you build a growing chain of heroes, unlock synergies, level up abilities, and survive increasingly difficult biomes.
And yes…
Just like Idle Pixel Fantasy, the game will include a few small optional DLCs to support development, but similar to Idle Pixel Fantasy, these DLCs are not necessary to finish the game. You can unlock all achievements without paying anything!
Thank you all so much for supporting me over the last months. Seeing people still play Idle Pixel Fantasy honestly helped make this project possible.
I also started prototyping a brand new game set in the same universe as Idle Pixel Fantasy!
This time it's an idle autobattler with different classes, a lot of metaprogression, various weapons, artifacts, and enemies.
The project is still VERY early, but I wanted to share a first little sneak peek with you all:


I’ll share more once development progresses further!

Fight your way through three unique biomes with a team of three heroes . Form a living chain of powerful allies and use power-ups and class bonuses to gain the upper hand. Level up your heroes, collect coins, and unlock permanent upgrades . Climb the leaderboard: The top 3 demo p
Fight your way through three unique biomes with a team of three heroes.
Form a living chain of powerful allies and use power-ups and class bonuses to gain the upper hand.
Level up your heroes, collect coins, and unlock permanent upgrades.
Climb the leaderboard:
The top 3 demo players will be permanently immortalized in the Hall of Fame after the full game launches.
I’m really looking forward to your feedback!
If this game isn’t quite your cup of tea, I still have some good news:
My next project will once again be a free idle game, this time significantly larger and more complex than Idle Pixel Fantasy.
Cheers,
Max

Hey everyone, Past When I first started Idle Pixel Fantasy , it was meant to be a small side project: the 1.0 version only had one boss and no prestige system at all. I never expected so many people to play it, share feedback, and support me over time. What began as a simple idea
Hey everyone,
When I first started Idle Pixel Fantasy, it was meant to be a small side project: the 1.0 version only had one boss and no prestige system at all. I never expected so many people to play it, share feedback, and support me over time. What began as a simple idea turned into something bigger, and I’m incredibly thankful for everyone who joined me on that journey.
Reaching 500 reviews is absolutely surreal. I also understand that many of you were hoping for more content updates. And honestly, I get it, but the truth is that Idle Pixel Fantasy was never planned as a long-term, expandable project. At some point, I realized that many of the ideas players suggested would require a complete redesign rather than small patches. Instead of bolting huge systems onto a tiny foundation, I felt inspired to build something new from the ground up.
For quite some time now, I’ve been working on a much larger project: HeroTail: Survivors !
View game page
Inspired by Nimble Quest, one of my favorite old mobile games, it builds on the same core idea: leading a growing chain of heroes, each with unique abilities, through diverse biomes filled with challenging enemies. On top of that, it adds modern roguelike systems, hero set bonuses, leaderboards, and full controller support.
Unlike Idle Pixel Fantasy, this won’t be a free-to-play title but a small premium game (below €10). A demo is coming soon so you can try it out before buying.
Since I’m a solo developer, my main focus has naturally shifted toward HeroTail Survivors. Working on multiple projects at the same time simply isn’t realistic.
If you'd like to support me, the best way right now is to add HeroTail: Survivors to your Steam wishlist. It helps visibility a lot and gives me a huge boost as I get closer to release.
Your feedback on Idle Pixel Fantasy has always meant a lot to me. Some of your ideas were so good (and so ambitious) that I’ve started thinking about a possible Idle Pixel Fantasy 2 someday. Nothing is confirmed yet, but if I start working on it, it would again be completely free.
Thank you all so much for your support. Without you, none of this would exist.
Cheers,
Max

NEW PAID: Added Halloween Pack: Contains Baby Pumpkin, Mother Pumpkin and Mimic View game page Mother Pumpkin boosts all Baby Pumpkin crystal generation Mimic eats nearby chests and gives you a lot of crystals in return NEW FREE: (Patch 1.32) Added Lich Boss with new Curse and Bl
NEW PAID:
Added Halloween Pack: Contains Baby Pumpkin, Mother Pumpkin and Mimic View game page
Mother Pumpkin boosts all Baby Pumpkin crystal generation
Mimic eats nearby chests and gives you a lot of crystals in return
NEW FREE: (Patch 1.32)
Added Lich Boss with new Curse and Blessing

Bugfix:
start gold and start crystals from prestige upgrade doesn't apply multiple times in the same run

Potential fix for Patient Gamer Achievement: Before 1.28 your click on a chest, crystal and boss was registered even when you clicked on a unit button or in the prestige panel and a chest was behind this menu. This failed the Patient Gamer Achievement. Now the click on chests, cr
Potential fix for Patient Gamer Achievement:
Before 1.28 your click on a chest, crystal and boss was registered even when you clicked on a unit button or in the prestige panel and a chest was behind this menu. This failed the Patient Gamer Achievement.
Now the click on chests, crystals and bosses only work when its not blocked by other UI elements.
Let me know if its working now.
Cheers,
Max

Added humanoid tag to: Werewolf Goblin Skeleton Orc Demon
Added humanoid tag to:
Werewolf
Goblin
Skeleton
Orc
Demon

Fixed achievement by adding Humanoid Tag to Peasant, Sorry! To clarify: Only these units are humanoids: Archer Chef Digger Maid Militia Peasant Furry Gladiator Miner Pharaoh Wizard Heavy Knight Necro Ninja Plague Doctor Thief Time Hero Angel Death Pirate Priest Santa Apache Execu
Fixed achievement by adding Humanoid Tag to Peasant, Sorry!
To clarify: Only these units are humanoids:
Archer
Chef
Digger
Maid
Militia
Peasant
Furry
Gladiator
Miner
Pharaoh
Wizard
Heavy Knight
Necro
Ninja
Plague Doctor
Thief
Time Hero
Angel
Death
Pirate
Priest
Santa
Apache
Executioner
Fire Mage
Hellsing
Iron Knight
Samurai
Vampire
Elite Archer
Elite Knight
Elite Mage

I was sick most of last week, so this patch came out a little slower than usual. You told me to add more achievements, so here you go: NEW: Added 14 new Achievements Bug Fixes: Trading menu cooldown reset after prestige Fixed volume settings reset after restart Fixed elite fighte
I was sick most of last week, so this patch came out a little slower than usual.
You told me to add more achievements, so here you go:
NEW:
Added 14 new Achievements
Bug Fixes:
Trading menu cooldown reset after prestige
Fixed volume settings reset after restart
Fixed elite fighter Tooltip
Upcoming DLC:
Halloween Pack
Cheers,
Max

Sooo… instead of just relaxing last weekend, I kept working on the game. Here you go: HISTORY PACK (Pirate, Pharaoh, Apache) Now verified! View game page NEW MAIN BOSSES Whenever you prestige, you will face one of three bosses: Dragon, Naga, or Minotaur. Each boss has a different
Sooo… instead of just relaxing last weekend, I kept working on the game. Here you go:
Now verified!
View game page
Whenever you prestige, you will face one of three bosses: Dragon, Naga, or Minotaur.
Each boss has a different HP pool plus a blessing and a curse that are active from the start of the run until the boss is dead. (Check the new icons and tooltips below the Chest Limit on the right to learn what each boss does.)

You will never fight the same boss twice in a row.
Prestige 0 will always be Dragon with no blessings or curses, and those icons are hidden.
Cloud area containing Shrines for elite fighters.

Crystal trading enabled.
More Prestige upgrades:
- Cheaper unit costs (Gold)
- Cheaper unit costs (Crystals)
- Higher chance that Santa presents are crystals
- Unlock trading without Santa
- More levels for the Miner upgrade
+5% crystal income per prestige
+4% boss health per prestige
Adjusted Elite Knight cost
Adjusted Elite Mage cost
Fun fact: units that attack chests also scale with Click Power. Nobody seemed to notice, so I’m leaving it as is.
Each chest contains a fixed amount of gold (Wood: 20, Silver: 50, Gold: 120). It was intended that this amount would decrease by your click power (or the Knight/Archer attack), but it actually always decreased by 1/2/3 regardless of damage. That meant you couldn’t clear chests faster with higher click power, yet you received more gold overall.
Example (old behavior):
With click power 2 you got: Wood 40, Silver 100, Gold 200
With click power 5 you got: Wood 100, Silver 175, Gold 320
This made chests far too rewarding. It’s fixed now, so chests clear much faster, especially at higher prestige levels. To soften the nerf, I increased chest stock to:
Wood: 20 → 60
Silver: 50 → 150
Gold: 120 → 300
Result: chests feel much better when you have low click power, but become weaker and clear faster with higher power.
Cost text now uses the K abbreviation for values over 10,000.
Option to hide unowned DLC units.
Added Prestige level icons up to level 40.
Increased camera height limit.
Added background image and clouds.
Fixed elite unit flickering (hopefully).
Addressed the CVE-2025-59489 Unity Security Vulnerability
Unit button unlock icon didn’t work correctly and is temporarily disabled.
Cheers,
Max

Thank you for your feedback, I read everything! Unfortunately, Valve has not yet verified the History Pack DLC, and there is nothing I can do to speed up the process. I'm taking a little break this weekend, so this is the last patch for this week: NEW: - Santa will now leave pres
Thank you for your feedback, I read everything!
Unfortunately, Valve has not yet verified the History Pack DLC, and there is nothing I can do to speed up the process.
I'm taking a little break this weekend, so this is the last patch for this week:
NEW:
- Santa will now leave presents for you (random rewards), more Santas = more presents
- Dragon Healthbar is now anchored to the top and visible at all times when its alive
Bugfixes:
- Fixed potential softlock when you buy Militia before Peasant
- Fixed Time Hero click priority when its behind a chest
Cheers!
Max

Gameplay: - For every prestige rank you will get 10% more gold / sec UI: - added option to hide sold out units - tooltips now shows current units & unit Limit - improved tooltips for Chef, Peasant, Ninja, Skeleton, Spirit -> shows updated numbers based on unit Upgrades - p
Gameplay:
- For every prestige rank you will get 10% more gold / sec
UI:
- added option to hide sold out units
- tooltips now shows current units & unit Limit
- improved tooltips for Chef, Peasant, Ninja, Skeleton, Spirit -> shows updated numbers based on unit Upgrades
- press P button again to close Prestige Menu
Bugfixes:
- Fixed Tooltip not updating after buying max Limit increment in Prestige menu
- Fixed prestige menu sometimes does not open after increasing prestige

Fixed: - Sometimes clicking on the prestige button did not work until restart - Fullscreen Setting localization didn't update after changing language
Fixed:
- Sometimes clicking on the prestige button did not work until restart
- Fullscreen Setting localization didn't update after changing language

Thank you for your ongoing support! I also wanted to release two DLCs with this patch, but unfortunately the verification process is taking longer than expected, so I can only release one of them today. I hope this will be completed during the course of this week or next week at
Thank you for your ongoing support!
I also wanted to release two DLCs with this patch, but unfortunately the verification process is taking longer than expected, so I can only release one of them today. I hope this will be completed during the course of this week or next week at the latest.
If you are not interested and don't want to see any dlc units in the game (which I totally understand) I've added a toggle in the settings to hide these units in the unit menu.

This is a pretty big patch, so please let me know if I broke anything.
Here are the patchnotes:
(If you already killed the Dragon in your save file, you’ll receive 2 rubies instantly on startup.)

Cheers!
Max