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IdleMMO - A Year In Review (2025)

· By Mike · 14 min read

It’s that time again! 2025 has been an incredibly strong year for the game, with plenty of new features, mechanics, and refinements that have slowly molded IdleMMO into our original vision. Now that the game turns two years old, it feels like the right moment to take a quick trip down a very short memory lane and look back at what has changed.

This recap covers everything added or updated after 6 December 2024, which is when we released our last year-in-review.

Stats

In the past year:

  • Characters have taken part in guild raids 535,816 times.
  • Items have been upgraded 289,863 times.
  • Characters have teleported a combined total of 2,567,840 times. That is a lot of gold!
  • 369,390,019 enemies have been defeated by all characters combined.
  • 60,674,524 of those enemies were scaled above their original level.
  • 69,097 quests have been completed so far, which is solid for a feature just over three weeks old.
  • 277,320 mastery perks have been activated.
  • 12,739,514 battles have been partaken by pets.
  • The most collected item is the Mysterious Rune with 1,351,417 total collects.
  • The most defeated World Boss since November 2025 is Nethrax with 13,448 defeats.¹
  • The most completed dungeon is Millstone Mines with 23,177 runs since November.¹

In total:

  • There are 53,353,308 items stored in guild stockpiles.
  • There are now 1,009 guilds and 234 guild halls.
  • The game has distributed 305,405,372,300 experience through primary skills such as woodcutting and mining.
  • The game has distributed 12,207,622,462 items through primary skills.
  • A total of 640,284,521 enemies have been found through hunting.
  • Of those, 462,984,455 have been defeated.

¹ These metrics have only been tracked since November 2025, when we introduced our new internal analytics system.

Disclaimer: While these metrics are pulled directly from in-game data, they may not be 100% accurate. There may be small variances due to tracking anomalies, the dates on which certain metrics were introduced, or data removal when players delete their accounts.

Pet Loot (December 2024)

This simple change gave the whole pet system a new sense of purpose, because suddenly every pet battle had a chance at rewarding the player with items they could actually use or sell. It played a big part in shaping the pet system into what it is now, and it is one of the main reasons so many characters continue to raise and battle with their pets today.

Seasonal Community Goal (December 2024)

In December 2024, we added the seasonal community goal. It gave players a shared target where everyone could donate their event items and work toward a server-wide boost that lasts until the end of the seasonal campaign.

Vendor Skin Changes (January 2025)


Earlier in the year, we reviewed how the vendor store worked previously. The old setup relied on rotating skins, which created a bit of a FOMO (fear-of-missing-out) feeling. It made sense for seasonal outfits like the Santa skin, but it felt unfair for players who happened to miss a rotation and never had another chance to get something they liked.

To fix that, we changed the system completely. All skins were made permanently available, and instead of cycling things in and out, we shifted to a straightforward sale rotation.

Ascension Levels (January 2025)

On 16 January, ascension levels arrived as a way to keep progression moving after a skill reached level 100. Instead of stopping at the cap, players could continue investing experience into a skill and gain small temporary boosts tied directly to that skill.

Echoes of the Ascended Campaign (February 2025)

We introduced the permanent Echoes of the Ascended campaign as something players can drop into whenever they feel like it. Unlike the seasonal campaigns, this one isn’t temporary, so you never have to worry about rushing through it before it disappears.

Idle Time Improvements (April 2025)

We changed our strategy on the idle times and significantly increased the idle times for all characters across the board. This change allowed characters to idle up to 8 hours without any interaction. This was a significant shift from our original intention as we reviewed our idle time strategy.

More about this can be read here.

Meditation (April 2025)

Meditation is a bit different from the other skills in IdleMMO. It’s built around helping other players rather than powering up your own character, so the whole skill is about selflessness. You invest time and resources into creating scrolls that support someone else, not yourself.

Because of that design, the experience rate is intentionally slow and blank scrolls cost a fair amount. The idea is that progress in this skill comes from choosing to support the community, not from chasing the fastest way to level your own stats.

Guild Changes (April 2025)

Guild Halls became the main home base for guilds, giving them a place to build useful tools and unlock features that affect the entire group. They also introduced a lot of new mechanics at once, so it helped to think of the hall as the core structure and everything else as components that guilds build over time. If you are not in a guild, you can skip this section, but for guild players this update changed how group play works in a big way.

  • Guild Hall - A system that lets guilds unlock unique and powerful features.
  • Teleportation Beacon - A component that lets members teleport to the Guild Hall location at a much lower cost.
  • Mission Table - A component that automatically creates guild challenges.
  • Raid Planner - A component that lets guilds schedule up to ten raids ahead of time.
  • Unity Seal - A component that lets leaders set a guild tag that appears on every member.
  • Energizing Pool - A component that lets guilds distribute guild-wide effects to their members.
  • Stockpile - A shared resource pool where players donate items that are used to build and maintain components.
  • Banished Guilds - A way for trade-locked characters to join and participate in guilds.
  • Conquests - A competitive feature where guilds fight for control of different map regions to earn regional boosts.

Exhaustion Removal (April 2025)

This was a small change on paper but it ended up having a big impact. The exhaustion mechanic was originally added to stop players from pushing themselves too hard by trying to keep their character active around the clock. At the time, we were worried that some players were sacrificing basic routines, even sleep, just to avoid wasting action time.

As this update also increased idle time, that concern basically disappeared. Players no longer needed to micromanage their actions into 2-3 hour segments, so the exhaustion system didn’t serve a purpose anymore.

Dungeon Recipe Drop Changes (May 2025)

We updated how alchemy recipes drop in dungeons, and the change ended up being a big upgrade for anyone chasing late-game crafting. Instead of getting a single recipe directly from a dungeon run, you now earn an Alchemy Chest tied to that dungeon. Each chest contains a mix of tradable and untradable recipes. The untradable ones appear more often, but tradable recipes also drop at a noticeably higher rate than before.

Overall, this pushed recipe availability way up across most high-level dungeons. Zenith’s Sanctum went from 0.4% to 3.5%, and Mirage Citadel climbed from 0.1% to 1.5%.

Alchemy Changes (May 2025)

Alchemy went through a wide round of changes as we rebalanced how recipes, crafting times, and rewards all fit together. Some of the old requirements were wildly out of step with items of similar value, so we started adjusting them piece by piece instead of pushing out one huge update. Most potions and essence crystals became stronger, many recipes became cheaper to craft, and a few outliers became slightly more expensive so everything in the same tier lined up more fairly.

Conquest Rewards (June 2025)

We introduced a change to Conquests where any guild that held a location in the previous season would receive rewards in that same area for the entire season that followed. The aim was to make territorial control feel more meaningful, since the benefits carry on even after the season rolls over.

Dungeon Rework (June 2025)

This change introduced a lot of changes to dungeons. Here is a quick recap:

  • We added the dungeoneering skill, designed specifically for dungeon progression.
  • We reworked the base loot rate for a lot of higher level dungeons. A lot of items received a boost between 100% to 400% depending on the dungeon and quality.
  • Just like in battles, we added stances to the game, which allow you to obtain primary stat experience from dungeons.
  • We added a difficulty rating to dungeons. The difficulty rating affects whether your character can enter a dungeon, how much health they lose during each run, and how much magic find bonus they get.
  • We added dungeon running so characters could run multiple dungeons in one go.
  • We added dungeon completion which allows characters to get a permanent magic find bonus according to how many dungeons were completed.
  • We added a "recent drops" box to the bottom of the dungeon page so users could see the recent drops earned by other characters.
  • We added dungeon shards to all dungeons at level 70 and higher. These shards can be exchanged for useful items like dragon soul stones, and potions.

Shooting Star (June 2025)

We added shooting stars as a small surprise event that can appear at random while you play. When one shows up, everyone online gets an in-game notification so players have a chance to go look for it. Finding the star gives you a time-limited boost that lasts until the star fades.

A shooting star usually sticks around for about half an hour, which is just enough time to grab the boost and use it on a single action. The type of boost changes depending on the day, so you might see magic find on a Friday or primary skill experience on a Monday.

Mailing System (June 2025)

We introduced an in-game mail system that lets players send and receive messages between characters. All incoming and outgoing mail appears in the communication hub, so everything stays in one place and is easy to track.

Profile Comments (June 2025)

We added profile comments so players can leave messages on each other’s character pages. You just visit someone’s profile, scroll to the bottom, and write your comment. It’s a simple way to share feedback, leave a note, or just say hello.

Market Order Changes (June 2025)

We made a major change to how the market order system works after seeing long-standing issues that were easy to exploit. The old setup allowed things like PO bumping, where players used multiple accounts to push their orders to the top within seconds, and PO spamming, where someone could flood the market with tiny orders to drown everyone else out. There was also a built-in advantage for players who held huge quantities of an item, making it hard for newer players to compete fairly.

To fix this, we removed the ability to manually fulfil individual purchase orders. The game now handles all of that automatically. You list an item, and the system fulfils the matching orders for you in the background. With no way to interact with individual POs, every old abuse method disappears, and the market runs on a much cleaner and more even playing field.

Tavern (June 2025)

We introduced the Tavern as a built-in way for players to talk to each other without needing to leave the app. It gives everyone a simple place to chat, ask questions, or share updates while they play.

This helped reduce the reliance on Discord for basic conversation, especially for players who prefer to keep everything inside the game itself.

Merchants and Shards (July 2025)

We updated the old vendor page and renamed it to Merchants. It became a clearer, more central place for players to spend their gold and shards without having to jump between different menus. As part of this change, dungeon shards were reworked into simple shards, which gave us the flexibility to award them through more than just dungeons.

Legacy Vault (July 2025)

We introduced the Legacy Vault as a way for players to pick up older seasonal campaign items (older than 1 year) they may have missed.

Museum (July 2025)

We introduced the Museum as a permanent place to track your collections, including skins, backgrounds, and collectibles.

App Menu UI Overhaul (August 2025)

We reworked the app’s menu to make navigation feel more natural. With the updated layout, the menu became cleaner, faster to use, and better suited for future additions.

Enemy Scaling (August 2025)

We introduced enemy scaling as an optional way for players at level 100 to keep pushing their combat challenges. You can scale enemies all the way up to level 150, and doing so gives you extra magic find and extra experience. The higher you scale them, the stronger the bonus becomes.

Battle Queueing (August 2025)

We added battle queuing after it sat on the request list for a long time. The main reason it took so long was simple technical limits, but once those were fixed, we were finally able to make it work. You can now queue battles up to your maximum idle time, which means your character can clear a large batch of enemies in a single action instead of fighting them one by one.

Public Developer API (August 2025)

We introduced a public API that lets players access a range of game data from outside the app. It opens the door for people to build their own tools, whether that’s a Discord bot, a Telegram bot, or any other application that connects to IdleMMO in a useful way.

Individual Assault Rewards (August 2025)

We added individual assault rewards so that players earn something for the effort they put into Conquests, even if their guild doesn’t end up winning a zone. Each area now has its own leaderboard, and your position is based on how much EXP you personally contributed to your guild’s push in that zone.

Daily Reward Rework (September 2025)

We reworked the daily reward system so you can build a proper streak by claiming your reward each day. The streak itself now gives magic find bonuses at certain milestones, starting with 1 percent at ten days and climbing to 10 percent at one hundred days.

Performance Improvements (October 2025)

We introduced an update that noticeably improved loading speeds for everyone, though the difference was especially clear for players in regions farther from our London server, such as India, SEA, and parts of Africa. Before this change, those areas often saw slower response times simply due to distance.

Pet Changes (November 2025)

Much like the dungeon overhaul, this update brought a large wave of changes to pets, so here’s a quick recap.

  • We introduced pet hunts, letting characters send their pets out to gather items on their own.
  • We reworked pet status by removing happiness and hunger and replacing them with a stamina system.
  • Pets can now be put to sleep to recover that stamina.
  • Pets can evolve once they reach level 100, gaining a boost each time. They can evolve up to five times.
  • We added the pet exchange, where players can list and sell their pets on the companion exchange.
  • We introduced mythic pets in the Celestial Exchange, giving players a guaranteed way to earn mythic pets through gameplay instead of relying entirely on luck.

Quests (November 2025)

Quests were introduced as a new way to explore the world, meet NPCs, and learn more about the game's lore while taking on different challenges. One of the biggest reasons for adding quests was to give items more purpose. A lot of items felt scattered or underused, and quests give us a flexible tool to fix that. If something feels pointless, we can build a quest around it and instantly give it value. Before starting any quest, you speak with the quest giver and go through their dialogue, and rewards can include gold, items, or shards, with the later quests leaning more toward shard payouts.

Parties (November 2025)

Parties were added as a simple way to team up with other players. You can invite people to your party or join a friend’s group, and it gives everyone a shared way to take on content together.

Right now, parties are used mainly within Leagues, but the system gives us plenty of room to expand. As the game grows, parties will become a foundation for more group-focused mechanics.

Leagues (November 2025)

Leagues were introduced as a way for parties to compete against each other in focused challenges. Each league centers on a single skill and runs for a set amount of time, so you might see something like a Woodcutting League that lasts fourteen days where every party tries to earn the most woodcutting experience during that period. Some leagues last only a few days, while others can run for two weeks or even a full month, depending on the theme.

Rewards scale with the length of the league, so a month-long league offers better prizes than a shorter one. Everyone in the party earns the reward equally, which keeps things fair for the whole group. Leagues can also target specific classes, meaning you might encounter a league that’s limited to classes like Cursed or Forsaken.

UI Rework (November 2025)

We gave the entire interface a full rework after reviewing the app from top to bottom. Most of the visual changes landed on the Web App, but the mobile app also picked up a set of improvements to make everything feel more consistent. This update was the first step toward unifying the overall look, and more UI refinements will continue rolling out as we bring every part of the platform in line.

We also added new customization options. You can move the hamburger menu on the Web App when using a mobile device, and you can adjust brightness and contrast if darker UI elements don’t display well on your screen.

Wiki Overhaul (November 2025)

We completely overhauled the wiki and moved everything to a new, dedicated site at https://wiki.idle-mmo.com.

The new wiki has far more detail than before. We expanded sections, added clearer breakdowns, and included more examples so players can understand systems without needing to rely on scattered community notes. It’s designed to grow alongside the game, and updates will continue as new features are introduced.

Lore (November 2025)

We spent a good amount of time expanding the game’s lore and making sure the quests, dialogue, and in-game events all fit neatly into the wider world of Valaron. The goal was to create a universe that feels consistent, so what you read in the story matches what you experience in the game.

All of the lore is available on the wiki, and we’ll keep adding to it as the game grows and more quests arrive.

Closing Thoughts

This year has been our most productive so far. We added a huge number of features, and a lot of that momentum came from the groundwork we set when the game was first built. We put a lot of effort into building solid foundations, which makes it much easier to create new systems without risking major breakages or having to rebuild things from scratch.

For the rest of 2025, our attention will be on stability, polish, and bug fixing.

Looking ahead, we have Farming and Houses planned for 2026. Once those are in a good place and the overall game feels stable, we’ll finally be able to call it “version 1” and say that the original vision has been reached. After that point, we can start getting more creative and explore new ideas.

About the author

Updated on Dec 14, 2025