What are idle games, and why are they so hard to put down?
An idle game (also called an incremental game) is a game where you make progress even while you're doing nothing. You start by pressing a button to earn one thing, spend those things on something that earns them for you, and before long the screen is full of numbers growing on their own. It doesn't sound like much. And yet millions of people have one open right now, in a browser tab or on their phone.
This guide goes over what defines the genre, where it comes from, why it hooks people, and what to look for so you pick one that doesn't steal your time or your money.
What makes a game idle
There's no official definition, but almost all of them share these pieces:
- Automatic progress. Something works for you: generators, helpers, machines… or, in LAN's case, letters that fight on their own.
- Numbers that grow fast. Growth is usually exponential: each upgrade costs more than the last but also pays more. That's why idle games end up showing huge figures with abbreviations like "1.5 billion".
- Constant upgrades. There's always something new to buy, and it's almost always about to become affordable.
- Offline progress. You close the game and, when you come back, it has added up what you earned while away.
- A reset loop. Many idle games let you start over in exchange for a permanent advantage (often called prestige). Each loop goes faster than the last.
Within the genre there are many flavors: clickers, built around tapping; idle RPGs, with heroes that level up on their own; management ones, with factories or businesses; and hybrids with tower defense or with separate runs in the style of a roguelite.
Where the genre comes from
The genre was born, in large part, as a joke. In 2002 came Progress Quest, a parody of role-playing games that played itself: the character fought, leveled up and found loot without the player touching anything. In 2010, researcher and designer Ian Bogost released Cow Clicker on Facebook, a satire of how simple some social games of the time were: you clicked a cow. Lots of people played it in earnest.
The leap came on August 8, 2013, when French developer Julien Thiennot, known as Orteil, released Cookie Clicker, made in a few hours as another joke about clicking games. You click a giant cookie, buy grandmas who bake for you, then farms, factories… and the number never stops. It was a huge hit and set many of the genre's ideas. That same year, Candy Box! showed an idle game could also have a story and an ending. From 2014, titles like AdVenture Capitalist took the formula to phones and made it one of the most played genres on mobile.
Why they're so hard to put down
Game designers have been explaining why they work for years, and it mostly comes down to a few ideas:
- There's always a goal close by. The next upgrade is seconds or minutes away. That "one more and I'll stop" feeling is the heart of the genre.
- Progress is visible. The numbers go up in front of you. Few things are as clear as a figure doubling.
- Rewards surprise you. Many idle games mix the certain with the random: a special prize, a rare item… The uncertainty makes every reward feel bigger.
- They don't demand attention. You can play for two minutes at the bus stop and come back hours later. They fit into gaps where no other game would.
- Coming back pays off. Offline progress turns every return into a small surprise: "let's see how much I've earned".
All of this works because it's honest about what it offers: steady, visible progress. The trouble starts when it's used for something else.
The dark side: how to tell if an idle game respects your time
Because idle games are played for months, they're perfect ground for the "free, but not really" model. Before you get hooked on one, check this:
- Can you progress without paying? If at some point progress slows down until you buy something, the game is designed for you to pay.
- Are ads optional? An ad you choose to watch for a reward is a deal. An ad that pops up on its own every few minutes is an interruption.
- Does it punish you for not logging in? Streaks that wipe out everything if you miss a day, or events that expire in hours, are built to create obligation, not fun.
- Does it work offline? If the game needs a connection for everything, it's usually to measure you and show you offers.
- Do you know what you're buying? If there are packs or boxes with random prizes, the game should tell you the odds.
Where LAN fits
LAN: Letters against Numbers takes several of these ideas and mixes them with a run-based game. Your letters defend a notebook page from falling numbers and fight on their own, like in an idle game, but you can help them by tapping numbers and upgrading them mid-run. Each game (a run) ends when your squad falls, and what you earned in syllables turns into permanent upgrades for the next one: a reset loop much like prestige, but every run. And, as in the good idle games, the run goes on when you close the game: when you come back, you see what happened.
As for the list above: LAN has no purchases, its ads (Android only) are always optional and come with a reward, it works offline, and its shop's mystery pack always shows its odds. If you fancy trying it, it's free in your browser and on Android; to get off to a good start, read getting started in LAN.
Frequently asked questions
Is an idle game a real game? Yes. Playing itself doesn't mean there are no decisions: what to spend on, when to reset, what to upgrade first. Many idle games have deeper systems than they seem at first glance.
Why do the numbers get so big? Because growth is exponential: every upgrade multiplies what you earn. To keep goals coming, costs multiply too, and after a while the figures have a lot of zeros.
Are they good for playing in short bursts? That's exactly what they're made for: short, frequent sessions, without needing to keep an eye on them all the time.
More guides
- Getting started in LAN: a guide to your first runs
What to do in your first games of LAN: how a run goes, what to spend diphthongs on, how the syllable ticket works and what to buy with your first triptongs.
- Syllables, diphthongs and triptongs: LAN's currencies explained
How LAN's three currencies are earned and spent, with the real costs: copies per level, run upgrades, squad slots, formations, speed and the looks shop.
- Squad and formations in LAN: how to place your letters
How to build a good squad in LAN: letter roles, numeric and literary damage, how the game works out damage, which formation to pick, and example squads.
- Number powers in LAN: why a 7³ outlasts a 7²
What the little exponents on LAN's numbers mean, how much stronger each power makes them, the height at which each one steps up, and how to get ready for it.