

A dark-fantasy idle RPG with 22 skills, three combat styles and a town that works while you sleep. Mine, smith, weave and trap, queue a whole evening of work, auto-battle 110 creatures and 29 Champions, tame 23 companions, and come back to progress. Offline, always.
Overview
A dark-fantasy idle RPG with 22 skills, three combat styles and a town that works while you sleep. Mine, smith, weave and trap, queue a whole evening of work, auto-battle 110 creatures and 29 Champions, tame 23 companions, and come back to progress. Offline, always.
Description

Grim Reach is an idle RPG about building a character out of work.
Twenty-two skills, fifteen of them trades that feed each other: ore becomes bars, bars become blades, hides and cloth become armour, herbs become tonics, and bait from Fishing goes into Hunting traps.
Every action has its own mastery, every skill runs to level 99, and one queue holds the whole plan. Line up 650 swings at a copper vein, 25 bronze swords and 50 goblins, then walk away. The queue tells you what level you will be when it is done.

Melee, ranged and magic each fight to their own rhythm. The weapon in your hand decides which one you are playing.
Plate soaks blows, leather slips them, and cloth wards swallow what is left.
Staves and wands carry an element, and every element does something of its own:
Burn makes the target take more damage.
Frost freezes on the third chill.
Shock delays the enemy’s next swing.
Poison stacks.
Void drains.
Arcane resonates.
Aether refills your ward.
Combat runs on its own with auto-attack and auto-eat, but the Reach hits back hard. Come undergeared and you will learn what armour is for.

Ten zones. 110 creatures. 29 elite Champions.
Explore everything from the pastures to the idol halls. Hunt down elite Champions, each carrying a unique trophy.
Seven dungeons run wave after wave and can be queued like any other job. The Paragon Tower has no final floor.
With Slayer contracts, 119 quests, 36 gear sets, twelve metal tiers, fifty runes, random suffixes and build-changing rare drops, there is always a deeper vein, a sharper blade or an enemy you could not touch a week ago.

Twenty-three companions, each earned through its associated skill.
Every companion brings a passive bonus for its trade and a real ability in combat:
A bear trap that makes the enemy bleed
A rat that steals loot from your target
An imp that sets your blade on fire
A moth that veils the enemy’s eyes
They are rare, and their cards tell you exactly what they do before you have them.

Four races. Thirty painted archetypes each. Two versions of every archetype.
Your choice determines your appearance, not your limits. Every skill and every combat style remains open to everyone.
Each character has three equipment kits, allowing you to swap an entire loadout—including tools—between fights.
New Haven is your camp at the edge of the Reach.
Fifteen buildings with three tiers each turn raw goods into finished products on their own schedules:
Smelter
Sawpit
Smokehouse
Seed garden
Trade post
And more
Queue the next construction project, log off and return to a fuller storehouse.

Offline progress for skills, combat, traps and buildings, with a complete report when you return
One queue for everything, automatically moving to the next entry if you fall
Auto-battle, auto-eat and autosaves every five seconds
Three equipment kits, an item wiki, a bestiary and a hunting log
321 in-game achievements and 69 Steam achievements
No microtransactions, no energy systems and no timers you can pay to skip
Seven languages: English, Deutsch, 简体中文, Русский, Español, Português (BR) and Français
Explore

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Amphibian
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Else If: ReCurse
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Frond Online
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Off The Grid: Bad Dream
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End the Endless
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The Backworld
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Misdecayed
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Bel's Fanfare
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