Full game metadata
| Field | Value |
|---|---|
| Steam app type | game |
| Steam App ID | 3200810 |
| Live current players | 0 |
| SteamPulse tracked peak | 0 |
| Live count (today's peak floor) | 0 |
| Price | No longer available on Steam Store |
| Free to play | No current Steam offer |
| Discount | Not available |
| Original price USD | Not available |
| Current price USD | Not available |
| Release date | To be announced |
| Developer | Istikan Studio |
| Publisher | Istikan Studio |
| Owners estimated | Not available |
| SteamSpy owner estimate minimum | Not available |
| SteamSpy owner estimate maximum | Not available |
| Review type | No user reviews |
| Positive review percent | Not available |
| Positive reviews | 0 |
| Negative reviews | 0 |
| Total reviews | 0 |
| Steam recommendations | Not available |
| Achievements | Not available |
| Average playtime forever | Not available |
| Windows support | Yes |
| macOS support | Yes |
| Linux support | Yes |
| Parent game | Not available |
| Store URL | Not available on Steam Store |
Short description
Build an unstoppable army and conquer the world one country at a time in this strategic idle game. Train troops, upgrade tech, and dominate neighboring nations using population, area, and borders to plan your path to global control.
About this game
Only a madman would dream of conquering the entire world… Are you that madman? GENERAL IDLER is an idle conquest game set on a parallel Earth — 195 stylised nations with their own borders, populations and strategic assets. You start with one home country and a single farm. You finish holding the world. THE LOOP Build industries to earn cash. Spend cash on units to generate Army Power. Spend Army Power to take the country next door. Every country you capture adds its population and its land to your empire's permanent output multipliers, and a fresh conquest pays a 60-second cash surge on top — so a conquest never resets your economy, it compounds it. But every conquest also stiffens the defence of the next one. The drag builds until the map starts telling you it is time to cash out. THE MAP IS A DECISION, NOT A BACKDROP Most countries carry a strategic asset. Breadbaskets and oil fields boost the industry that matches them. A Fortress weakens its neighbours. Strait Control opens island chains. Crossroads makes every invasion in your empire cheaper. Geography is your first weapon. You can invade a country that shares a land border with your territory, or one within 600 km of your coastline — Florida to Cuba qualifies, Hawaii does not. Naval Operations is a 25% discount on island targets, not a lock. And sparse, vast nations like Russia, Canada and Mongolia defend far harder than their populations suggest. Where you go next is a real question, and the answer changes with the doctrine you are running. DOCTRINES Every cycle opens with a posture: ECONOMIC MOBILIZATION, BLITZKRIEG, or WAR OF ATTRITION. Each one doubles what a whole family of strategic assets is worth, so your doctrine and your route are one decision instead of two. Taking no doctrine at all is a genuine option, not a penalty. TWO WAYS TO TAKE A COUNTRY Pay Army Power for its territory — or pay cash for its allegiance. Vassals pay tribute, share half of their strategic assets, and extend your reach when the army for a hard neighbour simply isn't there yet. They never count toward the 195. Annex one later at full price if you want the land. RIVAL GENERALS Three AI commanders —…
Supported languages
English
