Designing PrisonIdle
Game DesignWhat Actually Makes a Good Idle Game?
Good idle games aren't just about numbers increasing while you're away. They need meaningful decisions, satisfying progression, useful automation and reasons to return. Here's what we've learned from the genre, where PrisonIdle follows it, and where we're trying something different.
What Actually Makes a Good Idle Game?
We've spent a lot of time asking this while building PrisonIdle. Making numbers increase while somebody is offline is the easy definition of an idle game. Making those numbers remain interesting six months later is a much harder problem.
Idle games look simple from the outside.
Something produces a resource. You spend that resource to produce more resources. The numbers increase while you're gone.
That basic loop has produced everything from Cookie Clicker to Melvor Idle, desktop games such as Rusty's Retirement, mobile tycoons, RPGs and games that require spreadsheets surprisingly early in the relationship.
The interesting part isn't whether the game contains an offline timer.
It's whether the player still has meaningful reasons to care about what that timer produces.
That's the problem we've been trying to solve with PrisonIdle.
A good idle game needs progress you can actually understand
Numbers increasing feels good.
That's not a criticism of idle games. It's one of the main reasons the genre works.
Cookie Clicker is unusually clear about this. Cookies buy production. More production creates more cookies. Upgrades improve that production further, and eventually prestige systems give another layer of long-term progression.
The maths becomes enormous, but the basic relationship between what you buy and what happens next remains understandable.
Bigger numbers are useful.
Bigger numbers with no connection to another system eventually become background noise.
Offline progress should continue a decision, not replace one
Melvor Idle takes a very direct approach to offline progression.
Choose an activity such as mining, fishing or combat, leave the game, and the game calculates what would have happened while you were away.
That works because the player made an important decision before leaving: what should my character be doing?
PrisonIdle is aiming for the same general principle, even though the surrounding game is different.
Previous decisions keep mattering
Progress shouldn't stop simply because you've closed the browser. Systems you've invested in should continue producing useful value.
You decide what happens next
Collecting progress should lead into another choice: upgrade, save, trade, compete, change direction or invest elsewhere.
The aim isn't to remove the player.
It's to make the time between player decisions productive.
The player still needs something to be good at
Idle games have a strange balancing problem.
Too much manual interaction and the game stops feeling idle.
Too much automation and eventually the player becomes an administrator who visits once a day to press Collect.
There isn't one correct way to make an idle game
Some of the genre's most successful games solve completely different problems.
Compounding
Its central pleasure is turning production into more production, supported by a very large upgrade and achievement structure.
Long-term planning
Skills, equipment, resources and combat create a much more RPG-like optimisation problem, while offline progress continues the activity the player selected.
Coexistence
It is literally designed to occupy part of the desktop while the player works on something else, making limited attention part of the design.
None of those models needs replacing.
PrisonIdle is exploring another variation:
Progress needs somewhere to go
An idle system can generate resources indefinitely.
The more important design question is what the player eventually does with them.
PrisonIdle currently connects progression into several persistent systems.
Not every system needs to affect every other system.
But if players are accumulating money, items and power for months, they need enough places where those things create interesting choices.
Coming back should be part of the game
The offline period gets most of the attention when people discuss idle games.
The return is arguably more important.
A useful return tells you what happened, gives you something worthwhile and then presents another decision.
Close the game without feeling like you've made a mistake.
Existing systems continue producing useful value.
See clearly what changed while you were away.
Spend, save, trade, upgrade or change direction.
The next offline period reflects the choices you just made.
Ideally, the player isn't thinking:
"Great, the game gave me eight hours of stuff."
They're thinking:
"Right. What am I going to do with this?"
Multiplayer makes idle balance more complicated
Most traditional idle games don't have to worry too much about somebody else's production.
If your Cookie Clicker bakery produces ten times as much as mine, my game still works perfectly well.
A persistent multiplayer game is different.
If idle systems create wealth, items or power, those outputs can affect markets, rankings, PvP and gangs.
That means passive progress has to be useful without becoming so powerful that the rest of the game becomes irrelevant.
It's a balance we're still working on.
And it's one of the areas where PrisonIdle differs most from a traditional single-player incremental game.
A good idle game also needs moments that aren't idle
If every session follows exactly the same rhythm, optimisation can eventually become routine.
PrisonIdle's Riot system is one attempt to interrupt that routine.
A Riot has started
Instead of checking progress and leaving, players suddenly have a shared live event, active chat, rewards and the chance for exceptionally rare items to appear.
This doesn't make PrisonIdle more idle.
In fact, for the duration of the event, it does the opposite.
That's intentional.
Rare rewards need context, not just tiny percentages
Putting a 0.001% chance beside an item technically makes it rare.
It doesn't automatically make it interesting.
In a multiplayer game, rarity becomes more visible.
Someone can get an item during a Riot.
Chat can react.
Other players can recognise the item later.
Its scarcity can affect its value.
The account holding it becomes part of its history.
That social context can make rare rewards meaningful without every item needing to be mechanically essential.
A good idle game remembers it isn't the only thing in your life
Games don't only compete with other games for attention.
They compete with work, Discord, YouTube, Netflix, football, family, sleep and whatever group chat has suddenly generated 146 messages.
This is part of why recent idle games have experimented with fitting more naturally around other activities.
Rusty's Retirement takes that almost literally by occupying a small area of the player's desktop while other work continues.
PrisonIdle's answer is different because it's browser-based and multiplayer, but the principle is similar:
Idle design has some fairly obvious traps
We're not pretending we've solved all of them.
These are some of the tensions PrisonIdle has to keep managing as the game grows.
Some of those problems only become visible once real players start interacting with systems in ways nobody predicted.
That's part of developing a persistent game.
Different idle games optimise for different experiences
| Design area | PrisonIdle | Cookie Clicker | Melvor Idle | Rusty's Retirement |
|---|---|---|---|---|
| Main focus | Persistent multiplayer progression | Exponential production | Skill and RPG progression | Relaxed desktop farming |
| Offline philosophy | Existing progression should continue creating value | Production continues through idle systems | Selected actions continue while offline | Designed to coexist with other activity |
| Main decisions | Character, items, economy and competitive priorities | Production and upgrade efficiency | Skill, resource and equipment planning | Farm layout, crops and automation |
| Multiplayer | Core part of the world | Primarily single-player | Primarily individual progression | Primarily individual, with Twitch integration |
| Social competition | Rankings, PvP, gangs, economy | Not the primary focus | Not the primary focus | Not the primary focus |
| Live events | Riots and shared prison events | Not central to the core loop | Not central to the core loop | Not central to the core loop |
| Design challenge | Balancing idle progress with a persistent competitive world | Keeping exponential growth interesting | Managing increasingly complex progression paths | Remaining engaging without demanding focus |
That's why saying one of these games is "more idle" or "better at idling" isn't particularly useful.
They are solving different versions of the same design problem.
So how do we know if PrisonIdle's systems are working?
Not simply by measuring how long someone keeps the browser open.
We'd rather see a healthier pattern.
The idle part should give you time. The game part should give that time value.
We don't think a good idle game is simply the game that gives you the biggest offline reward.
It needs a progression system that is satisfying to understand.
It needs automation that removes repetition without removing decisions.
It needs enough depth that the choices made before logging off affect what happens when you return.
And for PrisonIdle specifically, it also needs to work inside a world populated by other people.
Those people can trade with you.
Compete with you.
Join your gang.
Attack you.
Beat you on a ranking.
Or be in chat when you receive something ridiculously rare during a Riot.
That's the version of an idle game we're trying to build.
Not one that requires constant attention.
Not one that requires no attention.
One where deciding when to pay attention — and what to do when you get there — remains interesting.