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Designing PrisonIdle

Game Design

What 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.

Design Notes Idle Systems PI-005
Progress ≠ Constant Attention
Designing PrisonIdle

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.

Principle 01 Visible progress
Principle 02 Real decisions
Principle 03 Useful automation
Principle 04 Reasons to return

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.

Principle 01 / Progress

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.

In PrisonIdle, we want the player to be able to look at an upgrade, item or progression choice and understand why they might want it.

Bigger numbers are useful.

Bigger numbers with no connection to another system eventually become background noise.

Principle 02 / Offline progression

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.

While you're away

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.

When you return

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.

Principle 03 / Decisions

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.

DECISION 01 What do I improve? Upgrades should compete for resources rather than always having one obviously correct purchase.
DECISION 02 What do I keep? Items become more interesting when selling, using or holding them are all potentially reasonable.
DECISION 03 What am I building toward? Short-term optimisation should feed into longer-term account goals.
DECISION 04 What are other players doing? Multiplayer means the best choice can change because the world around you changed.
DECISION 05 Do I compete now? PvP and rankings give progression somewhere to be tested rather than existing only for its own sake.
DECISION 06 Do I change direction? A good system should occasionally make yesterday's plan worth reconsidering.
Automation should reduce repetition. It shouldn't make the interesting decisions for you.
Principle 04 / Different idle games

There isn't one correct way to make an idle game

Some of the genre's most successful games solve completely different problems.

Cookie Clicker

Compounding

Its central pleasure is turning production into more production, supported by a very large upgrade and achievement structure.

Melvor Idle

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.

Rusty's Retirement

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:

What happens when idle progression exists inside a persistent multiplayer world where the economy, rankings and other players don't idle in exactly the same way you do?
Principle 05 / Interconnected systems

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.

SYSTEM 01 Crimes A core route through character progression and the prison economy.
SYSTEM 02 Items & upgrades Resources can become permanent or situational improvements rather than simply another stored total.
SYSTEM 03 Economy What something is worth can be influenced by other players, scarcity and demand.
SYSTEM 04 Rankings Progress has a visible position relative to the rest of the prison.
SYSTEM 05 PvP Character development can affect direct competition rather than existing entirely on a personal spreadsheet.
SYSTEM 06 Gangs Individual progression can contribute to group goals, alliances and competition.
SYSTEM 07 Chat Progress happens around a community of players who can react to what is happening.
SYSTEM 08 Riots Live game-wide events can temporarily turn individual progression into a shared activity.

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.

Principle 06 / The return

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.

01 Leave

Close the game without feeling like you've made a mistake.

02 Progress

Existing systems continue producing useful value.

03 Return

See clearly what changed while you were away.

04 Decide

Spend, save, trade, upgrade or change direction.

05 Repeat

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?"

Principle 07 / Multiplayer

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.

Principle 08 / Interruptions

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.

LIVE PRISON EVENT

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.

We want most of the game to respect the fact that you can leave, so that the occasional moment asking you to stay actually feels different.
Principle 09 / Scarcity

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.

Principle 10 / Attention

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.

A game shouldn't require the attendance policy from Lumon Industries just to remain competitive. And it probably shouldn't develop the emotional intensity of the Duolingo owl because you didn't log in yesterday either.

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:

We would rather earn ten minutes of genuine attention than demand two hours of routine attention.
Principle 11 / Things that can go wrong

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.

RISK 01 Too passive If offline progress does everything, logging in stops being interesting.
RISK 02 Too active If optimal progression requires constant interaction, the idle systems stop meaning much.
RISK 03 Too linear If every player buys exactly the same upgrades in exactly the same order, the decisions are mostly cosmetic.
RISK 04 Too complicated Interesting decisions become less useful if understanding them requires seventeen browser tabs and somebody else's spreadsheet.
RISK 05 Inflation Persistent resource generation has to coexist with a multiplayer economy without making every number meaningless over time.
RISK 06 FOMO Live events should feel exciting to attend without making every missed event feel like permanent account damage.

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.

Principle 12 / Comparison

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.

Principle 13 / How we judge it

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.

SIGNAL 01 Players return Because they want to see what happened, not because a timer threatened them.
SIGNAL 02 Players disagree There are multiple reasonable ways to spend resources and build an account.
SIGNAL 03 The economy moves Players create changing values and opportunities rather than prices being permanently solved.
SIGNAL 04 Rankings move Progress creates visible competition without requiring twenty-four-hour attendance.
SIGNAL 05 Events change behaviour A Riot feels meaningfully different from an ordinary check-in.
SIGNAL 06 People talk Players generate stories, rivalries and moments we didn't have to script for them.
CURRENT CONCLUSION

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.

Play PrisonIdle Free to play  •  Browser based
PrisonIdle is not affiliated with Cookie Clicker, Melvor Idle or Rusty's Retirement. References to other games are included to discuss different approaches to idle and incremental game design. PrisonIdle remains in active development and individual systems, progression rates and balancing may change over time.