About the Game
Idle Colony is a game about little creatures and big numbers that will make your dopamine go up and your worries go down.
Merge
Combine two fruits of the same tier into the next one. 1$, 2$, 4$, 8$... This process generates an exponential amount of money as you make your way up to bigger fruits.
Upgrade
Unlock buildings to uncover always more options to leverage your income. As cash comes in, it goes out, to come back even faster! Improve every aspect of your economy to make the best out of it.
Automate
You will start with a sapling that you'll have to manually water and harvest, but soon enough you'll be able to recruit thousands of naïve creatures to assist you in your endeavor. They collect, fertilize, chop down, plant trees, create machines... and they love it!
Prestige
Now that you've got a wok full of delicious fruits and an army of colonists dedicated to you, it is time to perform the ritual... Sacrifice your colony to access powerful technologies and go even further next time!

Synergize
Through your progress, you'll earn two unique currencies to spend with care. Find the best strategies by carefully picking your technologies and special upgrades. Your choices will make the difference between millions and quintillions.

A word of the author:
I've been crafting games for a couple years, pursuing my childhood dream of making a living by creating fun things. I'm doing everything in my games: music, engine, art... and I love to talk with you all to improve my work through your feedback.
You're welcome anytime to have a chat on Discord (link on the right panel).
Screenshots
14 images
Version Information
Steam Patch Notes
Official update history
This update fixes the broken UI that appeared when switching to Japanese or Chinese.
The problem was caused by the font atlas exceeding 16,384 pixels, a size not supported by many GPUs. The atlas is now capped at 16,384 pixels, meaning you’ll still need a GPU capable of handling textures of that size. Fortunately, any GPU powerful enough to run the game smoothly already meets this requirement.
Thanks for your quick reports, and sorry for the inconvenience!
- Queen bees from flowered trees will now prevent the lumberjacks from cutting their trees.
- Achievement 1024^2 + 0 now works even if you create multiple Mega Colonists at once.
- The run timer is now properly saved (some of you unlocked the speedrunner achievement by exiting and relaunching the game, oops!).
- When x5 or Max. is checked, upgrades above a certain level now always show the appropriate hint.
- Fixed the numbers in the description of Sun Dance/Rain Dance.
- Snowdrop lifetime is reduced to avoid cluttering the screen (visual difference only).
- "We Don't Need Tower" No longer prevent from disabling the construction of towers.
- Fertilizer should no longer be able to jump from the ground to a fully fertilized sapling.
- Moles income rate is now properly reset and can no longer get stuck after selecting root caretaker.
Summary
I've fixed the freezing issue that was getting worse over time played.
Other bug fixes
Quality of life improvements
Gameplay balance according to your feedback
Bug Fixes
- Fixed the worsening freezes over time.
- Coming back to the tech tree after the ritual should no longer freeze for a ultra long time.
- When sorted by price, upgrades will no longer disappear after reaching a certain level.
- When sorted by price, solar upgrades are now still visible in their tab.
QOL
- Lumberjacks can now chop unfilled hives (only if you want them to).
- Lumberjacks can now chop flowered trees if they have no hives. (Flowered tree will be considered as a tier 0 tree.)
- Auto-fertilization will switch targets if the current one has reached the max. amount of fertilizer.
- Minor description improvements.
Gameplay balance
I've read many of your reviews, and I get that many people were getting frustrated by most technologies countering each other.
Without removing the fun of finding the best possible combinations, I want to provide a better experience for everyone by making the less optimized builds way less punitive.
Therefore, I removed or lowered a lot of the malus given by many technologies.
I hope you'll all have a better time this way! Let me know what you think.
- Flowered tree spawns 2 bees (previously 1).
- Honey mole, Prismatic Bees, Beempowerement, no longer disable Snowdrop and vice versa.
- Fire no longer decays faster under the rain.
- Flowers no longer have a diminished lifetime under the rain.
- Flower bulbs can now spawn under the snow.
- Prismatic bees move speed is even faster when there's no rain. (+50% under rain, +100% no rain)
- Dry colonist move speed malus lowered: -45% -> -30%
- Bigger Stack technology no longer has malus under the rain.
- We Don't Need Tower no longer removes the possibility to build towers.
- Palm tree yield increased: -75% -> -50%
- Palm tree wood malus removed.
- Palm tree can now build tree towers.
- Fir tree yield increased: -50% -> -25%
- Fir tree growth speed malus removed.
- Baobab no longer has malus with Root Caretaker.
- Baobab no longer reduces the max. tree count.
- Baobab no longer loses fruits under the rain.
- Baobab increased spawn rate: -50% -> -40%
- Baobab increased spawn chance when multiple trees unlocked: 0.25 -> 0.5
- First income pallier at 400 (to overwhelm a bit less the new players with infos)
I'm still trying to figure out why sometimes the engineers get stuck circling in the middle of the map. If you manage to find the conditions to reproduce this bug, let me know.
- Lumberjacks/Engineers should no longer circle in the middle of the map: this happened if they had targeted an unreachable tree. Trees will no longer spawn in unreachable areas of the map.
- Flowered trees no longer absorb melted fertilizer.
- Mega Colonist no longer prevent from unlocking the "No Workers" challenge.
- "Standard Tree Only" challenge, can no longer be unlocked if the fir trees are enabled.
- Fixed a mistake in the tutorial regarding chopping trees.
- Added "s" for seconds, in the Rain Collector Duration upgrade.
I'm still working on the stuttering issue. For now the work around is to exit and launch the game.
- Fixed bug where mole underground would level up flowered tree changing the flower sprite into fruits.
- Fixed bug that prevent from unlocking the the house technology when winning the game.
- Reduced the amount of snow sprites cause it looked a bit cluttered especially with Rain Power.
- Slider for the engineers cannons start at 1, not 0, to better reflect what it actually does.
I'm aware that some of you are experimenting lag spikes issues.
I'll be working on optimizations to the best of my abilities, given that on my machine I don't have the same performance issues.
Thanks for your feedback!
- Auto-Flowering is no longer automatically set to 1 when the Flower Spawn Rate is high enough to get the combo all the time. Because most of you got confused and thought it was a bug. You'll have to manually set the auto-flowering threshold to 1 whenever it is appropriate for you.
- Saplings will no longer spawn within an obstacle tile.
- "Click again to refund" will no longer appear in the main menu.
- "Tickle me" has been replaced by an animation to better explain how to bloom the flower. Some of you thought it was a bug.
- Fixed a bug where clicking Exit & Save would actually not save the run and rely on the auto-save instead.
- Improved the Prism's description to better explain the build conditions.
- Improved the Flowered Tree's description to be less confusing.
There will be less frequent updates going forward (except for major issues) so I can focus on making efficient progress on new exciting gameplay features.
Thanks for your abundant feedback that I keep reading every day!
Patch Note
Bug fix
- Colonist should no longer get stuck inside walls
- Performance stats window (fps...) no longer merge with the stats pannel (production/gathering rate...)
- House level 1 effectively spawn two colonists when getting the second pallier technology.
- Fixed a bug that could reduce the Fertilizer stack count by one (and other technologies related bonus)
UX
- You can now disable drawing the colonists tracks in the settings
- Fertilizer stack hitbox fixed to better fit the sprite
- Fertilizer count appear hover the little plant when hovered.
Gameplay
- Tree fruit tier is no longer capped at 5 (before being fertilized). Thus enabling for a wider RNG range, you might sometimes see very rare trees spawn.
- Tree fruit tier is now clamped to avoid having very low tier fruit where you would not expect them.
- Mole Money upgrade scaling increased from 1.57 to 1.7
(means the $amount n+1 = $amount n+0 * 1.7) - Flower max. combo increased to 8, and 16 with the technology (from 6 and 12)
- Flower base money increased to $10 (from 5)
- Flower money upgrade increment increased to $10, and upgrade price scaling reduced from 3.0 to 2.8
- Flower combo time increased to 2.0 seconds (from 1.5)
- Flower hitbox increased by 25%
- Flower nb of hovering required reduced to 4 (from 5)
- Manual watering time reduced by 66%
Polish
- Watering sound pitch now increase with the progression
- Tree have now a spawn animation with a sound.
My goal with this update is to make the ui clearer, and the prestige goals more intuitive.
As always, your feedback is very welcome so we can keep improving things!
(The feedback form has been reinitialized so don't hesitate to use it again)
Patch note 3.3.2
Bug fixes
- Fixed a bug that made impossible to draw path when UI was disabled in some cases.
UI/UX
- Changed general UI layout.
- Income rate/Fruit goals, now blink when they are reached.
- Prestige button blink with color when tech point are incremented.
- Stats simplified with icons, can be dropped down by clicking on the arrow to show more stats. Hints are showing when hovering the stats with the mouse.
- Stats menu now also display the mouse gathering rate.
- The hint "Left click to create path" won't appear unless you have the technology unlocked
- The main menu button "New Game" will now actually reset all of your progression, with a double security check.
- You can now prestige without any technology points in order to reset your run and simply access the technology tree.
- Fixed an issue where prestiging would not generate a new map.
- Fixed the crash when resizing the upgrade window.
This is a temporary solution as this makes the scrolling area move the tabs with the content. - Also, I reduced the clicking rate needed when unlocking the ClickClick tech. As I realized that it can be easy to hurt yourself without even realizing by clicking rapidly for extended period of time.
Quality of life / UX
- Tech tree open after prestige
- Tutorial font size increased
- Some popup font size increased
- WIP popup no longer in front of main menu
- Feedback request happens only after coming back twice from a run
Gameplay
- Poop treshold to level up a tree slightly changed:
BEFORE: 2 - 16 - 128 - 1,024 - 8,192
NOW: 5 - 30 - 180 - 1080 - 6,480
This should slighlty improve the feeling of progression by reducing the massive snowball early game
but also making late game less daunting. - Increased max manual click power multiplier from x3 to x4.
Don't hesitate to give me your thoughts about the changes !
Current Release
16836053
Uploaded Mar 10, 2026
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System Requirements
How to Install
IdleColony.exe to play
Troubleshooting tips
• Run Redist/_CommonRedist installers if game won't start
• Add folder to Windows Defender exclusions
• Run as administrator
Download
Direct link available
42 MB
16836053
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