



Dev Update #1 – The Design of Anti-Idle: Reborn
Hello everyone – it’s Tukkun here!
Today, I’d like to share a (long overdue) update about the current state of the game, along with some sneak peeks! I wanted to update this website more often, but, well… life happened and I got busy with a bunch of stuff.
Anyway, before you ask – yes, the Closed Beta is still ongoing. I’m continuing to work on new features, game balancing, and everything else needed to get the game ready for release as soon as possible! Prior to release, I’ll continue adding new testers, so if you aren’t invited yet – stay tuned!
Originally I wanted to release the game earlier, but wow, making a mobile game is tough. Lots of new things to learn, lots of weird bugs (and other types of insects) that give me a headache. Because of that, development of features was slower than expected, but I did get quite a lot of weird bugs sorted out.
Right now, I’m working on a system called “Divinities” – where you can obtain items by leveling up and spend those items to unlock new features, upgrades, and more. It’s essentially a more advanced and streamlined replacement for the Feature Shop and Ascension Perks system from the original Anti-Idle: The Game.

If it’s not obvious by now – Anti-Idle: Reborn is not a direct port of the original game. It’s a mobile remaster that aims to capture the feel of the original while revamping the mechanics to be more modern and accessible for today’s players. So in this post, I’d like to share some of the design philosophy behind Anti-Idle: Reborn, and give you an idea of what to expect.
(Also, some of the people helping me with development told me I shouldn’t share too much in case some mysterious company might be able to clone the game in 12 hours as that’s what happening with every game that is successful. But honestly, I’m not too worried.)

Here’s a note from the very early days of development! One of the biggest challenges in bringing Anti-Idle to mobile was making the interface user-friendly. The original game’s UI was… let’s just say “cluttered”. When I showed it to some real-life friends (yes, I have real-life friends), I struggled to explain what Anti-Idle even is and how to play it.
And while some people understandably want the mobile version to have the exact same gameplay as the original, I believe it simply wouldn’t work without major changes and improvements.
The first major change is the screen layout. The original game was built in Flash for Kongregate and had an almost square screen – which obviously doesn’t translate well to a phone. So for Anti-Idle: Reborn, I chose portrait orientation (a somewhat arbitrary choice, mostly because I tried a bunch of other idle games to steal obtain ideas and most of them use portrait). The main content is shown in the center, with player info like level and currencies at the top, and menu buttons and other stuff at the bottom.
The Progress Bar is still a big part of the game, because let’s be real, it’s not Anti-Idle without a Progress Bar. But perhaps it was too big in the original, where it was on the right side with a gigantic Idle Mode toggle button. It took up too much space, so in Anti-Idle: Reborn, I turned it into a small horizontal bar, and removed the Idle Mode toggle entirely. Instead, you can tap anywhere on the screen to activate Anti-Idle Mode temporarily, boosting the Progress Bar speed. No more worrying about whether Idle Mode is on or off!
Next up – the actual features. While it’s not Anti-Idle without a Progress Bar, it’s also not Anti-Idle without the features that made it what it is. That said, considering the complexity of the original Anti-Idle: The Game features, most of them simply can’t be ported as-is to the mobile version.

Also, I didn’t want to cram too many things into the first version and delay release even more. So last year, I ran a survey to see which features from Anti-Idle: The Game people cared most about, and how they would feel about them being reimagined for the mobile sequel. Based on that, I’ve decided to bring back the House, along with revamped versions of the Garden and the Battle Arena.
In the Garden, you will be able to plant trees and harvest fruit, though the number of trees is limited to 5 due to screen space. In the Battle Arena, you’ll fight monsters and progress through stages. It’ll be a bit more linear and simplified compared to the original, but don’t worry – it will still be fun, and I plan to add tons of content in future updates.
There will also be a new feature similar to the Button Machine, and eventually, I want to add more minigames and stuff to do like the Arcade, a version of the LolMarket, and maybe even Fishing. TukkunFCG though… yeah, that one might be a bit too complex for mobile.
Another big goal of Anti-Idle: Reborn is to create a much more unified experience. You will play as the same character across all features. Whatever hat you equip will show up whether you are in the Garden or the Battle Arena. All items go into a shared inventory, and different features will interact with each other. For example, you might be able to trade Garden fruit for Battle Arena enhancement materials. The goal is to make it feel like one big game with lots of things to do, rather than a random collection of unrelated features.
Last but not least, enjoy some draft of monster design ideas. Since I’ll actually properly animate the monsters, there won’t be as many of them as the original, instead I’m aiming towards making the monsters more iconic and memorable. They will also be categorized into different “types”, which might be used in future content such as “pets” with the capability of dealing more damage to specific types of monsters.

That’s it for today. Stay tuned for more information!