AFK – Army For Keyboard
AN IDLE RPG THAT RUNS LIKE AN OPERATING SYSTEM
AFK does not ask for your attention. It gives you a desktop. Your battle plays out live in a 990×76 strip inside the taskbar while you keep windows open, compare gear and plan the next build. Click the strip and the fight goes fullscreen. Close it and your army keeps going.
BUILD AN ARMY, NOT AN APM SCORE
Nine heroes, three on the field. Weapons, off-hands and elements are class-locked, so a party is a decision rather than a slot machine. Skill trees, rune allocations and prestige nodes stack into a build you can actually read.
YOU WRITE THE LOOT RULES
In an idle game loot is a stream, not a sequence of events. Instead of turning hundreds of overnight drops into hundreds of decisions, you write the rules once: ask me about legendaries, send runes to the cube, melt the rest. The pipeline enforces them and only the exceptions reach you. The decision queue holds at most fifty items and never touches your bag.
LOOT YOU DECIDE ON
Ten rarity tiers from Bit to Yotta. Implicit lines, affixes, enhancement from +0 to +25 with real downgrade risk, sockets, and runes that carry three candidate stats. The roll happens when you socket them, not when they drop.
THE CUBE
Turn runes into gems and gems back into runes. Every enhancement shows you its true success chance before you commit anything.
FIVE ACTS, FOUR DIFFICULTIES, ONE ENDLESS TOWER
Normal, Nightmare, Hell and Torment, each one unlocked by clearing the last. A stage map that mutates weekly, a tower with no ceiling, and timed Boss Rush races with a real reward ladder and a leaderboard.
ASYNCHRONOUS PVP THAT REPLAYS
Send your army to the arena. The server re-simulates the fight with the same deterministic engine your client runs, then hands you the replay. No lag, no waiting for an opponent, no arguments about what happened.
CLANS AND CHAT
A clan headquarters with members, contributions, a shared development tree, announcements and applications. Channels, direct messages and mentions.
SOUND WITH NO SAMPLES
Every effect and the background music are synthesised in code from waveform functions – no audio files ship with the game. Effects and music have separate volume controls.
PLAYS IN TWELVE LANGUAGES
Full interface in English, Turkish, German, French, Italian, Spanish, Brazilian Portuguese, Polish, Russian, Japanese, Korean and Simplified Chinese.
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