ClickRaid2
An idle MMO where you build a six-hero party from 13 classes, fill empty slots with mercenaries or strangers, and melt boss health bars together.
by Slikey Games · 2020 · Steam
Most idle games are hermits. ClickRaid2, Slikey Games' idle MMO-incremental, wants a party. You assemble up to six heroes from 13 distinct classes, each with its own model and skill kit, and send them at mobs, bosses and treasure chests either solo with NPC mercenaries or alongside real players online. Loot and gold feed gem and skill upgrades, party power compounds, and the whole thing runs on the gentle understanding that a raid you barely touch should still make progress. It launched in 2020, and its monetisation pitch remains one of the friendlier experiments in the genre: purchases buy server-wide buffs, so when one player spends, everyone on the server benefits.
What the loop feels like
You click, a mob drops, and a treasure chest rattles open with loot you will spend before you read it. That's ClickRaid2.
Your wizard's spells start bouncing across whole packs at once and the wave clears itself before your coffee cools. That's ClickRaid2.
A stranger fills your empty raid slot, the mercenary stops bench-warming, and a boss health bar starts melting twice as fast. That's ClickRaid2.

Under the hood
The game runs three lanes. Survival Mode is the community's speed lane, a single arena where dense waves spawn fast, which makes area-of-effect classes the standing meta pick, the Wizard above all. Progressive Mode is the slow burn, a room-to-room crawl through stages and scaling environments. Event Modes rotate in with modifier rules and bonus rewards when the two main lanes need a shake-up.
Party composition is the deeper system. Thirteen classes split between burst damage, sustain and support, and the standing advice is to resist the glass-cannon temptation: a balanced six, mixing crowd-clearing with defense, outpaces six damage dealers stuck on a wall. Veterans also highlight stacking the Overload damage buff early so it compounds through long fights. Every piece of loot eventually becomes a gem or a skill level, and gems are where the numbers stop being polite.

Where it stumbles
Reception is mixed and the friction is mostly structural. Connection problems and login loops show up repeatedly in community threads, which stings in a game whose whole identity is online. The community itself is small and quiet, and deeper strategy has historically lived in private Discords rather than written guides, which leaves newcomers piecing together optimal routes alone. Some players also balk at a paid entry in a genre whose gold standards are free, especially with a UI and combat presentation that feel a generation behind polished idle RPGs.
Playing it today
Paid on Steam, Windows, Mac and Linux, always-online by design, solo-viable through mercenaries. No mobile release was verified, and the in-game purchases fund shared server buffs rather than personal power, per the developer's stated stance.
The verdict
A neat answer to a question most of the genre never asks, what if clicking was a co-op activity, held back by a small population and creaky netcode. If the multiplayer angle does not grab you, Eternamine delivers a deeper solo grind with a pickaxe instead of a party.
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