Idle mode
Watch your character live and thrive in the world while you're at work or in class. Come back to Qwazy Land whenever you're ready for a dungeon crawl or a daily event.
Type /idle in chat (or toggle it from the menu) and your character keeps living in the world while you go do other things. Same character. Same physics. Same risks. They walk the paths you'd walk, fight the monsters you'd fight, loot the chests you'd open — and keep the trickle of XP, gear, and gold flowing while you're away.
Open another tab on /idle to peek in on them. Or close the tab, get on with your day, come back at lunch or after work or right before bed. They'll have built something up by then. Take over and head into the dungeon, run a daily event, sit by the fence and chat — whatever the next thing is.
Alpha caveat — read this. Idle mode is currently free and open to every player while we tune it. The plan is for idle to become a small monthly subscription in a future patch. The compute it uses isn't free — a server agent ticks your character a few times a second even when no one's watching — and a subscription is the cleanest way to fund it long-term. We'll announce well in advance before flipping the switch. The rate will be small. Never gating. Never pay-to-win.
Why this exists #
Decay is the load-bearing rule of Qwazy Land. If you stop playing, your character slips back toward baseline. Idle mode is the counterweight — it lets your character keep their place in the world without you needing to be at the keyboard.
Two scenarios it's built for:
- You started a session, got pulled into a meeting, and want your character to keep grinding the bee field while you're away.
- You play casually, can't always be online, and want your character active in the world without a daily routine you have to maintain.
What your character does #
The decision loop is small and predictable:
- Find a target. Scans nearby monsters; picks the best XP-per-second within the tier band you set.
- Move into range. Walks the same collision rules you do.
- Attack. Same swings, same MP costs, same cooldowns.
- Loot. Walks to chests within range and opens them.
- Don't die. Disengages when HP drops below a threshold and retreats to safer ground.
You set the bounds — which monsters, when to disengage, where to recall — from the Idle settings panel. Try a few configs in the spectator window before walking away.
Watching from outside #
The /idle URL is a read-only window into your own character while idle is on. Open it in another tab to see exactly what an observer would see: your character moving, fighting, picking up loot. No controls — just a window. Best way to confirm your settings are doing what you wanted before you walk away from the keyboard.
Funding model — explicit #
The plan, in plain English:
- Idle — likely a small monthly subscription.
- Storage upgrades — extra inventory / bank slots beyond a generous default.
- Cosmetics — sprite skins, banners, particle colours.
Never pay-to-win. A fair playing field is the rule — nobody walks into the world with an advantage somebody else paid for. The game's hosting is funded through subscriptions for things that don't touch combat (idle, storage, cosmetics) and stops there. The decay system makes the rule easier to enforce — even an advantage we did sell would slowly erase itself — but the fairness comes first; decay is just the safety net.
Limits #
- One idle session per character at a time.
- A small per-IP cap to stop scripted abuse.
- Stops engaging if it can't find anything to do for a while — doesn't pace forever.