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Through A Thousand Eyes - Free Incremental Spider RPG Browser Game

About Through A Thousand Eyes

Through A Thousand Eyes (also known as Spuder Game) is a deeply complex incremental RPG that puts you in control of Arachne, a powerful spider on a journey to conquer multiple kingdoms. This free-to-play browser game combines idle game mechanics with deep RPG systems, offering hundreds of hours of strategic gameplay. Built with the Godot Engine and featuring cloud save functionality through Firebase integration, you can play anywhere without downloads or installations. The game supports both active and idle play styles, making progress whether you're actively clicking or away from your device.

Core Gameplay - Getting Started

Your adventure begins with a simple mechanic: clicking or holding down on a spider egg to generate experience points. As you accumulate experience, Arachne levels up, gaining skill points that can be invested into various upgrade trees. The early game focuses on understanding the economy system - how to efficiently generate experience through clicking combos, when to invest in flat EXP gains versus multipliers, and how to balance click cooldown reduction with auto-hold functionality. At level 100, combat unlocks, dramatically expanding the gameplay with party management, strategic battles, and kingdom exploration.

Detailed Experience and Leveling System

The leveling system in Through A Thousand Eyes features carefully balanced progression curves. From levels 1-1000, you'll need 100 experience points per level with a linear scaling system. Each level grants 5 skill points during this phase, allowing rapid early progression and experimentation with different upgrade paths. At level 1000, the system transitions to exponential scaling - experience requirements multiply significantly every 1000 levels, and skill point rewards decrease (4 SP per level from 1001-2000, then further diminishing). This creates natural progression gates that encourage strategic play. The highest-level players reach level 25,000 and beyond, unlocking every mutation and evolution node. Idle earnings continue to accumulate when you're offline, calculated based on your clicking power and time elapsed, ensuring you make progress even during sleep or work.

Economy Upgrades and Optimization

Managing your skill points effectively is crucial in Through A Thousand Eyes. The economy upgrade tree offers several paths: flat EXP gain adds a fixed amount to every click, while EXP multipliers scale your total output exponentially. Click cooldown reduction allows faster clicking for active players, while auto-hold functionality automates the clicking process for a more idle experience. A unique mechanic rewards hoarding skill points - unspent SP provides bonus multipliers with diminishing returns, creating interesting decisions about when to spend versus save. Advanced players discover that the Web Builder mini-game integration provides significant EXP bonuses, making it worthwhile to engage with multiple game systems simultaneously.

Combat System - Comprehensive Guide

Combat in Through A Thousand Eyes is a sophisticated turn-based system with attack speed timers determining action order. Unlike traditional turn-based games, faster units act more frequently, creating dynamic battles where speed builds can overwhelm slower tanks. The targeting system follows left-to-right priority - enemies always attack your leftmost surviving ally, making party positioning a critical strategic element. Tanks and guardians belong on the left to protect squishier damage dealers on the right.

Damage Calculation and Defense Layers

When an attack lands, damage flows through three defensive layers: Health (a temporary shield that regenerates between battles), Armor (damage reduction that can be stacked through abilities and stats), and finally HP (your actual health pool). This creates interesting itemization decisions - is it better to stack raw HP, invest in armor for percentage reduction, or focus on health regeneration to sustain through long fights? The defense stat provides flat damage reduction per hit, while defence (yes, two different stats) provides percentage-based mitigation. Combining both creates tanky allies that can survive boss encounters.

Status Effects - Complete Reference

Through A Thousand Eyes features over 20 unique status effects that define combat strategy. Damage-over-time effects include Bleed (physical damage per tick with diminishing returns when stacked), Poison (nature damage that spreads between enemies in some encounters), Burn (fire damage with high burst potential), Acid (corrodes armor while dealing damage), and Venom (the most lethal DoT available to late-game specialists). Debuffs transform battles: Weakness reduces enemy attack power, Slowness decreases their attack speed, Blindness lowers accuracy causing misses, Corrosion permanently reduces armor, Stun prevents all actions, Death Mark amplifies damage taken, and Decay reduces maximum HP over time. Buffs include Strength (increased attack), Heal over Time (regeneration), and various resistance buffs. Utility effects like Confusion cause enemies to attack their own allies, Purge strips buffs from enemies, Cleanse removes debuffs from allies, and Reflect bounces damage back to attackers.

Advanced Combat Mechanics

Critical hits in Through A Thousand Eyes use a unique overflow system. Base critical damage starts at 150%, but any critical chance above 100% converts into additional critical damage at a 1:1 ratio. This means investing in crit chance beyond the cap isn't wasted - a unit with 175% crit chance deals 225% damage on critical hits (150% base + 75% overflow). The dodge and accuracy system creates rock-paper-scissors interactions: high dodge units counter physical attackers, but accuracy investments counter dodge stacking. Thorns damage reflects a percentage of incoming damage back to attackers before defensive calculations, making it effective against fast-hitting enemies. Lifesteal converts damage dealt into healing, enabling sustain-focused builds that can solo difficult content. Resistance stats reduce specific damage types - fire resistance is essential in the Dwarf Kingdom, while poison resistance helps in Naga encounters.

Party System and Ally Management

Your party consists of up to 5 allies fighting alongside Arachne. You start with 2 party slots, unlocking additional slots through progression and prestige upgrades. With 15+ unique ally classes, each with distinct stat distributions and roles, team composition becomes a strategic puzzle. Allies are recruited by defeating bosses throughout various kingdoms, with each boss dropping their ally type upon first defeat.

Ally Classes - Complete Breakdown

Basic classes provide foundational roles: Fighters offer balanced stats suitable for any position, Guardians specialize in defense with high HP and armor, and Strikers focus on raw damage output with high attack but low survivability. Specialist classes unlock in later kingdoms: Poisoners apply stacking poison DoTs, Pyromancers unleash devastating fire damage, Hemomancers excel at bleed application, Acidmancers corrode enemy armor, Berserkers trade defense for overwhelming offense, Disruptors apply debuffs and crowd control, and Venomancers deal the highest DoT damage in the game. Advanced classes combine multiple strengths: Warriors blend offense and defense, Mages specialize in magical damage types, Tanks maximize survivability, Scouts leverage speed and dodge, and Brutes provide pure physical dominance.

Quality System and Stat Variance

Every ally spawns with a quality multiplier ranging from 0.5x to 1.5x that affects ALL their stats. This creates massive power variance - a 1.5x quality Venomancer vastly outperforms a 0.5x version. Quality tiers add flavor: standard tiers run from F-- (0.5x) through ranks E, D, C, B, A, S, SS, SSS, up to the legendary SSS (1.5x). Special quality tiers include Nice (1.23x), Leet (1.337x), √2 (1.414x), Lucky(Not) (unlucky rolls), and "Balanced" (perfectly average). Hunting for high-quality versions of key ally classes becomes an engaging endgame loop, with the prestige system allowing you to preserve your best allies across runs.

Team Synergies

Certain ally combinations unlock powerful synergies that multiply effectiveness beyond individual contributions. A trio of Guardians creates an impenetrable defensive wall with shared armor bonuses. Pairing a Tank with Guardians further amplifies this defense. Three Pyromancers together create cascading burn effects that melt bosses. Poison-focused teams with multiple Poisoners and Venomancers stack DoTs to astronomical levels. Discovering and optimizing these synergies is key to conquering the hardest content.

Kingdom System - Multiple Worlds to Conquer

Through A Thousand Eyes features a multi-kingdom progression system where each kingdom contains 13-21 unique encounters. Kingdoms unlock sequentially as you defeat King bosses, with each new kingdom introducing harder enemies and new mechanics. The difficulty multiplier increases globally with each kingdom unlocked, creating natural difficulty spikes that require strategic adaptation.

Training Kingdom - Your First Conquest

The Training Kingdom serves as your introduction to combat with 18 encounters designed to teach core mechanics. Early encounters feature simple enemies with basic attacks, gradually introducing status effects, multiple enemy compositions, and defensive abilities. The final boss, Amalgam, tests everything you've learned with a multi-phase fight requiring balanced offensive and defensive stats. Defeating Amalgam awards your first kingdom key and unlocks the Human Kingdom.

Human Kingdom - Clash of Civilization

The Human Kingdom escalates difficulty with 13 encounters featuring organized military forces. Human soldiers use formations and tactics, while knights bring heavy armor that requires armor penetration or corrosion. Mages introduce magical damage types requiring different resistances. The Human King boss fight is a significant difficulty spike, often serving as the first major wall for new players. Success requires optimized party composition and upgraded stats.

Undead Kingdom - Realm of Death

With 21 encounters, the Undead Kingdom is the largest currently available. Zombies feature high HP pools and regeneration, requiring sustained damage to overcome. Skeletons use hit-and-run tactics with high dodge. Liches cast devastating debuffs and curses. New status effects debut here: Decay reduces maximum HP, Death Mark amplifies damage taken, and Stun effects disrupt your strategy. Undead encounters often feature "death-on-death" mechanics where enemies explode or summon reinforcements when killed, punishing mindless AoE strategies.

Solo Adventure Kingdom

Unlike other kingdoms, Solo Adventure features only Arachne fighting alone without party members. These encounters test your investment in Arachne's personal stats and force different strategic considerations. Solo fights reward balanced stat distribution since you can't rely on specialized allies to cover weaknesses. This kingdom is always unlocked and provides an alternative progression path when other kingdoms become too challenging.

Planned Kingdoms (Coming Soon)

Future updates will unlock the Fairy Kingdom (featuring confusion mechanics and healing abilities), Dwarf Kingdom (explosive AoE and armor stacking), Elf Kingdom (backline targeting and critical hits), Naga Kingdom (extreme DoT stacking and regeneration), Dryad Kingdom (sweep attacks hitting entire teams and symbiotic healing), and The Mostly United Monsterhood or TMUM (diverse monster types combining mechanics from all previous kingdoms). Each kingdom will introduce unique challenges requiring different party compositions and strategies.

The Lab - Spider Crafting System

The Lab is an advanced crafting system that allows you to sacrifice allies to extract their components, then combine those components to create custom "Chimera" spiders with mixed abilities. This system adds a resource management layer where you must balance using allies in combat versus sacrificing them for long-term power gains.

Component Extraction and Research

Sacrificing an ally extracts up to 6 component types: Head (determines intelligence and special abilities), Body (core stats and HP), Legs (speed and mobility), Fangs (attack power and penetration), Glands (status effect potency), and Spinnerets (utility and web production). The Lab features 6 research tubes that process allies over real-world time - higher quality allies take longer to research but yield better components. Components can mutate during research, gaining random bonus stats that make them more valuable for crafting.

Crafting Chimeras

Once you've collected components, you can assemble them into Chimera spiders at the crafting bench. A Chimera inherits stats and abilities from all 6 equipped components, allowing you to create hybrid allies that combine the best aspects of multiple classes. For example, combining a Guardian body (high defense) with Venomancer glands (lethal poison) and Striker fangs (high attack) creates a tanky poison dealer that survives to apply its DoTs. Component quality affects the final Chimera's power, and mutations on components transfer to the crafted ally. This system provides immense depth for theorycrafters and enables powerful custom builds.

Bulk Operations and Filtering

The Lab includes quality-of-life features for managing large ally collections. Bulk sacrifice operations let you quickly process low-quality allies. Filtering systems help you find specific component types or quality tiers. Pagination keeps the interface responsive even with hundreds of components stored. These features make the Lab engaging rather than tedious as your collection grows.

Mutation System - Path of Exile Style Skill Tree

At level 100, you unlock the Mutation system - a massive web-like skill tree inspired by Path of Exile's passive tree. You earn 1 mutation point every 100 levels, meaning you'll accumulate approximately 173 points by level 15,000+. The tree features hundreds of nodes offering stat increases ranging from 1% to 10% per node across 8 core stats: Attack, Defense, HP, Attack Speed, Accuracy, Critical Chance, Dodge, and Health Regeneration.

Tree Navigation and Strategy

The mutation tree requires path planning - you must trace a connected path from the center starting point to reach distant nodes. This creates opportunity costs: taking the efficient path to a powerful cluster might lock you out of another valuable branch. Some paths offer concentrated power in one stat (like a +70% attack damage cluster), while others provide balanced growth. Keystone nodes at major junctions provide unique effects beyond simple stat increases, such as converting damage types or enabling new mechanics.

Long-term Planning

With approximately 173 points available, players can complete significant portions of the tree but not everything. This encourages specialization and rewards planning. Do you focus purely on offense to speed up kills, invest heavily in defense to survive longer encounters, or balance both? Different kingdom challenges may require respeccing (if implemented) or simply progressing further to gain points for defensive nodes after your offensive build hits walls.

Evolution System - Class Specialization

The Evolution system complements Mutations with fewer but more impactful choices. You earn 1 evolution point every 1,000 levels, accumulating around 25 points by level 25,000. Evolution points are spent on class-based specialization paths that dramatically alter Arachne's playstyle and provide unique mechanics unavailable elsewhere.

Evolution Paths

The Tarantula path focuses on pure stat increases: 70-110% bonuses to core combat stats without mechanical changes, suitable for players who want raw power without complexity. Other paths introduce unique mechanics like Reflect (automatically return damage to attackers), Lethal Poison (poison effects can kill instead of leaving enemies at 1 HP), True Strike (attacks cannot miss or be dodged), or Blood Frenzy (gain stacking attack speed as enemies die). Each path spans multiple tiers requiring several points to complete, with final tier bonuses being extremely powerful. Choosing your evolution path defines your late-game identity and synergizes with mutation choices and party composition.

Special Spiders - Unique Legendary Allies

Beyond standard ally classes, Through A Thousand Eyes features special legendary spiders obtained through specific achievements or systems. These spiders have unique scaling mechanics and powerful effects that make them worth pursuing.

Skeletron - The Milk Collector's Reward

Skeletron is awarded by choosing Sir Lactalot in the Milk Collection questline. This special spider's stats scale with the amount of milk you've collected through exploration, creating an incentive to engage with the overworld milk-hunting mechanic. Skeletron provides team-wide armor bonuses, functioning as a support tank that grows stronger as you progress. The milk collection quest features cryptic coordinate-based directions leading you progressively further from spawn, testing your navigation and patience.

Quelag - The Blood Sacrifice Champion

Quelag unlocks after accumulating 100 maximum blood through the Blood Sacrifice system. Her stats scale directly with your maximum blood pool - the more allies you've sacrificed permanently, the stronger she becomes. Quelag features a unique "soul harvest" mechanic: when an ally dies in combat, Quelag absorbs their soul for temporary power spikes. This creates interesting strategic choices about bringing fragile high-attack allies who empower Quelag when they inevitably die, versus stable teams that prevent deaths but don't trigger her passive.

McStabbyStab - The Selfish Powerhouse

McStabbyStab is the alternative reward from the milk quest if you choose Mr Stab-A-Lot instead of Sir Lactalot. True to its name, this spider steals a percentage of your entire team's stats, becoming individually powerful while weakening allies. McStabbyStab applies bleed stacks on every attack and excels in solo content or as a carry with minimal support. The choice between Lactalot (team support) and Stab-A-Lot (selfish carry) is permanent per playthrough, making prestige runs feel different depending on your choice.

Blood Sacrifice System

Blood Sacrifice is a prestige-like system available before full prestige that provides permanent bonuses. By sacrificing allies, you convert them into blood points that persist across sessions and even full prestige runs. Current blood can be spent on temporary upgrades, while maximum blood provides permanent scaling for certain systems and unlocks Quelag at 100 max blood.

Strategic Sacrifices

Not all sacrifices are equal - higher quality allies yield more blood, but sacrificing a high-quality ally also removes a powerful party member. Early game, sacrificing duplicate low-quality allies is efficient. Late game, you might sacrifice valuable allies to push past difficulty walls. The system creates interesting choices about short-term power versus long-term scaling. Blood Sacrifice upgrades include experience multipliers, combat stat boosts, and utility improvements that stack with other progression systems.

Prestige System - New Game Plus

When progression slows, the Prestige system offers a full reset back to level 1 in exchange for Prestige Points that provide permanent benefits across all future runs. The amount of Prestige Points earned depends on your level reached and the highest boss difficulty you've defeated. This incentivizes pushing content difficulty rather than just grinding levels.

Prestige Upgrades

Prestige Points are spent on powerful permanent upgrades. "Preserve Allies" allows you to keep high-quality allies between runs, eliminating the need to re-farm perfect teams. "Permanent Party Slots" removes the need to re-unlock party slots each prestige. "EXP Boost" provides multiplicative bonuses to experience gain, speeding up subsequent runs. "Head Start" grants skill points at the beginning of each run, letting you skip early progression. "Mental Fortitude" delays the skill point reduction that occurs at high levels. "Stat Preservation" upgrades let you keep a percentage of Arachne's offensive, defensive, or miscellaneous stats after prestiging. These upgrades compound across multiple prestige runs, enabling players to eventually reach far higher levels and defeat harder content.

Optimal Prestige Strategy

New players often prestige too early or too late. Prestiging too early yields few points and doesn't meaningfully accelerate the next run. Prestiging too late means spending hours grinding for marginal gains when you could have prestiged and progressed faster with bonuses. The optimal strategy involves tracking your prestige point gain rate - when it slows significantly (gaining less than 1 point per hour of grinding, for example), it's time to prestige. Advanced players might rush to specific boss difficulties for bonus multipliers before prestiging.

Titan Boss Fights

Titans are special endgame bosses with dramatically higher health pools than normal encounters. These fights feature timed battles with persistent health - if you fail to kill a Titan before the timer expires, the Titan retains its remaining HP for your next attempt. This creates multi-attempt sieges where you chip away at the Titan's massive health bar over several battles.

Titan Mechanics

Each Titan has unique special abilities that activate at health thresholds. For example, the Death Lord titan summons waves of undead minions at 75%, 50%, and 25% health, forcing you to choose between focusing the boss or clearing adds. Other Titans might enrage at low health, cast devastating AoE attacks periodically, or have phase transitions with invulnerability. Defeating Titans requires optimized parties, high stats, and mechanical understanding. The rewards for defeating Titans include rare components for the Lab, special equipment, and achievements.

Weather System and Environmental Effects

Through A Thousand Eyes features a dynamic weather system affecting both aesthetics and combat. The day/night cycle creates atmospheric lighting changes with visible sun and moon entities. Multiple weather types appear: Sunny (default), Rain (reduces burn effectiveness), Snow (slows attack speed), Mist (reduces accuracy), Thunderstorm (random lightning strikes dealing damage), Ash Fall (applies poison DoTs), Meteor Shower (random massive hits), and Blizzard (combines snow and mist effects).

Weather Intensity and Combat Effects

Weather effects have intensity levels from 1x to 5x, scaling their impact. Light rain barely affects combat, but a 5x intensity thunderstorm creates chaotic battles with frequent lightning strikes. Weather becomes a strategic consideration: is it better to fight during favorable weather, or can you build your party to exploit harsh conditions? The Moon Dial tool allows manipulation of weather at the cost of moon energy, enabling players to optimize farming conditions.

Cultist and Faith System

Cultists are followers who generate Faith, a secondary resource separate from skill points. Faith is spent on an alternative upgrade tree focused on economy bonuses rather than combat stats. More cultists generate faith faster, and the prayer system adds a story-building element where cultists' prayers appear as messages.

Faith Upgrades

Faith upgrades include amplified experience multipliers, faster idle earnings, improved click combos, and bonuses to the Web Builder mini-game. Because Faith is independent from combat skill points, you don't have to choose between offense and economy - both can be maxed with sufficient grinding. The cultist system adds flavor and passive progression that continues regardless of combat success.

Card Collection System

Enemies have a small chance to drop collectible cards when defeated. Base drop rates are extremely low (often under 1%), but they scale dramatically with difficulty - at difficulty 100, drop rates can increase by 10x, making high-difficulty farming worthwhile beyond just experience. Cards provide stat bonuses when equipped in your collection book.

Card Packs and Premium Currency

Card packs can be purchased with golden silk, the premium currency, offering a shortcut to completing your collection. This creates a soft monetization path that doesn't affect core progression - cards provide bonuses, but aren't necessary to beat content. Completionists will enjoy hunting for rare cards, while others can ignore the system entirely.

Web Builder Mini-Game

Web Builder is a separate gameplay mode from the main incremental progression. In this mode, you construct webs to catch insects, earning silk currency. Successfully catching larger or rarer insects yields more silk. The silk accumulation provides bonuses to the main game's experience gain, creating synergy between modes. Players who enjoy variety can alternate between clicking for EXP and designing webs, while others can focus primarily on one mode.

Combo Clicking System

Active players benefit from the combo clicking system. Clicking or holding in rapid succession builds combo multipliers that increase experience gain per click. Combos decay over time without input, rewarding sustained active play. High combo multipliers dramatically boost experience gain compared to idle play, making active sessions more efficient for pushing levels. The system includes visual feedback and satisfying sound effects for maintaining long combos.

Save System and Cloud Synchronization

Through A Thousand Eyes implements both local and cloud saving via Firebase integration. Your progress automatically saves locally at regular intervals, preventing loss from crashes or connection issues. When logged in with a Firebase account, your save also syncs to the cloud, allowing you to play on multiple devices seamlessly. The save system was optimized in version 0.8.1 to handle large save files efficiently, ensuring quick loads even for long-running games with extensive collections.

Account Features

Creating an account (optional, via Firebase Authentication) enables cloud saves, leaderboards (if implemented), and ensures your progress is never lost even if you change devices or clear browser data. The game respects privacy and doesn't require personal information beyond what's necessary for authentication.

Comparison to Other Popular Idle Games

Through A Thousand Eyes stands out in the crowded incremental game genre through its combination of idle progression with deep RPG mechanics. Here's how it compares to other popular titles in the genre:

Compared to Cookie Clicker

While Cookie Clicker pioneered the idle game genre with its simple clicking and upgrade loop, Through A Thousand Eyes adds substantial complexity through combat, party management, and multi-system progression. Cookie Clicker focuses on exponential number growth and unlock progression; Through A Thousand Eyes adds strategic decision-making where choices matter beyond "buy the next upgrade." Both games excel at idle progression, but Through A Thousand Eyes rewards active engagement with combat strategy rather than just clicking efficiency. The prestige system is similar to Cookie Clicker's ascension, but with more varied prestige upgrades that dramatically alter subsequent runs.

Compared to Realm Grinder

Realm Grinder and Through A Thousand Eyes both feature faction systems (kingdoms in TATE, factions in RG) that provide different bonuses and playstyles. However, Through A Thousand Eyes focuses more on combat and party composition while Realm Grinder emphasizes build optimization and faction synergies for production bonuses. Through A Thousand Eyes provides more manual combat control rather than purely automated production. The mutation and evolution trees in Through A Thousand Eyes offer similar depth to Realm Grinder's research trees, giving both games substantial theorycrafting potential.

Compared to Clicker Heroes

Clicker Heroes popularized the hero-based idle RPG format that Through A Thousand Eyes builds upon. Both games feature hero recruitment (allies in TATE), leveling systems, and progressive zones/kingdoms. Through A Thousand Eyes differentiates itself with turn-based tactical combat instead of Clicker Heroes' automatic DPS checks, party composition strategy with positioning mattering, and complex status effect systems. While Clicker Heroes focuses on DPS scaling and clicking for gold, Through A Thousand Eyes integrates clicking for experience with strategic combat decisions. The quality system for allies in Through A Thousand Eyes adds a hunting/grinding element absent in Clicker Heroes' deterministic hero upgrades.

Compared to Idle Skilling

Idle Skilling features diverse skill trees across multiple skills (mining, farming, etc.), similar to how Through A Thousand Eyes has multiple progression systems (experience, mutations, evolution, faith, etc.). Both games reward players for engaging with multiple systems that synergize. Through A Thousand Eyes focuses more on combat progression while Idle Skilling emphasizes production chains and skilling efficiency. The card collection system in Through A Thousand Eyes mirrors Idle Skilling's mastery system as a long-term completion goal that provides incremental bonuses.

Compared to Melvor Idle

Melvor Idle adapts RuneScape into an idle format with skills, combat, and item progression. Through A Thousand Eyes shares the combat focus and equipment/component systems (via the Lab) but implements turn-based tactical combat rather than automatic combat with timing-based special attacks. Both games feature complex combat with special attacks, status effects, and strategic builds. Through A Thousand Eyes has faster initial progression, while Melvor Idle focuses on long-term skill grinding. The mutation tree in Through A Thousand Eyes provides similar permanent power growth to Melvor's skill levels and masteries.

Compared to NGU Idle

NGU Idle is known for its overwhelming number of progression systems and resources, creating a complex meta-game. Through A Thousand Eyes takes inspiration from this multi-system approach with mutations, evolutions, the Lab, blood sacrifice, prestige, faith, and cards all running simultaneously. Both games reward players who engage with every system, as they synergize and compound. Through A Thousand Eyes provides more immediate combat satisfaction with tactical battles, while NGU Idle focuses on optimization and resource allocation. The humor and story elements differ - NGU Idle has absurdist humor, while Through A Thousand Eyes maintains a darker spider-themed atmosphere.

What Makes Through A Thousand Eyes Unique

Through A Thousand Eyes carves its niche by combining idle progression with active tactical combat, offering flexibility for both playstyles. The spider theme is consistently applied across all mechanics and aesthetics, creating a cohesive experience. The quality system for allies adds a hunting/grinding element that keeps combat engaging rather than purely automated. Multiple progression systems running in parallel (experience, mutations, evolutions, Lab, blood, faith, cards) provide constant goals and prevent the staleness that affects simpler idle games. The kingdom system creates natural progression gates and variety in enemy design. Regular updates continue expanding content, with several kingdoms still planned for release. The game is completely free to play with optional cosmetic/convenience monetization, avoiding pay-to-win mechanics that plague some idle games.

Complete Update History and Changelog

Through A Thousand Eyes has been in active development with regular content updates. Here's the comprehensive changelog:

Version 0.9.0 - Undead Kingdom (November 17, 2025)

Major content update introducing the Undead Kingdom with 21 unique encounters. New enemy types include zombies with high HP and regeneration, skeletons with dodge mechanics, and liches casting powerful debuffs. Three new status effects added: Decay (reduces maximum HP over time, forcing faster kills), Death Mark (amplifies all damage taken, creating burst windows), and Stun (prevents all actions, requiring cleanse or waiting). Death-on-death mechanics introduced where certain undead explode or summon minions when killed, punishing mindless strategies. Solo Adventure kingdom implemented with Arachne-only encounters for alternative progression. Kingdom difficulty rebalancing to smooth progression curve.

Version 0.8.5 - Weather Combat Effects

Weather system expanded to affect combat mechanics. Rain reduces burn DoT effectiveness. Snow slows attack speed globally. Mist reduces accuracy causing more misses. Thunderstorms deal random lightning damage to both sides. Ash Fall applies poison DoTs. Meteor Shower creates random massive hits. Blizzard combines multiple effects. Weather intensity scaling from 1x to 5x implemented. Moon Dial tool added for weather manipulation using moon energy. Weather integration into kingdom-specific themes.

Version 0.8.3 - Lab Quality of Life

Pagination system added to the Lab for managing large component collections. Filtering options for components by type, quality tier, and mutations. Bulk sacrifice operations improved for processing multiple low-quality allies quickly. UI responsiveness improvements when handling hundreds of stored components. Component sorting options added.

Version 0.8.2 - Cultists and Faith

Cultist system implemented with faith generation mechanic. Faith upgrade tree added separate from combat skill points, focusing on economy bonuses. Prayer system where cultist prayers appear as messages. Faith accumulation continues passively. Upgrades include amplified EXP multipliers, faster idle earnings, improved click combos, and Web Builder bonuses. Cultist recruitment mechanics tied to story progression.

Version 0.8.1 - Save Optimization

Major save system overhaul to handle large save files efficiently. Compression algorithms implemented for cloud saves. Load time improvements for players with extensive ally collections and component libraries. Save corruption prevention measures added. Backup save system for recovery from crashes. Local save pruning of redundant data while preserving all necessary information.

Version 0.8.0 - The Lab (Spider Crafting)

Complete spider crafting system added. Six component types introduced: Head, Body, Legs, Fangs, Glands, Spinnerets. Six research tubes for time-based processing of sacrificed allies. Component mutation system with random bonus stats. Chimera crafting allowing custom hybrid spiders. Component quality tiers affect crafted ally power. Full Lab UI with management tools. Tutorial and tooltips explaining the complex system. Balancing adjustments to ensure crafted Chimeras are powerful but not game-breaking.

Version 0.7.6 - Critical Overflow

Critical hit mechanics reworked with overflow system. Base critical damage set to 150%. Critical chance above 100% converts to additional critical damage at 1:1 ratio. Tooltip updates explaining overflow mechanic. Balance adjustments to crit-focused builds to prevent exponential scaling while keeping them viable. Critical damage stat adjustments across all allies and enemies.

Version 0.7.5 - Combat EXP Rebalancing

Experience rewards from combat encounters rebalanced based on difficulty and length. Boss fights now award significantly more experience than trash encounters. Difficulty multipliers properly scale EXP rewards. Kingdom progression provides appropriate experience curves. Adjustments to ensure combat remains worthwhile compared to pure clicking throughout all progression stages. Idle combat EXP accumulation fixed.

Version 0.7.4 - Siege Castle and Boss Difficulty Rewards

Siege Castle encounter added as high-difficulty multi-phase fight. Prestige points now scale with highest boss difficulty defeated, rewarding players who push hard content. Boss difficulty settings expanded with better rewards at higher difficulties. Difficulty curve adjustments for late-game kingdoms. Achievement system integrated with difficult boss defeats.

Version 0.7.3 - Bleed Diminishing Returns

Bleed status effect rebalanced with diminishing returns when stacked. First bleed stack at 100% effectiveness, subsequent stacks reduced by percentage to prevent infinite scaling. Bleed duration and damage per tick adjusted. Hemomancer and bleed-focused builds rebalanced to remain viable without being overpowered. UI indicators show diminishing returns on tooltips.

Version 0.7.2 - Navigation UI Improvements

Complete UI overhaul for kingdom navigation. Tab system redesigned for clarity. Kingdom unlock status clearly displayed. Encounter completion tracking improved with visual indicators. Map screen added showing kingdom layout. Quick travel options between kingdoms. UI scaling for different resolutions. Mobile touch navigation improvements.

Version 0.7.1 - Weather Effects and Moon Dial

Initial weather system implementation with day/night cycle. Seven weather types added with visual effects. Moon and sun entities visible in game world. Moon Dial tool introduced for weather manipulation. Moon energy resource for powering Moon Dial. Weather intensity system implemented. Foundation for future weather-based combat mechanics laid.

Version 0.7.0 - Mutation and Evolution Systems

Massive progression update adding two new systems. Mutation tree with hundreds of nodes providing 1-10% stat bonuses across 8 stats. One mutation point earned every 100 levels. Path-of-Exile-style web layout requiring strategic pathing. Evolution system with class specialization paths. One evolution point every 1,000 levels. Tarantula path and several alternate paths implemented. Respec functionality discussed but not yet implemented. Integration with existing progression systems. Tutorial explaining both systems. Balance pass ensuring mutations and evolutions provide meaningful power without trivializing content.

Version 0.6.0 - Card Collection and Combo System

Card collection system added with enemy drop chances. Over 150 cards tied to specific enemies. Drop rates scale with difficulty from base ~1% to ~10% at difficulty 100. Card collection book UI for viewing and managing cards. Stat bonuses from equipped cards. Card pack system for purchasing with golden silk. Combo clicking system implemented rewarding active play. Combo multipliers increase with sustained clicking. Visual and audio feedback for combo maintenance. Combo decay timers. Integration with experience gain calculations.

Version 0.5.0 - Website Launch and Backend

Official website launch at spudergame.com. Firebase backend integration for authentication and cloud saves. Premium currency (golden silk) implemented. Stripe and PayPal payment integration for optional purchases. Account system with email/password and social logins. Cloud save synchronization across devices. Leaderboard infrastructure (if implemented). Privacy policy and terms of service. GDPR compliance features. Security improvements for payment handling.

Version 0.4.x - Blood Sacrifice and Special Spiders

Blood Sacrifice system implemented allowing permanent ally sacrifice for blood points. Current blood vs maximum blood mechanics. Blood-based upgrades for combat and economy. Quelag special spider unlocked at 100 max blood with scaling stats. Sir Lactalot and Mr Stab-A-Lot questline added with milk collection mechanic. Cryptic coordinate directions for milk spawns. Choice between Lactalot (Skeletron reward) and Stab-A-Lot (McStabbyStab reward). Special spider unique abilities: Skeletron team armor bonus, Quelag soul harvest, McStabbyStab stat stealing. Balance adjustments for special spiders.

Version 0.4.0 - Titan Boss Fights

Titan boss system introduced with persistent health. Timed battle mechanics requiring multiple attempts. Death Lord titan added as first Titan with minion summoning mechanic. Titan-specific loot tables. Victory conditions and failure states. Siege-style progression tracking. Future Titans teased with placeholder data.

Version 0.3.x - Blood Sacrifice and Quelag

Expanded blood sacrifice mechanics. Quelag special spider implementation with blood scaling. Soul harvest passive ability for Quelag. Balance adjustments for blood economy. Sacrifice UI improvements. Blood point visualization. Integration with prestige system to preserve blood across runs.

Version 0.2.0 - Sir Lactalot and Synergies

Sir Lactalot questline added with milk collection. Skeletron special spider as Lactalot reward. Team synergy system implemented: Guardian trio, Tank+Guardian duo, Pyromancer trio, Poison squad, and more. Synergy bonus calculations and UI indicators. Balance pass on ally combinations. Lore expansion with Lactalot character development.

Version 0.1.x - Core Systems

Initial combat system with turn-based mechanics and attack speed timers. Basic ally classes: Fighter, Guardian, Striker. Party management with 5 slots. Inventory system for allies. Simple status effects: Bleed, Poison, Burn. Training Kingdom with 18 encounters. Experience and leveling foundation. Skill point system and basic upgrade trees. Click/hold input for experience gain. Idle earnings basic implementation. Save/load functionality. UI framework and core game loop. Tutorial and onboarding. Initial sprite assets and visual design. Sound effects and basic audio.

Early Development (Pre-0.1.x)

Concept development and prototype. Godot Engine chosen for development. HTML5 export configured for browser play. Basic clicking mechanics tested. Combat system design and iteration. Ally class framework established. Kingdom structure planned. Art direction for spider theme finalized. Core mechanics testing with internal builds.

Strategic Tips for New Players

Starting Through A Thousand Eyes can be overwhelming given the complexity. Here are proven strategies for efficient progression:

Early Game (Levels 1-100)

Focus entirely on experience upgrades. Balance flat EXP gain with multipliers - early on, flat gains provide better value, but multipliers scale better long-term. Don't over-invest in click cooldown until you unlock auto-hold. Save some skill points for the unspent SP bonus, but don't hoard excessively. Click actively when possible to build combos and accelerate leveling. Your goal is reaching level 100 to unlock combat as quickly as possible.

Early Combat (Levels 100-1000)

Your first boss fight will be challenging with only Arachne. Invest skill points into a balanced spread of attack, defense, and HP to survive. As you defeat early bosses and recruit allies, start building a basic party. Position tanky allies (Guardians, Tanks) on the left to absorb damage. Place damage dealers (Strikers, Fighters) on the right. Don't worry about quality yet - any ally is better than an empty slot. Progress through Training Kingdom and start Human Kingdom. Don't spread too thin across all kingdoms - focus on completing one at a time.

Mid Game (Levels 1000-5000)

Quality hunting becomes important. When farming bosses, sacrifice or release low-quality allies (below C rank) and keep high-quality versions (A rank and above). Start specializing party composition based on kingdom challenges. Build a poison team for kingdoms weak to DoTs. Use burn teams against high-HP enemies. Guardians excel against physical kingdoms. Begin investing in the Mutation tree - plan your path to reach high-value clusters. Don't take random nodes; plan the entire path. Consider your first prestige around level 2000-3000 if progress significantly slows.

Late Game (Levels 5000-15000)

Complete the Mutation tree, optimizing for either offensive or defensive focus based on which kingdoms you're struggling with. Start investing in Evolution points, choosing a path that complements your Mutation build and playstyle. Engage with the Lab to craft Chimeras addressing weaknesses in your ally roster. Use Blood Sacrifice strategically on duplicate high-quality allies after building your main team. Push boss difficulties for increased prestige point multipliers. Attempt Titan bosses with optimized teams. Consider multiple prestige runs to accumulate permanent bonuses. Max out Faith upgrades for economy improvements. Complete card collection for all stat bonuses.

Endgame (Levels 15000+)

Complete Evolution tree for maximum build potential. Push maximum boss difficulties across all kingdoms. Optimize Chimera crafting with perfect component combinations and mutations. Collect rare cards from high-difficulty farming. Compete on leaderboards (if implemented). Explore challenge modes or self-imposed restrictions. Experiment with unconventional builds enabled by complete Mutation and Evolution trees. Prepare for future kingdom releases with stockpiled resources.

Universal Tips

Always upgrade when significantly outmatched rather than repeatedly failing. Learn enemy patterns - some encounters require specific counters like cleanse for debuff-heavy fights or high accuracy against dodge bosses. Check for synergies when building parties. Don't neglect the Web Builder - silk bonuses significantly boost experience. Engage with all systems (cultists, cards, weather) even if they seem minor - everything stacks. Save high-quality components in the Lab for perfect Chimera crafts rather than using them immediately. Be patient with Titan fights - they require multiple attempts by design. Join community discussions to share strategies and learn from experienced players.

Frequently Asked Questions

Do I need to keep the game open to make progress?

No! Through A Thousand Eyes features idle progression. When you close the game, idle earnings accumulate based on your clicking power and time elapsed. When you return, you'll receive a lump sum of experience representing what you would have earned clicking passively. Combat can also continue idly in some modes. However, active play is more efficient, especially with the combo system.

Is this pay-to-win?

No. Through A Thousand Eyes is designed as free-to-play without pay-to-win mechanics. The premium currency (golden silk) can purchase cosmetics and convenience items like card packs, but nothing required to progress or that provides direct power advantages unavailable to free players. Everything can be earned through gameplay.

How do I backup my save?

Local saves are automatic. For cloud saves, create a Firebase account and log in - your save will automatically sync across devices. You can also manually export your save file from the options menu as an additional backup.

What happens when I prestige?

Prestige resets you to level 1, clearing experience, skill points, most allies (unless preserved via prestige upgrades), and combat progress. However, you keep prestige points earned, blood sacrifice progress, certain prestige-purchased benefits, and can preserve high-quality allies with the appropriate upgrade. Prestige runs are significantly faster due to permanent bonuses.

What's the best ally class?

There's no single "best" class - it depends on the encounter and kingdom. Venomancers excel against high-HP single targets. Guardians are essential for surviving burst damage. Pyromancers dominate AoE scenarios. Late game, Chimeras from the Lab can be optimized to outperform standard classes. Build diverse teams for different challenges.

Should I sacrifice high-quality allies for blood?

Generally no, unless you have duplicates. Keep your highest quality allies for combat. Sacrifice low-quality duplicates for blood. Late game with extensive collections, you might sacrifice high-quality duplicates if you have better options.

How do I unlock new kingdoms?

Defeat the King boss at the end of each kingdom to earn a kingdom key. Keys unlock the next kingdom in sequence. Some kingdoms unlock through other means (Solo Adventure is always available). Future updates will add more kingdoms.

Can I respec my mutations or evolutions?

Currently, respeccing is not implemented, so plan your builds carefully. This may change in future updates based on community feedback. For now, prestige runs allow trying different builds from scratch with permanent bonuses speeding up the process.

What should I spend faith on?

Faith upgrades focus on economy. Prioritize EXP multipliers early for faster leveling. Idle earning improvements help if you play casually. Click combo bonuses benefit active players. Web Builder bonuses are worthwhile if you engage with that system. Max everything eventually as faith accumulates passively.

How do I get special spiders like Quelag or Skeletron?

Quelag unlocks automatically when you reach 100 maximum blood through Blood Sacrifice. Skeletron/McStabbyStab come from the milk collection quest - find Sir Lactalot or Mr Stab-A-Lot by following coordinate directions, complete their milk collection tasks, and choose your reward. The choice is permanent per run.

Why are my attacks missing?

Enemies with high dodge stats cause misses. Invest in accuracy upgrades for Arachne or use allies with high base accuracy. Some status effects like Blindness also reduce your accuracy. Certain evolved abilities grant true strike (cannot miss).

How do I beat [specific boss]?

Each boss has different mechanics. Generally: learn their attack patterns, build resistances for their damage type (fire resistance vs Pyromancer bosses, poison resistance vs Naga bosses), bring cleanse if they apply debuffs, position tanks left to absorb hits, and ensure your damage output can kill them before they overwhelm your healing and defenses. Check community guides for specific boss strategies.

What do I do when progress slows down?

Several options: Prestige if available for permanent bonuses. Farm previous kingdoms at higher difficulties for better drops and experience. Optimize your party by hunting higher quality allies. Invest in previously neglected systems like Faith, Lab, or Blood Sacrifice. Push further in the Mutation/Evolution trees. Experiment with different party compositions. Engage with the Web Builder for EXP bonuses. Sometimes taking a break and letting idle earnings accumulate helps.

Technical Information

Through A Thousand Eyes is built using Godot Engine 4.5, a free and open-source game engine. The game is exported to HTML5/WebAssembly, allowing it to run directly in web browsers without plugins or downloads. This provides cross-platform compatibility - play on Windows, macOS, Linux, or mobile devices using any modern browser (Chrome, Firefox, Safari, Edge). The game utilizes modern web technologies including canvas rendering for graphics, JavaScript for logic, and responsive design principles for varied screen sizes.

Backend and Services

Firebase provides backend services including authentication (email/password and social logins), cloud Firestore for save synchronization, and cloud functions for server-side logic. Payment processing uses Stripe and PayPal for secure transactions if purchasing premium currency. All sensitive data is encrypted in transit and at rest. The game respects user privacy and complies with GDPR and other privacy regulations.

Performance and Optimization

Through A Thousand Eyes is optimized for web performance with careful attention to memory management and processing efficiency. The game maintains 60 FPS on modern devices with multiple optimization passes reducing load times and improving responsiveness. Large save files (players with hundreds of allies and components) are compressed and efficiently loaded. Regular performance profiling ensures smooth gameplay even on mid-range devices.

Mobile Support

The game features full mobile support with touch controls, responsive UI scaling, and mobile-specific optimizations. Fullscreen mode and orientation settings ensure comfortable play on smartphones and tablets. While the game is playable on mobile, the complex UI is best experienced on tablets or desktop for ease of navigation.

Community and Support

Through A Thousand Eyes has an active community of players sharing strategies, builds, and discoveries. While official community channels are being established, players discuss the game on various gaming forums and social media platforms. Community-created content includes strategy guides, optimal builds, kingdom walkthroughs, and theorycrafting spreadsheets.

Future Development

Active development continues with regular content updates. Planned features include additional kingdoms (Fairy, Dwarf, Elf, Naga, Dryad, TMUM), new ally classes and enemies, expanded Lab crafting options, additional special spiders, more Titan bosses, potential respec functionality, achievements system expansion, leaderboards and competitive features, balance patches based on player feedback, and quality-of-life improvements. The developer is responsive to community feedback and prioritizes features that enhance gameplay without introducing pay-to-win mechanics.

Getting Help

For technical issues, gameplay questions, or bug reports, players can reach out through the contact page. The FAQ section answers common questions, and community members often help newcomers. Bug reports with detailed reproduction steps help improve the game for everyone. Feature requests and feedback are welcomed and considered for future updates.

Privacy and Security

Through A Thousand Eyes respects user privacy. The game collects minimal data necessary for functionality: save data for progress preservation, authentication data for account management (if using cloud saves), and anonymous analytics for bug tracking and feature improvement. Personal information is never sold or shared with third parties. All data transmission uses encryption. Users can play without creating an account, with saves stored locally. Account creation is optional and enables cloud features. For complete details, see the privacy policy page.

About the Developer

Through A Thousand Eyes is an indie game developed with passion for incremental games and deep RPG mechanics. The developer draws inspiration from classic idle games while innovating with tactical combat and multi-system progression. Regular communication with the community and responsive updates demonstrate commitment to creating the best possible experience. The game represents hundreds of hours of development, balancing, and iteration based on player feedback.

Start Your Journey

Through A Thousand Eyes offers a rich, complex incremental RPG experience free to play in your browser. With hundreds of hours of content, deep strategic systems, and regular updates adding new features, it stands out as one of the most comprehensive idle games available. Whether you prefer active clicking, idle progression, tactical combat, or long-term planning, the game accommodates multiple playstyles. Jump in now and begin your conquest through multiple kingdoms as Arachne, the spider destined to see through a thousand eyes.

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