Compare Endless Furry Clicker prices across 50+ stores and find the best deal. Developed by Tegridy Made Games. Published by Tegridy Made Games. Released on 2/20/2021. Available on PC. Genres: Casual, Indie, Strategy.

If your idea of strategic depth is deciding whether to dump Furrs into Click Power or the Furr Grinder first, this is your entire game. Anyone else should keep scrolling.

I put my usual grand-strategy instincts aside and gave Endless Furry Clicker a fair run, and I'll be straight with you: the decision-making ceiling here is somewhere around the height of a parking bollard. The game is a bare-bones incremental clicker where you accumulate a currency called Furrs by clicking a button, then funnel those Furrs into two upgrade tracks. Click Power raises your Furrs-per-click, and the Furr Grinder builds up passive Furrs-per-second income. That early allocation choice, splitting upgrades between the two tracks rather than stacking one, is genuinely the only strategic layer present. It lasts maybe twenty minutes before the game resolves itself into pure idle territory. Once you have pushed both tracks far enough, active play becomes optional to the point where the developer openly acknowledges you should run an autoclicker macro. The game loops on from there, slowly ticking numbers upward while you do literally anything else. There is a leaderboard that theoretically creates competition, but the math becomes grotesque fast: community reports suggest that certain high-score achievement thresholds would require leaving the game running for years of continuous play at realistic passive income rates. That is not a grind with a finish line, that is a broken progression curve. The developer has patched the game in response to player feedback and added Steam cloud saves post-launch, which is at least a sign of responsiveness, but the core scaling problem has not been resolved in any meaningful way. The content wrapper around all of this is thin. There is unlockable music tied to grinding milestones, a hidden Easter egg, and a time-played counter that one community reviewer found novel for the genre. The pixel art is minimal but functional. Steam inventory items exist if badge crafting is your thing. None of that changes the fact that this is a sub-hour active experience propped up by an achievement list that demands the game run passively for an entire day straight, a requirement that earned real frustration from players before cloud saves were added. For context on where this fits: the Endless Furry franchise from Tegridy Made Games spans over half a dozen titles across shooter, pinball, blackjack, and asteroids genres. The clicker is widely considered the most passive of the lineup. If you are franchise-collecting or chasing the achievement list purely for completion stats, the entry cost is low enough that the pain is mostly measured in patience rather than money. If you want an idle game with actual systems, progression curves that make mathematical sense, and a reason to check back in, something like Cookie Clicker or Clicker Heroes runs circles around this both mechanically and in terms of long-term reward design. Bottom line from a numbers-first standpoint: the upgrade economy breaks down at scale, the achievement requirements are disproportionate to the idle rate, and there is no mod ecosystem or post-endgame content to soften any of that. The Steam review pool sits at a mixed rating with 65 percent positive across 26 reviews, which honestly feels accurate. It functions, it does not crash constantly, and the developer patched it. That is the ceiling. Diego, Scout Team

Endless Furry Clicker
CasualIndieStrategy

Endless Furry Clicker

Feb 20, 2021Tegridy Made Games
GamerScout Says

If your idea of strategic depth is deciding whether to dump Furrs into Click Power or the Furr Grinder first, this is your entire game. Anyone else should keep scrolling.

PC
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About Endless Furry Clicker

I put my usual grand-strategy instincts aside and gave Endless Furry Clicker a fair run, and I'll be straight with you: the decision-making ceiling here is somewhere around the height of a parking bollard. The game is a bare-bones incremental clicker where you accumulate a currency called Furrs by clicking a button, then funnel those Furrs into two upgrade tracks. Click Power raises your Furrs-per-click, and the Furr Grinder builds up passive Furrs-per-second income. That early allocation choice, splitting upgrades between the two tracks rather than stacking one, is genuinely the only strategic layer present. It lasts maybe twenty minutes before the game resolves itself into pure idle territory. Once you have pushed both tracks far enough, active play becomes optional to the point where the developer openly acknowledges you should run an autoclicker macro. The game loops on from there, slowly ticking numbers upward while you do literally anything else. There is a leaderboard that theoretically creates competition, but the math becomes grotesque fast: community reports suggest that certain high-score achievement thresholds would require leaving the game running for years of continuous play at realistic passive income rates. That is not a grind with a finish line, that is a broken progression curve. The developer has patched the game in response to player feedback and added Steam cloud saves post-launch, which is at least a sign of responsiveness, but the core scaling problem has not been resolved in any meaningful way. The content wrapper around all of this is thin. There is unlockable music tied to grinding milestones, a hidden Easter egg, and a time-played counter that one community reviewer found novel for the genre. The pixel art is minimal but functional. Steam inventory items exist if badge crafting is your thing. None of that changes the fact that this is a sub-hour active experience propped up by an achievement list that demands the game run passively for an entire day straight, a requirement that earned real frustration from players before cloud saves were added. For context on where this fits: the Endless Furry franchise from Tegridy Made Games spans over half a dozen titles across shooter, pinball, blackjack, and asteroids genres. The clicker is widely considered the most passive of the lineup. If you are franchise-collecting or chasing the achievement list purely for completion stats, the entry cost is low enough that the pain is mostly measured in patience rather than money. If you want an idle game with actual systems, progression curves that make mathematical sense, and a reason to check back in, something like Cookie Clicker or Clicker Heroes runs circles around this both mechanically and in terms of long-term reward design. Bottom line from a numbers-first standpoint: the upgrade economy breaks down at scale, the achievement requirements are disproportionate to the idle rate, and there is no mod ecosystem or post-endgame content to soften any of that. The Steam review pool sits at a mixed rating with 65 percent positive across 26 reviews, which honestly feels accurate. It functions, it does not crash constantly, and the developer patched it. That is the ceiling. Diego, Scout Team

Tags

singleplayerachievementscloud-savestier:sub-5IncrementalIdleAFK-FriendlyAchievement GrindAutoclicker-RequiredPassive Income MechanicLeaderboardLow-Complexity

Steam Deck & Linux

Steam Deck Playable

Valve rates this game Steam Deck Playable.

System Requirements

Minimum

OS
Windows 7
Memory
2 GB RAM
Storage
250 MB available space
Processor
Intel 2 Duo

Recommended

OS
Windows 10
Memory
2 GB RAM
Storage
250 MB available space
Processor
Intel Core i3

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Reviews & Ratings

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Game Info

Developer
Tegridy Made Games
Publisher
Tegridy Made Games
Release Date
Feb 20, 2021

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How much does Endless Furry Clicker cost?

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What platforms is Endless Furry Clicker available on?

Endless Furry Clicker is available on PC.

When was Endless Furry Clicker released?

Endless Furry Clicker was released on 20 February 2021.

Who developed Endless Furry Clicker?

Endless Furry Clicker was developed by Tegridy Made Games.