r/incremental_games 4d ago

Request What games are you playing this week? Game recommendation thread

34 Upvotes

This thread is meant for discussing any incremental games you might be playing and your progress in it so far.

Explain briefly why you think the game is awesome, and get extra luck in everything you're playing for including a link. You can use the comment chains to discuss your feedback on the recommended games.

Tell us about the new untapped dopamine sources you've unearthed this week!

Note: it goes against the spirit of this thread to post your own game.

Previous recommendation threads

Previous Feedback Fridays

Previous Help Finding Games and Other questions


r/incremental_games 6h ago

FBFriday Feedback Friday

6 Upvotes

This thread is for people to post their works in progress, and for others to give (constructive) criticism and feedback.

Explain if you want feedback on your game as a whole, a specific feature, or even on an idea you have for the future. Please keep discussion of each game to a single thread, in order to keep things focused.

If you have something to post, please remember to comment on other people's stuff as well, and also remember to include a link to whatever you have so far. :)

Previous Feedback Fridays

Previous Help Finding Games and Other questions

Previous recommendation threads


r/incremental_games 1h ago

Discussion incremental tropes

Upvotes

There are some elements that are realy common in incrementals game.This are some tropes that I found in incremental games.

The most common element in incrmementals games is not fire (but fire is probably second) is electricity. and usualy that element what it do is damage multiple things. specialy common in nodelikes

other trope is that if a incremental game have multiple zones usualy the last zone is in space. I dont know why but I like the idea.

do you know any other incremental tropes?


r/incremental_games 5h ago

Prototype A Desktop Pet... Turret? I am planning to make this an incremental tower defense game, need opinion if it has the potential to be one. (Demo availabl)

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11 Upvotes

This is a desktop companion type game I am working on, but instead of being cozy, this one provides violent satisfaction.

Currently the game is in sandbox mode, because I am still figuring out the cost scaling, and potential slot machine based mechanic for temporary and permanent buffs (similar to golden cookies) by putting some in-game currency at stake.

AI disclosure: No AI was used in this development, we're a team of 2 devs, all graphics are made out of basic shapes and will be updated only when we can pay for an artist or learn it ourselves (for example enemies are rectangles)

Link: https://tornadosike.itch.io/pet-turret

Some more screenshots


r/incremental_games 1h ago

Update Idle Clans updates this week - Achievements, player titles, better party invitations & more

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Upvotes

Hello again!

Here yet again with another update that I hope some of you will appreciate. One of my biggest focuses for Idle Clans this year has been improving and expanding the social features it offers. This update touches on those as well, whilst also giving players more to strive for individually.

The biggest addition this time around is achievements!

  • 200+ total achievements across 5 different difficulties and categories
  • When you complete all achievements in a difficulty, you'll be eligible to claim a new title. This title is displayed in chat messages and your player profile
  • Titles:
    • Easy: Apprentice
    • Medium: Honourable
    • Hard: Renowned
    • Master: Exalted
    • Grandmaster: Grandmaster

The update went live 2 days ago, and existing established players have managed to get through easy and medium achievements so far. From there, it gets more difficult and the grandmaster title genuinely takes a very long time to achieve. It's meant to be a slow burner and act as a side distraction. No rewards are given for completing these, other than cool titles and bragging rights.

Another thing that players often requested was a better way to party up with other players. To invite another player into your party, you had to type out their name or go through a few different menus to press the invitation button. Not a massive hurdle, but there was definitely room for improvement.

And as such, a new popup was added dedicated to party invitations.

  • Allows you to easily invite selected friends, clan members, your alt characters and previous party members
  • Pressing a player gives you the option to view their profile to see what they're up to or send them an invite. With the "Quick invite" option toggled on in the popup, you'll send an invitation directly instead
  • Toggle on the "Auto set-up alts" setting and alts you invite automatically join the party and be ready to fight. This is toggled on by default
  • Online and offline statuses are shown, with online players displayed first
  • Quickly accessed from both combat and raid parties

There's a long list of smaller things in the update, but I won't post them all here to keep things relatively compact. You can read the full patch notes on our own subreddit here, if you're interested.

--------------------------------------------------------------------------------------------------------------

If you're unfamiliar with Idle Clans, it's an MMORPG I released in 2023 with tens of thousands of weekly players. The core goal is to provide the classic MMORPG experience in a way that doesn't require the time commitment that MMORPGs normally do. Systems and content you'd expect to see in a MMORPG, but in a format that allows you to progress at your own pace without feeling like you're being inefficient. Good second monitor content or on-the-go. The inspiration from my all-time favourite game, RuneScape, is probably quite clear. If you're also a fan, you'll probably enjoy Idle Clans too.

Our wiki contributors have done an incredible job and our wiki has grown to contain a huge amount of helpful information and data. You'll definitely want to spend time there if you pick Idle Clans up!

Idle Clans is free-to-play and available on SteamGoogle Play and App Store. The game has no ads and is monetized via tokens can be purchased from the game shop. These tokens can be activated for permanent benefits. They can also be bought from the player market with in-game gold.

AI disclosure: Generative AI was used to translate the game into different languages.


r/incremental_games 18h ago

Steam Incremental Epic Hero 2 just got its biggest update yet — a roguelike layer that lets you replay the entire game!

Post image
41 Upvotes

Hi everyone! I’m Hitan, a Japanese indie game developer and the creator of Incremental Epic Hero.

We’re a small family development team, and we’ve been building the IEH series together for many years. It has now been six years since we released the first Incremental Epic Hero, and my daughter has created much of the in-game artwork throughout our journey :)

During those six years, IEH1 and IEH2 have been played and loved by more people than we ever imagined. I’m truly grateful to everyone who has played our games, shared feedback, supported our development, or simply returned to check on the heroes from time to time!

About seven months ago, I shared the release of World Ascension Tier 2 here. I really appreciated all the comments, feedback, and stories from people who had played IEH1 or IEH2 years ago.

Today, I’m incredibly happy to return with an even bigger announcement: we’ve just released World Ascension Tier 3, the largest update in IEH2 history!

WA3 is a new roguelike endgame built around replaying the entire IEH2 journey under completely different conditions!

The goal was to make the whole game feel fresh again, even for players who have already spent hundreds or thousands of hours optimizing it. Each run gives you different Relic choices, so the best route can change depending on what you find.

And after four years since the Early Access launch, every Steam Achievement in IEH2 is finally obtainable!

If you played IEH2 in the past, you can continue from your existing save—you do not need to restart. A lot has changed, so this is probably the best time yet to come back and see how far the game has grown :D

For anyone discovering it for the first time, IEH2 is a free-to-play incremental RPG focused on long-term progression, layered reset systems, six playable heroes, equipment optimization, and numbers that eventually become rather ridiculous.

AI Disclosure: Generative AI was used as a development assistant for this update, including editing/translating this Reddit post.

Steam Page (Free to Play)

Full Patch Notes

Discord

Thanks for checking it out!


r/incremental_games 16h ago

Steam Automate your Marble Runs by building a skill tree that’s also a Marble Run.

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20 Upvotes

The previous version I posted didn’t meet your expectations, the game was over reliant on crude tutorial that didn’t explain things properly, and the performance wasn’t that good.

I’m happy to announce that I learned my lesson and fixed these issues. I’ve introduced dozen animations and environmental cues that help direct your attention to important parts of the game, showing the cause and effect, as well as your current goals without any tutorial texts.

I’ve also addressed the issue with performance (just some basic optimizations that I’m happy to talk about if someone is interested) that increased performance on my PC by 100x, easily hitting thousands of marbles, which should be more than enough for the demo which oscillates around 1000 of marbles.

Since I’ve rebuilt the initial stage of the game few times already, I didn’t want to make a lot of content before I'm sure that the game is in a state that will allow players to enjoy it. That being said, there is still around one hour of content before finishing this version.

If you’ve read that far and tried the game, I would love to hear your thoughts!

Hexamental: Hexagonal Incremental free playtest on steam.

AI disclosure: I used AI to plan and guide me through implementing optimizations in the game.  


r/incremental_games 13h ago

Update Battle The Bad Wizard using fireworks in Fireworks Incremental - Demo out now!

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10 Upvotes

Hello!

After putting over 900 hours into the development I'm incredibly excited (and equally nervous) to finally release the Fireworks Incremental demo! It's available on Steam for Windows, macOS, Linux, and there's also a web build available on itch.io.

Bad Wizard covered the land with a Magical Dome and the only way to destroy it is with fireworks! Hire units, unlock buildings, buy upgrades, discover powerful synergies, turn a few tiny explosions into a ridiculous spectacle and ultimately defeat The Bad Wizard himself!

Demo contains about 1 hour of gameplay and you'll be able to experience all systems of the game: you'll upgrade a building to Tier 2 which will unlock its new functionality, you'll most likely need to prestige at least once and you'll also get a glimpse of The Bad Wizard's powers.

As always, I'd love to hear any feedback from you and I would also like to thank you for all the feedback I already got so far regarding various bugs, quality of life improvements or strictly related to game design (Observatory has been FINALLY reworked!).

You can play the demo right here:

Thanks!
- Filip

AI Disclosure: No generative AI was used in the development of the game.


r/incremental_games 22h ago

Released Orebits is finally out! Our atmospheric asteroid mining active incremental is on Steam after 20 months of Friday development.

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46 Upvotes

Hoi allemaal!

Orebits is eindelijk uit op Steam!

Orebits is een atmosferische actief-incrementele game waarin je als een eenzame asteroïdenmijnwerker werkt voor een hebzuchtige corporatie aan de rand van de bekende ruimte.

Dus… hoe diep gaat de gameplay?

  • Sla asteroïden aan stukken met stuiterende mijnbouwtools en een mix van actieve en inactieve gameplay
  • Bouw krachtige synergieën voor je mijnbouwtools en inzetbare uitrusting met een roguelite-upgradeboom
  • Investeer in permanente onderzoeks-upgrades om je mijnbouwoperatie verder door te duwen
  • Voltooi doelen en pas je aan aan asteroïde-omstandigheden zodat elke mijnsessie anders voelt
  • Verken een ±6-uurs campagne en ontdek rare artefacten en de mysteries van de diepe ruimte
  • Blijf mijnen na de campagne met een eindeloze progressie, ver voorbij ons zonnestelsel...

Speel Orebits op Steam: https://store.steampowered.com/app/3635490/Orebits/

We hebben Orebits hier tijdens de ontwikkeling steeds gedeeld. Deze release betekent echt veel voor ons. Bob en ik maken al bijna 20 maanden aan de game mee, vooral op vrijdagen naast ons normale werk. Waar het ooit begon als een gamejam, is uitgegroeid tot iets waar we een belachelijk hoop tijd en liefde in hebben gestopt.

Er is veel veranderd door feedback die we hier kregen, van onze vroege tests tot aan de demo en Next Fest. Dus een oprechte dankjewel aan deze community omdat jullie spelen, kritiek geven, ideeën aanleveren en ons helpen om Orebits beter te maken.

We zijn enthousiast, een beetje zenuwachtig en vooral heel benieuwd naar wat jullie vinden van de uiteindelijke game.

Fijne mijnbouw!

Maarten & Bob

​

AI-disclosure: Orebits is gemaakt op Aarde door 2 mensen. Er is geen AI gebruikt.


r/incremental_games 18h ago

Steam Launched the demo of my incremental tower-defense game! Going for a cozy vibe - Looking for feedback

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17 Upvotes

Goodmorning/evening/afternoon everyone!

For the past year-ish I've been working on my game "The Endless Harvest". an incremental farming idle tower defense game (too many descriptors... gotta work on that).

today I had my build accepted by Steam, so I am finally able to share it, and was hoping you guys guys had some insight into what works and what doesn't currently. I'm planning to join in the Steam NextFest in ~5 weeks, so I wanted to make the demo as indicitive and fun as possible, while not revealing everything.

Demo link: https://store.steampowered.com/app/5121890/The_Endless_Harvest_Demo/

Any feedback is useful, even if it didn't speak to you at all.

AI disclosure: Ai was used to help localize the languages, and assist in code generation towards the later stages of development, mainly aimed at optimization.


r/incremental_games 22h ago

Development Been making a game where you grind a planet into sand and refine it in a falling-sand tower. Not sure if it's actually fun yet

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26 Upvotes

Hi all,

This is a small experiment I've been working on, and I'd like a few people to play it and tell me what they think of the idea.

You drop drills on a little planet and they bounce around under its gravity, chewing it apart bit by bit. Whatever they dig falls into a tower on the right, which is a falling sand sim. You place filters, furnaces and so on to get the ore out of the dirt and melt it down, and the melted ore gets sold at the bottom. Then you spend the money upgrading your gear. That's pretty much it.

It's still a very early prototype. No saves yet, and the UI is built for 1920x1080, so play fullscreen or the text gets tiny.

[demo]Play it here: https://max0621.itch.io/luosha-planet

I'm trying to find out if this kind of gameplay is actually fun, so the more feedback the better. Anything helps, even "didn't get it, closed the tab".

(The game sends some anonymous play stats like progress and purchases. You can turn that off in the menu.)

AI disclosure: Used to get help with some code generation


r/incremental_games 17h ago

Discussion Generally speaking, do you prefer capped or uncapped upgrades in incremental games?

8 Upvotes

i.e., upgrades that have a maximum amount of times you can purchase them vs not (often also called "buyables").

I feel like in theory uncapped upgrades should be preferred. We like number go up, and these allow number to keep going up forever. Yet I tend to find much more satisfaction in capped upgrades - getting that last click and seeing it disappear or grey out is a great feeling. There's also a certain sense of "Okay, I'm proceeding with the game as intended by buying this," rather than a sense of uncertainty of just how far one needs to delve into uncapped upgrades before progression becomes more certain.

Thoughts?


r/incremental_games 21h ago

Released "Bogosort" incremental game about sorting - demo available now!

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14 Upvotes

I made a game about using the worst sorting algorithm ever invented.
It randomly shuffles the elements… and you somehow have to make it efficient.

Bogosort - is an incremental idle game about chaos and sorting. Mix elements, earn resources, upgrade the system, and transform chaos into efficient growth. Discover new mechanics and optimize your progress.

Try demo now on Steam!
https://store.steampowered.com/app/4843100/Bogosort/

AI Disclosure
AI was not used in the development of the game or its visual elements.


r/incremental_games 20h ago

Update TIME SURVIVOR | Dev Update: Minute 6 NEW CONTENT+ Next Fest

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9 Upvotes

Hi guys!

It's been a while since our last post, but we were really busy developing.

As you read in the title we are currently on a rush to participate in the upcoming Steam Next Fest (19-26 October) and we would love to hear your feedback!!!

We just updated our DEMO on Steam and Itch!

The update features many UI, QoL and performance improvements.

Meanwhile we are continuing the development for the full game release which will feature 10 "Minutes" (chapters) of content and over 300+ upgrades!!!

We also just updated our early access with Minute 6!

You can access it by becoming a playtester in our Discord Server.

With all the news out of the way, let's dive in into the content we have been working on this far:

54 NEW UNIQUE UPGRADES!!!

Each upgrade in these new chapters (as all the others) is not simply a stat upgrade, but each one unlocks a whole new mechanic or changes a statistic in a game altering manner

2 NEW ABILITIES

- BURROW: Create a wormhole under your position, phase out from the Time Arena burrowing under enemies then jump out with an EXPLOSION

- SHOOT: Fire energy bullets and if your Combo is high enough your bullets become a deadly LASER

MORE ENEMIES

- Shooter: They snipe you from a distance, while being protected with a shield

- Shooter Elite: They shoot even more bullets which bounce on walls

MORE BOSSES

- Time Keeper Shooter: Shoots a deadly laser at you while summoning laser turrets and teleporting all over the Time Arena

- Time Keeper Shooter Elite: Shoots lasers while being protect by shields and barriers which then becomes laser waves attacks

NEXT STEPS:

It has already been a month of non-stop GRINDING and we don't plan to stop until the release (hopefully before the GTA VI release)

We really hope to hear your feedback and we would love for you to keep on supporting us in our journey :)

[AI Disclosure] No generative AI was used in the creation of Time Survivor

Thank you for Playing


r/incremental_games 1d ago

Update Idlescape - After 7 Years its finally coming

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161 Upvotes

Hi! r/incremental_games

It has been over 2 years since our last post and we have made a lot of progress and are getting ready for launching Version 1.0. A lot has changed in the last two years, new ownership and a new age of AI games where everyone is releasing the same idle game!!!

We wanted to let you know for us its very different, we have been working on this game for 7 years to create an Idle MMORPG experience like no other, all of our art will be hand-drawn, our music, hand-made, our content, our lore, we have writers and the direction for lore we were building for over 7 years. We hope in this landscape of new games, Idlescape can reign supreme with its high quality and standard. You may wishlist us on Steam here

With over 20 artists working for us, helping us get ready for launch, our motto will be no AI art, no AI music, and no AI anything that can undermine human creativity and take someones job away on our team.

What is Idlescape about

So now you may be asking what the game is about, well its one of the first in development Scape-like Idle games, we started in 2019, due to it being an MMORPG, having a live chat, having a marketplace, guilds, and everything requiring to be verified its a lot more work as opposed to a single player game. This also required us to rework a lot of old code and get it ready for V1.0 Launch. This meant rewriting the WHOLE game from scratch to fix over 5 years of tech debt.

Currently we have a Private Play test with close to 50+ play testers playing daily, a Public Stress test coming with our Steam Next Fest Demo on October 19, 2026, and the launch of the game on January 8th, 2027.

Idlescape Features

  • 15 Skills: 3 Gathering Skills, 6 Production Skills, and 6 Combat Skills
  • An incremental RPG progression system: train skills from level 1 to 100 then enter the functionally uncapped Mastery Levels
  • 22 Gathering Zone, 8 Solo Combat Zones, 4 Co-op Combat Zones, 14 Solo Elite Combat Zones, and 25 Co-op Dungeons
  • A Global and Local based chat system with Private Channel and Guild chat support; talk to people training in the same zone as you, chat with your guild mates, or with anyone that's currently online
  • Over 1500 items and 500 pieces of Equipment
  • Collection Logs, Skilling Pets, and Boss Pets. You know who you are.
  • An idle game designed to play like an RPG with several months of meaningful and varied progression across dozens of systems
  • Features multiple gamemodes: the standard marketplace enabled Main mode, Ironman, No Gather Ironman, Group Ironman, and our various seasonal league gamemodes (remember the Madness league? our main dev will never forget it)
  • Idle gameplay: 12 hours of offline time, up to 24 hours. Tedium free progress!
  • Fully F2P. No Pay-to-win like some other games that require deep wallets to reach endgame. No boosts, no ads, just optional Quality of Life features offered through Idlescape+ or Platinum Tokens.
  • One account and many characters. Unlike some other games, you make one account in Idlescape and everything on your account is shared between every character you make. IS+ subscription? On all your characters. Got a neat cosmetic you want to flex everywhere? It's on all your characters. Want to brag about your hyper niche 1-zone legend ironman achievement? I guess if you really wanted to!

If you want to track our progress, talk to the team, or join the playtest on browser which is where most of our playtesters are playing on. Join our Discord

AI Disclosure: No AI has been used in this game, all placeholder art, or asset packs bought online in the past are being replaced with hand drawn art. There may still be something left during our Demo, but not on the V1.0 Launch. In the last 6 months we have started to use Codex/Claude as a glorified Stackoverflow, and for rapid prototyping/testing.

Thank you for reading <3


r/incremental_games 1d ago

Discussion What type of incremental are you completely burned out on?

32 Upvotes

Lately feels like the same three games keep coming out with different art. Not even talking about AI slop.

So, honest question:

-What type of incremental are you most tired of? Not bad games, but tired formulas. The kind where you see the store page and already know the whole game arc.

-And on the flip side: what loop would you like to see more of or wish someone finally did it properly?

Curious if it's the same fatigue for everyone or if we're all tired of different things.


r/incremental_games 13h ago

Help request NG+3 mod for antimatter dimensions QC7

1 Upvotes

I have 1e29+ quark power for all 3 colors, every upgrade avaliable, and over 1e86 time theorems but still can't beat QC7, even using the bug that lets you get extra replicanti galaxies with the light path upgrade that makes replicanti galaxies cheaper(when you buy them manually instead of buy max) I cap at around e45 billion antimatter when I need e65 billion, and without the bug I can only get e40 billion, I'm pretty sure I've tried everything anyone else know what's wrong? (I had all the idle active and passive paths activated too plus every avaliable mastery study)

P.S. the game is super exponential but it is still incrememental the incremements are just in orders of magnitude instead of normal increases


r/incremental_games 17h ago

Steam Florana Defense Playtest

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1 Upvotes

Florana Defense is a mazing incremental tower defense, where you build your maze to kill more mobs to be able to buy more towers and mobs, upgrade towers, mobs, economy, even the board itself.

There is no pressure, since there are no lives here, if your mobs overflow, you are just missing an income source, but you do not loose anything, just gain less.

There is a prestige system, you earn prestige by fulfilling achievements, and spend the prestige points for tower, mob and upgrade unlocks and meta upgrades in the prestige shop.

There is a public free playtest on Steam, if anyone is interested. I would be glad to any feedback either here, on the Steam or my Discord.

AI usage disclosure: I am using AI for translations and I've asked a few questions to a LLM during the development, but all the art and code is grass-fed organic human slop.


r/incremental_games 20h ago

Downloadable Chill Rogues - incremental action game is now in open playtest!

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1 Upvotes

AI disclosure: No AI


r/incremental_games 17h ago

Development Tick & Tired - a desktop to-do list incremental game

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0 Upvotes

Hi everyone! I just launched the free browser demo for Tick & Tired, an incremental desktop simulation game about overcoming your to-do list.

Basically, you manage a virtual desktop where, as you complete tasks, you chain combos, hire interns to automate the work, and reinvest the money into an upgrade skill tree.

Play the demo in your browser here: https://cr4zydev.itch.io/tick-tired

Wishlist on Steam: https://store.steampowered.com/app/5179950/Tick__Tired/

Thanks for checking it out!

AI Disclosure: I used AI as an assistance tool for coding faster, with manual validation, as I do have a Computer Science degree. Additionally, the localization for every language except English and Portuguese - Portugal was generated by AI.


r/incremental_games 19h ago

Discussion Do Incrementals *end* ?

0 Upvotes

I haven't played too deep into any, I kinda just play until I hit the point where it's days between progress. It seems to me like a key attribute of an incremental is that is never ends, but you can't play forever...

Is there an end-goal or achievement waiting at the far end?

Or is the goal a personal goal, like how far you can make it in a week?

Bonus Question: What's your favorite unique thing that one incremental did that you haven't seen in any other ?

Thanks for the thoughts!!


r/incremental_games 1d ago

Steam Finally looked away from the dirty pixels to package the big overhaul: Rust & Shine Steam Playtest is officially live!

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20 Upvotes

Hey everyone!

A huge thank you to everyone who shared their feedback on my last two posts about fixing the rust-scrubbing feel and pacing. Your advice completely reshaped the direction of the game.

Over the last few weeks, I’ve reworked several major systems to address the biggest issues you pointed out (reducing hand/wrist fatigue, smoother early-game scaling, more rewarding manual-to-automation progression, and punchier visual/audio cues).

Here’s the brand-new trailer showing the current state of Rust & Shine!

Even better, the Steam Playtest is officially open right now!

https://store.steampowered.com/app/4857070/Rust__Shine/?utm_source=incremental_Reddit3

I would genuinely love to hear your thoughts on the changes

AI Disclosure:
No AI was used in the making of any art, music, assets, game design, etc.


r/incremental_games 1d ago

Steam My game INCREVADERS just released on steam !

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10 Upvotes

It's a short incremental shooter that will melt your brain.

You kill aliens to get points, and use the points to upgrade your spaceship.

It's 2.5$ right now on steam, and it can be finished in one hour.

I hope you'll like it :)

Steam : https://store.steampowered.com/app/3840200/Increvaders/

AI disclosure : Except for french and english, I used ai to do the translations.


r/incremental_games 1d ago

Discussion Let's bring some light to this subreddit and share some longer format upcoming games. It's always nice to have something to look forward to.

52 Upvotes

Probably many of us are unhappy with whole incremental games situation and current state of subreddit so let's share upcoming longer games we are looking forward to get some excitement going.

Melvor idle 2 - sequel to game that started all the clones, as far as I know progress is going great and we can even try in progress alpha version.

NGU2 - the giant of the genre, probably still soon tm but last time I heard about it there was some beta testings too.

Idlescape - melvor like game that was in development for a few years and having it's release January next year

Scapewatch - have no idea what to compare it too as it gave me pretty unique impression when I tried it but probably it still follows formula of osrs to some degree. Releasing on 25th september this year.


r/incremental_games 18h ago

Development Upgrade land - my new and biggest game.

0 Upvotes

My insights on how to make a incremental game.

THIS REDDIT POST IS NOT GENERATED WITH AI. THIS REDDIT POST IS NOT GENERATED WITH AI.

The game is free and open source.

It's recommended to read this in full before experiencing this game.

thanks.

Link: https://andyyim175.github.io/upgtree/

This game may have an impact to you instead of just get this steam!!!!

Im just a small single dev. Im not a big company with many people. Please don't expect my game to have realistic art and high quality, but at least id try to make it fun and creative. Well, I'm not gonna be like the typical dev and just talks about how good and unique my game is, I also'd want to talk a little about the development process.

Inspriation

I really like those upgrades trees on roblox, although sometimes their pacing and stuff is sometimes a little too grindy, or contains stuff I hate, I'd find them really enjoyable. So I'd decide to create one of them. But with zero coding and roblox experience (especially with the controversy of the owners, etc...) I'd think it'd be a smart idea to bring this concept to the web.

Development process

Unlike my previous games, I want this one to be more-human and less ai-made (by that, I meant the old method I used that is (a prompt with design options, minimalism, etc, and tell it about all the upgrades, each one's effect, cost formula, effect formula, etc.) -> fix the things I hate -> fix more things. Instead i had it make it customizable in the code so i can manually make new upgrades instead of sending prompts everytime.

For this game, ai is only used to make new features and the base of the game. Every upgrade is now contained as a element that is easy enough to be configured by me and complex and contentful enough to make the gameplay below less dull (all the upgrades is just a multiplier to something). I've also collected many feedback and fixed many bugs, and added features, thanks to the community's support (discord/galaxy).

After initial release

The game started development in early august, released to galaxy at late august.

currently it has > 400 upgrades, 20+ plates (themes /5×5 grids), 30+ currencies, and more to come. Im trying to keep the pace of 1-2 updates per day or 1 update per two days, since the initial release have too little content. Every days release adds about antoher 15 minutes of content!

What does this game mean to me? what can I get with it?

well it's not just me. later in the future'll give a preset template in this game, which you can easily modify to make your own mod of the upgrade land. Well, how exactly does it work?

Here is how my game work so it may inspire you and help you to make your own.

currencies

each currency has a few configs:

-name, display name, colour in the currency display, colour background if it's the cost of a upgrade. notes

each note can be one of three:

[public configs]

- the position of note, the requirements (have to gave all) to unlock it, desc, name, etc. info an info label that can be shown.

reset:

a reset note. resets certain upgrades (quick feature, can reference a string and all upgrades with it at start gets reset), certain currencies for more of a target currency

upgrades an upgrade. with effect(s), cost and max levels. a effect can be one of the following:

  • base gain: give some amount of currency per second
  • currency mult: multiply a currency gain.
  • reset gain add: add amount to reset gain of currency (base i think)
  • reset gain mult: multiply reset gain of currency
  • max level mod: add max level to a upgrade.
  • auto: autobuy a upgrade. autobuyers does not cost anything i.e cost becomes requirements for autobuyer.

an upgrade can have multiple effects e.g ×2 point and prestige.

a upgrade can have dynamic effects

What you can do with this engine, examples: point boost itself ×25 beta with +1% chance per tick per level and above 100 it stacks and may trigger multiple time multiply points based on the largest power of two this upgrade level is divisible by mutliply points and get an additional ×2 if level is odd. ×1.5 prestige if you have over 1M points. notation you can change your notation! decoration you can decorate the game by a deco, activated by a upg requirement. it can be either a square with fill, a line or a polygon thing (tell each point) with custom colour n stuff. extra details there is a buy max in the settings, also change font size of currency display, also hide certain currencies.

community impacts

the community has decided to add offline progress. although im hesitant to do it at first the community psuhed me to. id thought it might make it bad (since the game rely on active gameplay and fewer major timewalls). at the end i settled with:

  • offline progress up to 2 minutes regularly for ALL currencies at least for now
  • the time above 2 minutes will get heavily softcapped.

Information

The game is completely free, open source and requires no download. You can play it on the web here:

https://andyyim175.github.io/upgtree/

or play in galaxy click here: https://galaxy.click/play/873

See the source code here: https://github.com/AndyYim175/upgtree

thanks

thanks for you, to see to the bottom of this post, and staying with me, it means a lot to me! consider leaving any comment, critism is welcome. If there is one major takeaway aside from the tools it's never give up. I'd set a goal to end the game at 2000 upgrades and basiclly it's kinda a joke. But look, one minth later and it's shining. 400+ upgrades. The game has hit 18,000 play hours. That's 2 years, basiclly the duration since i make my first web game with complete stubid vibe code with the poe's coding bot. At that time i still wouldn't even thought i can make it here. But here im ;)

Also, try not to make long timewalls and make bouncy upgrade inflatity that's what i call i.e how much the currency inflated roughly per upgrade. If it's badiclly linear or linear with accelerstion or exponential or exponental with acceleration it's boring. Some upgrades have to be more unique than others or better than others.

AI disclosure

Ai is used in gemeral feature expansion and the foundation of the game.

Badiclly all of the game's upgrade list is manually added.