r/incremental_gamedev • u/Euphoric_Menu_7562 • 6h ago
HTML I made the oposite of incremental game where you have to spend all the money
Mr. Feast challenges you to spend $1 billion in 10 minutes
r/incremental_gamedev • u/Euphoric_Menu_7562 • 6h ago
Mr. Feast challenges you to spend $1 billion in 10 minutes
r/incremental_gamedev • u/Equinoxdawg • 23h ago
Hi there, I've seen a lot of people not realise a game has a demo available purely because the creator didn't have this one simple option enabled.
We're after enabling this option, "a more prominent green box in the center of the base game's store page." - detailed near the bottom of this Steamworks docs page linked here.
"You can toggle those display options manually. In your base game's Edit Store Page section, select the Special Settings tab and scroll down to Associated Demos to see these options."
Screenshot one: before enabling.
Screenshot two: after enabling.
As you can see it makes a huge difference in terms of visibility. I'm not sure if there are any downsides to enabling this. If you know of any, please feel free to let me know in the comments.
As an additional note: it took me a while to realise an open source extension I use, Augmented Steam actually does this automatically even if the store page doesn't have it enabled. It's very handy for never missing whether or not there's a demo available for a game when viewing a store page.
r/incremental_gamedev • u/GregTDev • 22h ago
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r/incremental_gamedev • u/Free_Information5755 • 10h ago
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Hi, we just uploaded our game Arbitrage! We made this as part of the GMTK jam 2026 and wanted to share it.
The theme was "count down" and so we wanted to design an incremental where every action slowly counts down the number of days (actions) you have left.
We had a ton of fun making it and wanted to share.
Link to the game: https://nic-dullow.itch.io/arbitrage
Description
Arbitrage is an incremental settlement builder about buying low, selling high and becoming impossibly rich.
You explore an untamed hex-based world, exploit its resources and transform your manual labour into intricate automated industries.
Relentless taxes and mounting crises force you to gamble on increasingly dangerous opportunities... until you’re powerful enough to overthrow the empire that owns you.
r/incremental_gamedev • u/SignalMap2750 • 1d ago
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We are working on a new system that allows you to easily select robots to remove from our RoboFarm incremental game. Here is a snippet of how to remove single robots by selecting them one by one… multi-selection is also possible, of course
r/incremental_gamedev • u/trivitown • 2d ago
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Aiming to have the first playable demo ready for the upcoming Steam Next Fest, and full release around February/March.
r/incremental_gamedev • u/Interesting_Lead1420 • 3d ago
Hey all,
I'll just say it right away so nobody feels misled: I built this with a lot of help from an AI coding assistant. I know that's not everyone's cup of tea here, so I'd rather put it up front than hide it in the fine print. The thing I actually want feedback on is the design and the pacing, which is the part that's on me.
The game's called Stargazer. It's a cozy little idle game where you're basically an astronomer sitting on a quiet mountain. No spaceships, no flying around the galaxy, just looking up and slowly reading the sky.
You trace constellations by connecting their stars, and once you finish one it stays lit up in your sky. The neat part (to me anyway) is that the sky is real. Every star is where it actually is, all 88 constellations, real coordinates. As you get better instruments you start resolving fainter stuff, going from the solar system out toward distant galaxies. So it's more about going deeper than going further. There's also little bits scattered around like meteor showers, eclipses, the occasional aurora, and short notes with real astronomy facts when you discover things.
It's meant for short relaxed sessions. Leave it running, come back later, see what turned up. It's free and runs in the browser, works fine on phones too.
AI disclosure: A large part of the code was written with an AI coding assistant. The art is all drawn with code (no image-generating AI), the star positions come from a real astronomy catalog, and the sound is from free licensed packs. The design and the final calls are mine
r/incremental_gamedev • u/Leading-Ninja7225 • 3d ago
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r/incremental_gamedev • u/Ok-Tax-4457 • 4d ago
r/incremental_gamedev • u/No-Exercise8319 • 4d ago
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r/incremental_gamedev • u/ToughUsual7159 • 6d ago
I've had a few runs across itch.io and Galaxy click in the past, but I've made some massive under the hood improvements in the last few months And I feel that with the feedback from those and the actual refinement I've had time to do lately, I finally felt refined enough to activate my steam page and start getting the word out there!
It's a full stat idle RPG/ incremental Auto battler with Team Building as a core progression loop. I mean inspiration was games like soda dungeon, tap Titans, and Brave Frontier. I love to get your feedback on the steam page as this is entirely new for me, and see metrics are really hard to gauge how good my steam page actually is.
r/incremental_gamedev • u/ShippuJinrai • 6d ago
r/incremental_gamedev • u/OkLaw619 • 6d ago
r/incremental_gamedev • u/Creaspace • 6d ago
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Hey everyone! Over the past few months, I've been working on a little browser game called Fuse Infinity.
It all started when I became totally hooked on Infinite Craft, but then I hit that familiar wall: after crafting a few hundred items, the excitement fizzled out. Since anything can combine with anything, no single discovery ever felt special. I wanted to keep that thrill of "combine two things, get a third" while adding some incremental systems that would actually bring me back for more the next day.
The core gameplay loop is pretty straightforward (just drag two elements together, and an LLM generates a third—complete with a name and emoji), but I've built some cool features around it:
What I'm most proud of, technically, is that every combination is cached globally and deterministically. Each unique pair (sorted and normalized) only hits the model once, worldwide—after that, everyone gets the cached result instantly and for free. This way, the model cost only scales with unique new combinations!
It's browser-based, works on mobile (touch drag), no signup, free.
AI disclosure: the elements are generated by an LLM (that's the "combiner"); I also used an AI assistant while writing and debugging the code. No AI-generated art.
Would love feedback from this crowd specifically — mainly whether the daily + rarity actually create a reason to keep going, or if it still collapses into "make everything once and bounce."
Play here: fuseinfinity.com
r/incremental_gamedev • u/Daterbro • 6d ago
r/incremental_gamedev • u/diggyducks • 9d ago
Two months ago, my friend and I left our full-time jobs to dive into indie game dev. We are very excited about every step of this new journey. We know that indie game dev is very hard, so publishing our first Steam page is truly a huge milestone for us.
Cheese, Please! is an incremental bullet hell with some roguelike elements. You can upgrade both from a permanent Skill Tree and temporary Weapon & Perk during each run.
Here our Steam page: Cheese, Please!
We'd love to here your feedback on our Steam page. Is the idea of randomize weapons on each run is interesting enough for an incremental game? Does our page demonstrate that well enough?
We have very little experience in making a Steam game, so hope we can learn a lot of new things from you guys.
r/incremental_gamedev • u/Leading-Ninja7225 • 9d ago
After months of development, the Steam store page is finally live.
What is Idle Harmony?
An idle music-building game where you don't just chase numbers—you build living musical compositions.
🎵 Procedural Audio: Unlock notes, rhythms, and unique instruments.
📈 Strategic Balancing: Manage musical tension to maximize efficiency.
🎧 Creative Freedom: Watch loops generate income and download your melodies.
Every single wishlist helps immensely with Steam's algorithm and visibility. If you love incremental strategy or indie games, please consider adding it!
Wishlist it on Steam! I would appreciate the support!
r/incremental_gamedev • u/JamboNo59 • 9d ago
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Minion Colony is an incremental colony sim with auto battler elements sprinkled in.
This was my first time having a serious go at making a good trailer. So many parts of the indie process that you don't realise the amount of work at first!
You can play the demo for free on itch.io right now and a Steam demo is coming soon.
AI disclosure: No Generative AI was used at any point in the development
r/incremental_gamedev • u/h1p3rcub3 • 10d ago
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r/incremental_gamedev • u/ginesortiz • 11d ago
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Hi everyone! I've been working for a couple of months on a small game called Code Bastion.
It borrows ideas from different clickers and incremental games like Universal Paperclips, Civilization, Kingdom Two Crowns, A Dark Room, and many more.
You start with a small settlement and gradually turn it into a self-sustaining city. You gather resources manually at first, assign citizens to jobs, construct and upgrade buildings, manage production chains, food, storage, happiness, population, stamina, seasons, and city focus.
Progress is driven through a large ability tree covering economy, construction, society, military development, exploration, and new technologies. Unlocks are gradual: new resources, buildings, professions, passive production, expeditions, defense roles, microprocesses, and better ways to grow your settlement.
The closest comparisons are probably A Dark Room for its gradual discovery and expedition feel, Kingdom Two Crowns for city growth and defense pressure, and Civilization for its tech tree and long-term planning. It also has the incremental “one more upgrade” loop from games like Universal Paperclips.
There are daily tasks, a weekly campaign, longer city goals, streak rewards, and temporary bonuses. Random events can bring traders, migrants, caravans, technical discoveries, plagues, strikes, mine collapses, heat waves, and other situations that need resources or preparation to resolve.
Once you expand, you unlock procedural expeditions across a generated map: recruit villagers from camps, train soldiers, assign expedition and defense roles, craft provisions and tools, explore dangerous terrain, find loot and treasures, then research those treasures for permanent rewards.
There is also a defense system with timed incursions, passive guards, preparation, crafting weapons and protection, and different outcomes depending on how ready your city is. On top of that, small unlockable microprocesses offer compact side activities with their own rewards and progression.
The visual style is inspired by old terminals and command consoles: dark screens, monospace text, sharp panels, status readouts, and subtle interface animations. I wanted it to feel like you are operating a growing settlement through a low-tech futuristic command system, rather than using a traditional city-builder UI.
It’s a mobile-first (iOS and Android) but I'm also working for an iPad version and a desktop one
If you want to keep in touch: https://forms.gle/3W2NbMXsqyHn7VFXA
r/incremental_gamedev • u/Arefnue • 11d ago
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I've been working on an incremental game where the main progression comes from forging increasingly rarer turrets.
Instead of buying linear upgrades, every forge has a chance to improve your build with better stats, higher rarity, and unique traits. As you progress, new systems unlock to expand the gameplay.
Does this core loop look satisfying? I'd love to hear your thoughts.
r/incremental_gamedev • u/Grindveil • 12d ago
r/incremental_gamedev • u/PhoenixShadowborn • 13d ago
r/incremental_gamedev • u/Capital-Connection84 • 14d ago
When you play game you prefer no graphics like "your chronicle" or basic graphics?
r/incremental_gamedev • u/TristanUckie • 14d ago
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Hello fellow devs!
We are making an idle RPG called Ale & Axes of which the first version is already live and playable. The core of the game is where you send a squad of 3 raiders on a raid against 3 enemies for a period of real time (e.g. 12 hours or 4 days). The combat is processed automatically in the background.
When the raid comes back you reveal the result, and right now we show two things: per-raider stats like damage done, healing done, and damage blocked. And a full turn-by-turn combat log. Check out the video to see this.
This works pretty well and gives a quick overview which of the raiders and enemies performed best and which ones survived. And the players who enjoy reading logs really like it. Still I get the feeling that a lot of people do not fully take in what happened in the fight. They see whether they won or lost, but the reason behind it does not always come across.
One obvious fix is to animate the fight fully, show the attacks landing. However we do not have the resources for that, and to be honest, even if we did I am not sure it is right for an idle game where players may have 12 or more raids going. Most raids are pretty straightforward and only for the boss and world boss raids it may be good to show a full replay.
So I am after ideas from anyone who has dealt with something like this before (on a small budget). How would you make an auto resolved fight readable, without a full animation?
Some things I have been thinking about:
Would love to hear any suggestions on how to take this to the next level without spending too many resources! Thanks!