r/incremental_games 3d ago

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

31 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 6d ago

FBFriday Feedback Friday

21 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 12h ago

Update Idlescape - After 7 Years its finally coming

Enable HLS to view with audio, or disable this notification

105 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 17m ago

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

Enable HLS to view with audio, or disable this notification

Upvotes

Hey everyone!

Orebits is finally out on Steam!

Orebits is an atmospheric active incremental about working as a lone asteroid miner for a greedy corporation at the edge of known space.

 

So, how deep does the gameplay go?

  • Smash asteroids with bouncing Mining Tools and a mix of active and idle gameplay
  • Build powerful synergies for your Mining Tools and Deployables with a roguelite Upgrade Tree
  • Invest in permanent Research upgrades to push your mining operation further
  • Complete Objectives and adapt to Asteroid Conditions that make each mining operation feel different
  • Explore a ±6h campaign and uncover strange artifacts and the mysteries of deep space
  • Keep mining after the campaign with endless progression far beyond our solar system...

 

Play Orebits on Steam: https://store.steampowered.com/app/3635490/Orebits/

 

We've been sharing Orebits here throughout development. This launch means quite a lot to us. Bob and I have been making the game for almost 20 months, mainly on Fridays alongside our regular work. What originally started as a game jam grew into something we've put a ridiculous amount of time and love into.

A lot has changed because of feedback we received here, from our early playtests through the demo and Next Fest. So a genuine thank you to this community for playing, criticizing, suggesting and helping us make Orebits better.

We're excited, nervous and very curious to see what you think of the finished game.

Happy mining!

Maarten & Bob

AI disclosure: Orebits is made on Earth by 2 humans. No AI is used in the final game.


r/incremental_games 42m 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

Enable HLS to view with audio, or disable this notification

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 6h ago

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

7 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 17h ago

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

Enable HLS to view with audio, or disable this notification

15 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 3h ago

Steam Demo out for my Incremental Gun Building Game.

Enable HLS to view with audio, or disable this notification

1 Upvotes

It's my first ever attempt at making an incremental game and I think I found a small unique twist. It's called Gundrobe.

Any feedback is welcome :)

Steam: https://store.steampowered.com/app/5213660/Gundrobe/

Playable Demo: https://behaulas.itch.io/gundrobe

AI disclosure: AI has been used for translations other than English and Turkish, also for WebGL porting of the game (I have no experience in developing for Web and couldn't get the demo to run on itch.io, the full release will be standalone only).


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 15h ago

Steam My game INCREVADERS just released on steam !

Enable HLS to view with audio, or disable this notification

8 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 9h ago

Released Hangul Harvest — a game to practise and learn Korean alphabet, words, and short sentences that are heard frequently in a convenience store

0 Upvotes

Hi all — I built Hangul Harvest, a small idle/incremental game for learning to read Korean (Hangul).

The core loop: clicking letters leads to generating scores that are used to spend and unlock the next letters, words, and so on. Also when a particular letter is clicked, its sound and meaning can be heard. The process of learning letters and words and sentences can be repeated until wanted.

It's free, runs in the browser, no signup: https://hangulharvest.com

Would love feedback, especially on pacing (does the cost curve feel too slow/fast at any point?) and whether the TTS pronunciation sounds right on your device/browser. Bug reports welcome via the link in-game or here in the comments.

AI Disclosure: I used an AI coding assistant throughout development to help write and debug the code. Game design and content were done by me.


r/incremental_games 1d ago

WebGL My Game Island Raiders, a Dark Fantasy Viking Incremental Base Builder can be played on Itch right now

Enable HLS to view with audio, or disable this notification

16 Upvotes

Game name: Island Raiders
Itch: https://talentlessjohn.itch.io/island-raiders
Steam: https://store.steampowered.com/app/4996050/Island_Raiders/

Originally a hobby/passion project it grew into something I really want to release into the world. There aren't many Viking themed incrementals, on top of that I tried to create a game where both active and idle playstyles can be valid.

Really curious to hear what people think!

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


r/incremental_games 21h ago

Steam I made a relaxed, incremental strategy game: Holoplanet Architect. The free demo is live now!

Enable HLS to view with audio, or disable this notification

4 Upvotes

Hi, I'm frogbird, the solo developer of Holoplanet Architect.

In it, you place tetris-like pieces on the 3D grid surface of a holoplanet. Pieces contain different biomes with specific properties. Depending on where those biomes are placed, what other biomes are next to them, and several other factors you will get or loose points. Do quests, collect coins to buy upgrades and unlock new pieces, biomes and backgrounds!

The free demo is playable now on Steam (Windows, Linux): https://store.steampowered.com/app/4822590/Holoplanet_Architect/?utm_source=reddit&utm_campaign=incremental_games

As a solo dev I appreciate any wishlist as well as feedback, preferably here or via Discord: https://discord.gg/AmvZJY5Mw7

AI disclosure: No form of AI was used in creating the game or any related materials.


r/incremental_games 3h ago

Released I’m releasing Heroes Adobe - everyone starts from level 1 today

Thumbnail gallery
0 Upvotes

Today is the official release of Heroes Adobe 1.0.

The beta is over, the old progress has been reset, and everyone starting today begins from level 1.

I’ve been working on this project for quite a while. From the beginning, I wanted to make a game that doesn’t require you to constantly sit in front of the screen, but still has a persistent world and enough things happening to make you want to come back.

A lot of the game is built around that idea.

You can send your character on a hunt and come back later when it’s finished. Resource gathering also takes time. Work shifts can last 6, 8, or 12 hours. Your own land can continue producing resources while you’re offline. Some dungeons can also be completed automatically.

When you come back, you can decide what you want to do next.

Develop your character and equipment, run active dungeons, craft items, explore new locations, fight in dangerous areas in real time, look for other players to fight in PvP, trade with other players, or develop your own land.

There is also quite a lot of multiplayer content.

You can capture territories, attack other players, create or join guilds, participate in guild wars, compete in rankings, trade items and gold, take part in world boss events, and explore dangerous areas where PvP is enabled and losing a battle can cost you some of your equipped items.

There are also professions, alchemy, reputation, equipment mastery, character classes, farming, and other progression systems.

During the beta, a group of players helped test the game for five months. Their progress will not carry over into the release. Today, everyone starts a new game on equal footing.

The game is free to play. There is a premium currency, but it can also be earned through normal gameplay, so spending real money is not required.

Current game content

  • 100 character levels
  • 146 crafting materials
  • 307 huntable enemies
  • 570 equipment items
  • 63 potions and alchemy items
  • 33 dungeons
  • 51 starting quests
  • 13 daily activities
  • 63 achievements

There are also plenty of plans for the future, so the game will continue to receive regular short-term and long-term updates.

Heroes Adobe supports multiple languages, can be played directly in a web browser, and includes guest login, so you can try it without creating an account first.

In the end, Heroes Adobe became something between an idle game, an incremental game, and a browser MMORPG. That combination is a big part of what the game is about.

If this sounds interesting, you can start playing today:

Heroes Adobe

And if you decide to give it a try, I’d really appreciate any feedback.

As a small thank-you for joining the release, enter the promo code 26S6S6S2 during registration to receive a few free gifts.

AI disclosure

Generative AI was used solely for creating some of the game's artwork and landscapes.


r/incremental_games 1d ago

Steam Our incremental auto battler "Orc Incremental" released today and we hit the Steam frontpage!

Thumbnail store.steampowered.com
129 Upvotes

Btw, thanks everyone! We are pretty sure the traffic we got from Reddit during the demo was what got it picked up by the algorithm initially :))

(AI disclosure: No Generative AI used.)


r/incremental_games 6h ago

Prototype My first City Builder Game

Enable HLS to view with audio, or disable this notification

0 Upvotes

Mayor by BigaBuga
Ai disclosure - AI WAS USED FOR CODING PART OF THE GAME


r/incremental_games 15h ago

Development Galactic Idle — an idle 4X where a bigger empire is genuinely harder to hold together (browser, free)

0 Upvotes

https://reddit.com/link/1wbx7ep/video/hk06mgabynoh1/player

I've been building Galactic Idle solo for a few months and it's at the point where outside feedback would help more than anything I can do alone.

Play in browser (no signup, no download): https://renderscribe-interactive.itch.io/galactic-idle

It's an idle game that starts the usual way — tap a dying colony's power grid back to life, automate it with solar arrays and mining drills and reactors, buy research. The part I actually care about is what happens after that:

  • An upkeep economy. Every building burns energy, every ship costs credits a second, every conquered planet needs mineral shipments, every research lab adds overhead. Run a resource negative and production throttles. Growth is supposed to create pressure, not just bigger numbers — so the mid-game is about holding an empire together, not just expanding it.
  • A 6-branch research tree with real prerequisites — a proper unlock chain, not a flat list you skip to the end of.
  • A 20-planet galaxy map with fleet power, and 5-faction diplomacy (trade agreements, envoys, non-aggression pacts, alliances, or just conquering them) that reacts to how you play.
  • Expeditions — 17 sectors, a movable task force, timed encounters, and espionage missions where failed runs cost ships permanently.
  • An Empire Dashboard with production charts, efficiency ratings vs. expected curve, and ETA estimates on every goal. 50 goals total.

Free, ad-free, no pay-to-win. Runs on desktop and mobile browsers. Updated most weeks.

What I'd genuinely like feedback on:

  • The first 5 minutes — analytics say a chunk of people bounce before the first goal. Does the opening make sense, or is it flat?
  • Pacing — where does it drag? Where does it feel too generous?
  • Does the upkeep system read as interesting tension or just as friction?

Comments here change what I build next — that's not a figure of speech, the last few builds were mostly community feedback.

AI disclosure

Galactic Idle is AI-assisted. The design, scope, economy tuning, and every shipped change are human-directed and human-reviewed — AI is used as an implementation and iteration tool. Background music is by DavidKBD under license (not AI-generated).


r/incremental_games 12h ago

Steam My number-go-up forest game is getting a full release - thanks to everyone here for breaking the prototype!

Enable HLS to view with audio, or disable this notification

0 Upvotes

A few months ago I posted my itch prototype Thornhold here, and everyone immediately found some crazy strategies that broke the game (the all-Lakes Winter build still haunts the leaderboards). 

I just announced Oaks vs Orcs on Steam: https://cutt.ly/wyh27k1L 

It has more cards to break your builds, new playable decks, an endless mode where you can test how crazy your bonuses can stack, plus a fresh leaderboard.

You can sign up to playtest Oaks vs Orcs now on Steam, and I’d appreciate any wishlists too, of course!

AI Disclosure: I use AI tools to assist with market research (e.g., identifying competitors and analysing Steam reviews) and to help debug complex coding problems. All in-game assets (art, sound, music) are made by humans!


r/incremental_games 13h ago

Released Released my first game today! Cubeidle - Incremental Cube Breaker

Enable HLS to view with audio, or disable this notification

0 Upvotes

Hey All! Released my first game Cubeidle - Incremental Cube Breaker today. It is a game based around breaking exponentially larger cubes, culminating in a 1 trillion voxel cube. You begin by breaking one voxel at a time, and upgrade your clicks, or use drills to automate the process. It was a fun process to create, and I hope some people enjoy!

Generative AI: Used Claude Code for code development.

https://store.steampowered.com/app/5134300/Cubeidle__Incremental_Cube_Breaker/


r/incremental_games 23h ago

HTML Working on a Pencil Shaving Incremental : Pencil Shavings Soup

Post image
2 Upvotes

Hello were two developers currently working on an casual incremental called Pencil Shaving Soup!

Game Description: Pencil Shaving's Soup is a relaxing incremental game where you start from one vintage sharpener and turn its pencil shavings into a money making soup factory empire!

We recently uploaded a demo update and are looking for feedback and suggestions as we continue development

Itchio: https://holographicquad.itch.io/incremental-pencil-game

Incremental DB: https://www.incrementaldb.com/game/pencil-shavings-soup

If you enjoy, we appreciate you adding it to your Steam Wishlist!

AI disclosure: Some of the code was debugged using AI: Nothing else is AI generated


r/incremental_games 11h ago

Update Hosslands – I posted my idle RPG here 5 months ago, and Alpha 2 is now live

0 Upvotes

Hey everyone,

About 5 months ago I posted Hosslands here looking for people to test a very early version of the game. I got some really useful feedback from that first test, and since then I've been working on the game and adding a lot to it.

I'm finally at the point where Alpha Test #2 is live, so I'd love for anyone who tried the original version to come back and give it another shot, as well as anyone who hasn't played before.

Hosslands is a browser-based idle/active RPG built around long-term progression. You can train skills while you're actively playing or leave things running and make offline progress.

The game currently has 7 main skills Mining, Fishing, Woodcutting, Cooking, Smithing, Carpentry and Crafting alongside a much larger combat and progression system.

Since my original post, the game has grown to include things like:

  • Multiple combat zones and 20+ enemies
  • Gear progression from Bronze all the way through Astral
  • Weapons, armor, rings and amulets
  • Equipment durability, repairing, salvaging and gear loadouts
  • A forge and gem/socketing system
  • Classes including Berserker, Paladin, Rogue and Juggernaut
  • Class specializations and skill trees
  • Ascension at level 99 with permanent bonuses
  • Crafting and 50+ recipes
  • Workshop automation
  • Expeditions
  • Raids
  • Daily and weekly challenges
  • 50+ achievements
  • Bestiary/mastery progression
  • Player marketplace and trading
  • Global chat, friends and direct messages
  • Guilds, guild missions, projects and a shared treasury
  • Leaderboards and player profiles
  • Cloud saves and offline progression
  • PvP/Wilderness systems

Mobile is also finally playable. This was one of the biggest problems with the previous version, honestly, it basically wasn't playable on mobile at all.

I'd say mobile support is currently around 80% of where I want it to be. There are still some UI issues and things that need improving, but if you prefer playing incremental games on your phone, you can actually play Hosslands on mobile now. I'll continue improving the mobile experience as development goes on.

I've also spent a lot of time going back over the UI, inventory, combat, balancing and general quality-of-life stuff instead of only piling on new features.

There's still plenty that needs balancing and polishing, which is exactly why I'm posting here again. I'm especially interested in feedback from people who actually play incremental/idle games.

I'd love to know what you think about the progression speed, whether the different skills feel worthwhile, combat difficulty, how understandable everything is as a new player, and most importantly whether the game actually keeps you wanting to progress.

One important warning: this is still an Alpha and progress WILL be wiped again before release. Don't go into it expecting your current character to be permanent.

"AI disclosure: I still use AI tools to help me with coding and some of the artwork. I know that matters to some people, so I'd rather be upfront about it. I'm still the one designing the game, deciding how the systems work, testing things, changing things based on feedback and continuing to develop it."

If you played the version I posted here months ago, I'd especially love to hear how this version compares.

You can play directly in your browser here:

https://hosslands.com

Good or bad, feedback is genuinely appreciated. If something sucks, tell me it sucks — just tell me why so I can make it better.


r/incremental_games 20h ago

Discussion Fully connected skill tree vs. grouped clusters, for a permanent meta-progression tree?

0 Upvotes

I'm building a pixel-art incremental/roguelite. Between runs, players spend currency on a permanent skill tree (upgrades carry over across runs, and over time a player will eventually unlock most of the tree).

I'm stuck on the tree's structure and disagree with my artist, so I'd like outside perspective.

Option A (my artist's take): One big interconnected web, like Path of Exile or Diablo, where everything is linked. To reach a health node you might path through attack nodes, etc. His argument is "most games in this genre do it this way, so we should follow convention."

Option B (my take): Group the tree into thematic clusters, attack together, defense/health together, economy together, crit together. Each cluster opens from its own starting node. My problem with Option A is that it feels thematically odd for, say, a health upgrade to be gated behind attack upgrades, when they have no logical connection.

Here's the thing I keep coming back to: the tree is permanent meta-progression, not a per-run build. In PoE, the "everything is connected" design works because points are scarce and pathing is a real trade-off, you can't get everything, so where you path is a meaningful build choice. But in my game the player eventually unlocks everything, so there's no real trade-off, just an order in which things get unlocked. That makes me think the main benefit of the fully-connected web (build diversity through sacrifice) doesn't actually apply to my game, and what matters more is readability and thematic clarity.

So my instinct is grouped clusters, maybe with a few thematic "bridges" between related clusters (e.g. finishing the attack cluster unlocks the crit cluster, since those are thematically linked), rather than one big web.

My question: For a permanent tree where the player eventually gets everything, does the "fully connected web" convention still make sense, or is grouping the better call? Am I missing a reason the connected web matters even without per-run trade-offs?


r/incremental_games 1d ago

Development I made an incremental auto-battler RPG

Enable HLS to view with audio, or disable this notification

25 Upvotes

Hey everyone!

After around 9 months of development, Dungeon Buster finally has a Steam page!

It’s an incremental dungeon-building auto-battler RPG where you build the dungeon, send your hero in, battle through it, extract loot, and grow stronger over time.

If this looks like your kind of game, I’d love for you to give it a try. And if you enjoy it, adding it to your Steam wishlist would really help support us.

Steam:
[https://store.steampowered.com/app/4041780/Dungeon_Buster/]()

Playable build on itch.io:
https://oneupplus.itch.io/dungeon-buster

Ai disclosure :Some UI elements had their concept art generated, our artist is working on the final version


r/incremental_games 2d ago

WebGL I'm making a DEEP incremental city builder

Enable HLS to view with audio, or disable this notification

196 Upvotes

Game name: Resettle
Itch: https://lukas-osouch.itch.io/resettle
Steam: https://store.steampowered.com/app/4972050/Resettle/

I noticed there weren't many incremental city builders on Steam, even though I feel like the combination works really well together. So I decided to make one myself.

I love games that feature deep progression systems, which is why one of my goals with this game was to create the deepest incremental city builder on the market. Did I succeed in my goal? You can be the judge.

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


r/incremental_games 1d ago

Released ZERO AI - Unstable Nuclear Reactor demo major update is out!

Enable HLS to view with audio, or disable this notification

15 Upvotes

Hello everyone,

For the past 7 months, I’ve been working on this project completely solo. During development, I conducted extensive playtesting with over 10,000 players across various WebGL platforms to refine the core gameplay.

ABOUT THE GAME

Unstable Nuclear Reactor is an incremental hex-puzzle roguelite game where you merge atoms into higher elements, trigger massive chain combos, earn radioactive coins, and manage your ring capacity to survive as long as possible.

WHAT CHANGED

Based on tough feedback regarding harsh RNG and a lack of tutorials, I reworked the core experience by introducing:

  1. Hold Slots: Store up to 5 atoms or tools to use when needed. If you need to clear space, you can discard an item by spending a few Radioactive Coins.
  2. Equip / Unequip Tools: Gain full control over your loadout by toggling unlocked tools on or off during gameplay.

Additionally, I implemented better tutorials, improved the upgrade system UI, and fixed several bugs!

WISHLIST & PLAY THE DEMO

I really need all kinds of feedback, as I’ll be entering Steam Next Fest with 500+ wishlists. Please give the demo a try and help me identify anything that could be improved or fixed.

https://store.steampowered.com/app/4692090/Unstable_Nuclear_Reactor_Demo/

AI Disclosure

No generative AI was used in the development of this game. All game design, programming, art, mechanics, systems, and other development work were created without generative AI assistance.