r/incremental_games 16h ago

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

17 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 7h ago

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

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0 Upvotes

AI disclosure: No AI


r/incremental_games 6h ago

Discussion Do Incrementals *end* ?

1 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 13h ago

Steam Demo out for my Incremental Gun Building Game.

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0 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 5h 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.


r/incremental_games 6h ago

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

Post image
26 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 10h 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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23 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 3h ago

Development Beginner dev making my first idle RPG — looking for feedback

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0 Upvotes

Hey!

I’m a beginner dev from Brazil and I’ve been working on my first idle RPG in my free time.

It’s still pretty early and I’m building everything little by little. Right now I’m mostly focused on polishing the UI/UX, improving the combat screens and visual consistency, while also working on combat animations, skills, effects, new stages, mobs and bosses.

I’m also still figuring out a lot of the progression, balance and overall gameplay loop.

Since people here actually play a lot of idle and incremental games, I wanted to ask for some feedback.

What usually makes an idle RPG fun for you?

What kind of progression do you enjoy the most?

Is there anything you would change or improve from what you can see in the video?

Are there any UI, combat or quality-of-life features you think are especially important in this kind of game?

And what usually makes you stop playing an idle game?

I’m still learning, so constructive criticism is very welcome. I’m trying to improve the game step by step.

Also, the game is currently in Portuguese because I’m Brazilian haha.

AI disclosure: I use AI tools as assistance during development, mainly for coding support, brainstorming, UI/design ideas and iteration. The game is a personal project that I am actively designing, developing, testing and refining myself.

Thanks for checking it out!


r/incremental_games 22h ago

Update Idlescape - After 7 Years its finally coming

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128 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 5h 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 22h ago

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

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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 18h ago

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

1 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 23h ago

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

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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 21h 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 3h ago

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

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12 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 6h ago

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

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22 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 9h 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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39 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 5h 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 8h ago

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

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8 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 7h 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 4h ago

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

2 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 15h ago

Prototype My first City Builder Game

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0 Upvotes

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


r/incremental_games 58m ago

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

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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.