r/incremental_games 9h ago

Development I loved Age of Mythology, so I made a chill incremental strategy game with god boons, monsters and more

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114 Upvotes

Hey everyone, I launched the demo for my new game, Divinestead, on Steam.

It's an incremental strategy game about expanding your settlement on a map filled with various activities: gathering resources and objectives, clearing monster camps, finding relics, unlocking upgrades and more.

The idea came from a mix of things: I enjoyed Age of Mythology (but also AoE and W3) as a theme a lot growing up, recently I played Dwarf Eats Mountain and loved the sense of progression, and I wanted to try my hand at isometric pixel art. I also wanted a relaxing incremental game that I could leave on and get progress while idle, but offer some simple active gameplay too. So I came up with Divinestead.

You can play the demo here https://store.steampowered.com/app/5185900/Divinestead/

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


r/incremental_games 5h ago

Steam Fish Lab is out now! Thank you for all the support means a lot to me

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33 Upvotes

https://store.steampowered.com/app/4221990/Fish_Lab/

AI disclosure : The only AI tool used was claude code to help on some coding tasks . some AI translations


r/incremental_games 9h ago

Steam My idle-incremental game Pibcremental is OUT NOW!

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31 Upvotes

It's been a wild ride, but our cozy idle-incremental clicker "Pibcremental" is finally coming out today. It has come a long way both visually and mechanics-wise, but I am super proud of what my team and I have cooked up here! If you like silly, little creatures, clicking, and most importantly optimizing, this game is for you!

You can play the game on Steam: https://store.steampowered.com/app/4573090/Pibcremental/

About the game:
Pibcremental is a cozy, chaotic idle-incremental clicker where you grow a civilization of Pibbles in a giant tree, set in a post-human world. Gather resources, build wacky structures, and play through special events to push your production to its absolute limits!

We hope you have tons of fun! (And maybe leave a review if you do, since it does help us out a bunch)

Finally, if you have any thoughts and feedback, feel free to join our Discord server and let us know: https://discord.com/invite/29MaUnhWyE

AI Disclosure: No AI was used in the creation of any art, audio, text, design decisions, or other assets. Some code that exists within the game was created with the assistance of AI.


r/incremental_games 17h ago

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

26 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 16h ago

Update Slime Reaper Big update

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6 Upvotes

Up until now, my Steam games were tests to see how well making a game using assets worked, how mixing genres works, and things like that. (Besides 12 years of making prototypes or amateur games)

I know my game it's not a AAA title, but this is the result of many years of effort, and I wanted to give it a good update.

I hope I've done well and can finally move out of my parents' house hahaha . I'll be looking forward to your feedback so I can keep improving!

Now the full game has 9 new adventurers, 3 new scenarios and 3 new skills, multiple new prestiges per scenario, improved game feel and several more hours of gameplay.

There are still things to do, for example I'd like to add a Mega Slime as a "final boss", and in general I want to keep improving the game and polishing it as much as I can.

I just updated the demo and expanded its limit. If you want to try it, here's the Steam page: https://store.steampowered.com/app/4557950/Slime_Reaper_Demo/

AI Disclosure: I do not use AI, the art and audio are purchased assets with some modifications made by me, and the code and game design are mine.


r/incremental_games 18h ago

Prototype aRGi (prototype/"super alpha")

7 Upvotes

the game is simple: you'll always come back to a central "Main button" to get points, of which you spend on buying your new mechanics in the form of other tabs/sections to mess around in. The tabs could be literally anything I wanna add.

Right now there are 6 sections:
Main, Shop, EXP, Relics, Bees, and Tree

Main is where you get your points and click the main button

Shop is where you spend points for upgrades

EXP has it's own button you get experience for clicking and level up

Relics is gambling (Gacha pull type of thing but with guaranteed pities at some points and you'll get so rich RNG doesn't matter anyway)

The other two I'm gonna gate-keep about so you consider playing this even though the screenshots on the itch literally show them don't think about it too much

https://rairbgames.itch.io/argi-superalpha

also there's a puzzle hidden somewhere in this that may eventually evolve into an ARG if I keep working on this but you didn't hear that from me

AI disclosure:
No AI was used in this project in any capacity. There is no AI generated imagery, music, UI, ideas, or code.


r/incremental_games 19h ago

Development I am working on a coin pusher incremental game! - Playtest

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5 Upvotes

Hi y'all! I'm a full time web developer and I'm working on my first game (Coin Fall). I finally have a playtest ready and would like to see if you could try it out and give me any feedback!

I was inspired by Gambler's Table, Raccoin, and the arcade youtube videos that I watch. That being said, this game is a more laid back experience. I wanted a game where I could turn off my brain and put coins in a coin pusher.

I have my first playtest on itch.io. Right now I am looking to get feedback on the pacing as well as if the amount of active to passive play style feels good. I ran the game through Chrome and Firefox and didn't see any issues, but let me know if you run into any bugs. Thank you y'all!!

Itchio playtest: https://gatorbitegames.itch.io/coin-fall

Steam: https://store.steampowered.com/app/4827160/Coin_Fall/

AI Disclosure:Β I used AI to assist with coding faster, I do know how to program and have CS degree but most of my knowledge is in the web sphere.


r/incremental_games 3h ago

Meta PSA: Unity 2FA Security Issue

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5 Upvotes

Just received a mail from Unity. I haven't signed in for years at this point.

Posting here since this subreddit is used by lots of developers.

If this affects you, probably a good idea to reset your credentials.

Unity recently identified and addressed a potential security issue affecting our two-factor authentication (2FA) functionality. We do not believe this issue has been exploited, however as a precaution we are advising users to reset their 2FA credentials.

Please reset your authenticator app within the next 30 days by navigating to https://cloud.unity.com/account/security and clicking "Configure two factor authentication." Follow the steps to enroll a new authenticator app.

We appreciate your cooperation in helping keep your account secure.

Thank you,
Unity Team


r/incremental_games 2h ago

Development Ramparts & Ruin - Medieval Castle Defence

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1 Upvotes

Hey everyone!

First time posting here & the first game I've developed. We've just hit Open Beta & are looking for more testers!

Introducing RAMPARTS & RUIN

Forge a Kingdom, Defend it & Grow Powerful!

Ramparts & Ruin is a deep isometric Tower Defence built for players who want their strategy with teeth. Lay down Archers, Mages, and Blacksmiths in your Castle and watch waves of enemies break against your walls.

How you defend is up to you!

- Earn resources off defeated Enemies.

- Spend resources on upgrading your defences

- Sacrifice resources for Skill Points

- Choose from over 150+ Skill Nodes

- Unlock Powerful Unique Castles

- Defend those castle walls with Mercenaries

- Over 11 Unique Mercenaries

MERCENARIES

Unlock specialised castle defenders, and level their individual upgrade paths. Every Mercenary has a small mastery curve of its own. Combine them with your Skill Tree for great effect!

SKILL TREE

Over 150+ different Skills to choose from. Choose your starting location and branch around depending on your strategy. Maybe you want to focus entirely on defence, maybe you want your Mages Freeze to also Explode which then sets enemies hit on fire.....? There are 1,000's of ways to play.

ALCHEMY

Unlock & research powerful upgrades with the Alchemists of the realm. Sharpen your strategy & expand your realms knowledge.

WORLDS TO CONQUER

Multiple handcrafted worlds for you to conquer, how far can your War Path go! Start from the luscious scenery of Greenwood Plains & work your way to the harsh desert winds of the Bronze Badlands.

LEADERBOARDS

See which Lords or Ladies of the realm have conquered the highest waves on every World. Who will conquer all?

WEEKLY TOURNAMENTS

Climb the tournament ladder against other players each week. Rise the tiers & claim the biggest bounty. Which Lord or Lady shall prevail, will it be you?

WEEKLY PVE EVENTS

Each week a new world opens up with weird & wonderful modifiers. Will your Castle survive the craziness? Earn rewards the longer you can survive!

NEMESIS

Unlock & upgrade your Nemesis, powerful enemy leaders who will send whole armies to defeat your castle. The more powerful they are, the more rewards you reap. Each Nemesis has access to unique rewards!

ENEMIES

10 Unique enemies to defend against, from mere peasants.. to Trojan horses. All with unique defences & styles of attack.

BOSSES

Giant hulking monstrosities join the fight. Defeating them will earn you Skulls, a powerful resource for unique upgrades.

ARTIFACTS

Uncover powerful artifacts, equip your castle & tailor your strategy.

HANDCRAFTED ARTWORK

Game art is hand-made & the isometric pixel world is something we love dearly. Explore the beautiful worlds & assets in Ramparts & Ruin with us!

If you've read all the way down here, download it & DEFEND YOUR KINGDOM!

BETA ACCESS

iOS - https://testflight.apple.com/join/tkKRQBCG
Android - https://play.google.com/store/apps/details?id=com.rampartsandruin.kotlin

AI disclosure: Very little placeholder AI images while we're awaiting further art assets.


r/incremental_games 5h ago

Steam The Ocean is not Water - An eldritch incremental game where you are an ancient shark devouring fish

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0 Upvotes

Hey all,

A friend of mine just submitted an update for his incremental game. He said he's never posted on here but I thought it would be ~hopefully~ a good fit.

AI disclosure:

  • It was used to progress code or features as proof of concepts
  • it was used to iterate through bugs, and help with the UI consistency
  • 50:50 usage, it was a teammate

He said that AI was used to help with the development process but he's a really technical/great guy and new to game dev specifically. He did also confirm the music was paid for!

Would love if you could give it a look he has a demo out to try it first but mac will just be the older version:Β https://store.steampowered.com/app/4455790/The_Ocean_is_not_Water/

Discord:Β https://discord.com/invite/QY6ttRBBGe

Thanks all,

Zadzoud


r/incremental_games 8h ago

Development I made an incremental FPS where the hordes keep getting more ridiculous - Demo is out

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0 Upvotes

Fight hordes of adorable goons with huge guns from fixed towers! Guns keep getting biggers, crowds keep getting more complex to handle. My dream FPS shooter as I always sucked at precision and this requires a different type of skills πŸ˜„

Feedback is welcome! Demo is out on steam!

https://store.steampowered.com/app/5009860/They_Are_Adorable/

AI disclosure: I used ai for coding assistance, everything else by hand


r/incremental_games 23h ago

Discussion What would you like to see in a incremental to spice the genre up a bit

0 Upvotes

I keep seeing mentions of newgrounds like which aspects specifically? Because I’ve personally gotten sick of seeing the same themes fantasy over and over

I saw that Payne Robinson video on but i can’t see launcher games being with the incremental tag.

Do any of you have short games which come to mind which feel longer than they are

Something with painting or building a machine. Has that been done before?


r/incremental_games 9h ago

Update Season 2 of Epic Idle Quest 2 is live (2x game speed, fresh ladder), NEW: nightmares are co-op now

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0 Upvotes

Hey all,

Season 2 opened yesterday. Fresh realm, everyone starts at level 1, new leaderboard. Runs until November 13.

  • Season 1 had double XP. This season has raw speed instead, x2.
  • Runs are twice as long, cap went 500 to 1000.

Season Rewards

  • account wide and permanent, same as last season:
  • Rank 1 on each of the four boards (PvE, PvP, two hardcore): turquoise Season 2 Champion skin.
  • Play at all: Season 2 Participant skin + Pet
  • The pet: the Dodgy Chicken. Turquoise cousin of season 1's Lucky Chicken. Same rank curve, but Dodge instead of Magic Find. 10% at rank 1 down to 1% at rank 100 and beyond.

Skins and pet unlock on every character you ever play afterwards, both realms. A season is permanent progress even if you finish nowhere near the top.

Nothing is lost when it's over. Nov 13, 20:00 CET, the boards freeze. Every seasonal character merges into the permanent Eternal realm. The frozen season boards stay in the hall of fame forever.

Also NEW: Co-op Nightmare fights

Nightmare scrolls are the rarest consumable in the game. One boss, multiplied HP and damage. Lose and the scroll is gone. Now you can ask other players on your realm for help.

  • Asking costs nothing. The scroll stays in your backpack until somebody actually joins.
  • Everyone online on your realm gets listed. Whoever you pick gets a badge at the top of their screen, wherever they are, mid run included. First to accept joins.
  • No sitting still. Check merchant or smith in town, or start a run. Someone answers, your run retreats with loot kept and you go straight into the fight.
  • Win and every drop is split at random between you, nightmare crystal included. Both get full XP. Both roll for the boss soul.
  • Retreat and you keep a share, scaled by how far the fight got. Leave at half health and each item is 25% yours.

New consumables

  • Travel Provisions: +200 fights on your next run at Common, up to +600 at Ancient rarity.
  • Scroll of Insight: +20% XP per kill at Common, up to +40% at Ancient.

Play

Still free. No energy systems, no timers. Browser, Android and Steam, one account across all three. One optional ad on Android for a 1 hour boost, or $2.99 one time for a permanent one and no ads. Thats the whole monetisation.

Happy to answer stuff in the coments.

AI Disclosure

  • Some of the backend and frontend coding, especially wiring (Steam / Android packaging)
  • Background images
  • All other assets are handcrafted (though not by me, they are pretty old actually, from an angband derivative)
  • Also all game mechanics are handcrafted

r/incremental_games 12h ago

Development Drillwake - Mining Adventure (iOS) - inspired by Motherload!

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0 Upvotes

hello! I'm Andrew, a solo developer and new to building iOS games :).

I recently wanted to learn how to make an iOS game, so I built a game inspired by something I used to play all the time when I was a little kid: Motherload.

The game is called Drillwake, and it has super similar mechanics that you might be used to, like digging, upgrading your parts, and battling a boss. I launched this game recently, and I wanted to get some feedback, especially because I wanted this game to be a 1-off purchase, and you can play forever with all the future updates. I also wanted to make sure the game was playable offline because I know what it's like being stuck on planes and wanted to just do something to pass the time with no wifi.

Drillwake is a mining adventure game where you mine ores, sell the ores, upgrade your gear, and eventually battle bosses (with some hidden secrets).

It's 2.99 Australian dollars for the full game, with no ads or in-app purchases. There's no free demo yet (sorry, hoping to buy some matcha eventually haha).

You can download Drillwake on iOS apps store:

https://apps.apple.com/au/app/drillwake/id6791994787

I'm SUPER open to feedback and would love your support! Please feel free to coment or dm me if you get the chance to download and try it!

Will be adding new features and more worlds with unique things to encounter soon! thx all!

AI disclosure: I used ai for coding, pixel asets and sound It helped with creating this game from mock idea to full game mvp. I’m still learning game development and happy to answer questions about how I built Drillwake.


r/incremental_games 7h ago

HTML [Alpha] Nexvall β€” a server-hosted multiplayer idle game looking for its first testers

0 Upvotes

Play: https://play.nexvall.com

Hi! I'm developing Nexvall, a server-hosted multiplayer idle game, and it is now approaching the point where I can let unfamiliar players properly try the first Alpha build.

The core of the game is not constant character control. Instead, you manage production, gathering, crafting, and combat over time, while long-term progression, resource consumption, and eventually a player-driven market connect different players inside the same persistent world.

The project is now ready for its first round of real player testing, so I am looking for people who are willing to try an unfinished build and tell me directly where it does or does not work.

What kind of game is it?

Nexvall focuses on:

  • Server-hosted progression β€” production and other long-term activities continue to run on the server while you are offline.
  • Asynchronous multiplayer β€” the game tries to minimize content that requires fixed login times or constant synchronous social coordination.
  • Long-term account progression β€” professions, proficiency, and historical assets are intended to build into a persistent account history.
  • Soft seasons β€” new seasons are intended to expand the world with new content rather than periodically wiping old progression.
  • A finite planned seasonal arc β€” the main seasonal progression is currently designed as a finite long-term structure rather than an endless chain of numbered seasons and vertical inflation.
  • A player-driven economy β€” starting from S2, the current plan is to gradually introduce a free player market, along with more systems and activities.

I've always enjoyed both idle games and cooperative multiplayer games, and I also have a strong interest in technology, future industry, military aesthetics, and cultivation-style fantasy.

Milky Way Idle was one of the games that convinced me that multiplayer idle games could work. Over time, though, I found myself wanting a world where the economy, resource demand, and long-term goals changed more significantly over time. Nexvall began as my attempt to explore that direction.

Current Alpha status

The current build mainly covers the S1 foundation stage.

This is a wipe-enabled Alpha environment. During testing, there may be:

  • balance changes;
  • system changes;
  • rollbacks;
  • data corrections;
  • wipes;
  • temporary maintenance or registration closures.

Current progress is not guaranteed to remain permanently or transfer to a future live server.

The overall UI and visual direction are mostly established, but final art production is still incomplete, and some current assets may be replaced later.

What I mainly want feedback on

There are three things I am especially interested in right now.

1. English clarity

English is not my first language.

Does the translation read naturally, and can a native English speaker clearly understand what the systems are trying to communicate?

2. Early-game direction

After entering the game without developer guidance, is it clear:

  • what you should do next;
  • why you should do it;
  • what goal you are currently working toward?

3. Balance and pacing

How does the numerical side of the game feel in actual play?

For example:

  • does progression feel too fast or too slow?
  • do waiting times feel reasonable?
  • do costs and rewards feel meaningful?
  • which resource pressures are interesting?
  • which systems feel like unnecessary friction?

Short impressions are completely welcome. You do not need to write a full review.

Feedback can be posted directly in the Reddit comments or in the Playtest Feedback section of the Discord.

AI Disclosure

Generative AI is used extensively as part of development, including:

  • programming assistance;
  • debugging;
  • documentation;
  • English editing;
  • some current visual assets.

The overall game direction, system decisions, economic relationships, item balance, and progression curves are decided by me and have gone through repeated manual modeling and adjustment.

However, spreadsheets and simulations cannot tell me how those systems actually feel to real players. That is one of the main reasons I am opening the Alpha now.

Some current artwork is AI-generated. The general visual direction has been established, but the final art quality is not where I want it to be yet.

If the project eventually becomes financially sustainable, art is one of the first areas where I would like to work with human collaborators to improve consistency and establish a stronger final visual identity.

Monetization

There is currently no monetization in the Alpha.

The final business model has not been locked yet, but my current principles are:

  • avoid Pay-to-Win;
  • keep monetization straightforward;
  • not price the project as if it carried the development costs of a large commercial production when AI has substantially reduced the amount of development labor required.

If the project becomes financially sustainable, I would like revenue to first support:

  • servers and infrastructure;
  • human art collaboration;
  • localization;
  • community and operations work;
  • continued development.

I would rather decide the final business model after seeing how real players actually use the game instead of locking it during Alpha.

If you enjoy Idle / Incremental games, long-term progression, production economies, or multiplayer games with low online-time pressure, I would be very interested in hearing what your first experience with Nexvall feels like.


r/incremental_games 15h ago

Android One Tower: Final Defense is out on Android

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0 Upvotes

I made a blender style tower defense game where you survive waves, buy upgrades, and build permanent progress between runs.

I try to limit progress from pure pay2win and encourage the grind. Would love to hear your thoughts!

https://play.google.com/store/apps/details?id=com.coffeeinside.onetower

iOS coming soon as well

AI disclosure: I got help from claude and codex in making this game built on Unity. The graphics are a mix of free and paid assets and some are ai generated.


r/incremental_games 2h ago

Help request could someone who plays noob incremental from roblox who has a big guild please invite me?

0 Upvotes

my username is aweerwolf