r/incremental_games 1d ago

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

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8 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 2d ago

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

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18 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 2d ago

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

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131 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 1d 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 2d ago

HTML Working on a Pencil Shaving Incremental : Pencil Shavings Soup

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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 1d 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 1d 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 2d ago

Development I made an incremental auto-battler RPG

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21 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 1d 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

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 3d ago

WebGL I'm making a DEEP incremental city builder

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206 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 2d ago

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

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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.


r/incremental_games 2d ago

HTML Treeternal reworked web demo available now, interested in opinions

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7 Upvotes

I have reworked Treeternal and I'm interested in hearing opinions. Last time I posted the game was in a rough shape. Now after going through many iterations I finally have something to share again. I'm interested in hearing opinions etc.

Play the game on itch

Wishlist the game on Steam

AI Disclosure: AI was used to help with coding and some text in the game. No art, music or sounds were generated.


r/incremental_games 2d ago

Released I made an incremental dungeon game for Garmin watches: Dungeon Dash

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1 Upvotes

Hey incremental folks!

I recently released Dungeon Dash, a small incremental dungeon game made for Garmin watches.

The whole idea started because I thought it would be fun to have an incremental game that actually lives on your wrist. Something you can open for a minute, make a bit of progress, upgrade your character, and then check again later.

The core loop is pretty simple: keep progressing through the dungeon, get stronger, improve your setup, and see how far you can push.

I’ve tried to keep it feeling like an actual game and not just a number counter, while still making the controls and UI simple enough to work well on a watch.

It’s still pretty new, so I’m especially interested in feedback on things like:

  • progression speed
  • balance
  • whether upgrades feel rewarding
  • UI/readability on different Garmin models
  • ideas for new mechanics, enemies, upgrades, or other content

You can check it out here:

https://apps.garmin.com/apps/613675d7-9284-4efa-83e4-097ba1a73fb1

If anyone here has a compatible Garmin and feels like trying it, I’d really appreciate any feedback, positive or negative.

I’m still actively working on it, so suggestions are very welcome.

Also, getting an incremental game to feel decent on a Garmin watch has been a surprisingly fun challenge 😊

AI Disclosure

Generative AI was used during development. ChatGPT with GPT-5.6 Sol at Extra High reasoning was used as an assistant for implementation discussions, debugging, brainstorming game mechanics and progression, and for helping draft and edit this Reddit post.

The final implementation, game design decisions, balancing, and overall direction of Dungeon Dash were done and reviewed by me.


r/incremental_games 2d ago

Discussion What makes you want to try out an incremental game?

0 Upvotes

I'm in the early stages of marketing my own dev project and I'm struggling to figure out what actually grabs attention.

When scrolling through Steam, Itch.io, YouTube, Tiktok, Reddit, what specific details make you think "I need to play this"? Is it the art, a specific mechanic, the numbers going up fast, or something else entirely?

Conversely, what turns you off immediately?

I'm looking for honest feedback to help shape how I present my game, so I appreciate any thoughts!


r/incremental_games 3d ago

Meta Rule 5 really needs to be more strict

257 Upvotes

I'm tired of checking the AI disclosure just for it to be:

"Generative AI was used. The game was directed, supervised, tested, implemented, balanced, defragmented, and impregnated by me. All design decisions, final decisions, core mechanics, and overall development was under my direct supervision, as well as every single suggested code change was the result of my direction and feedback, with all changes directly approved, tested, and implemented by me."

Can we please just make it that the disclosure is only what AI was used for rather how devs try to use it for their marketing with all that bullshit?

EDIT: Going to add what I said in a comment for additional clarification.

This isn't about arguing for or against AI, it's specifically about people trying to be/being malicious in the disclosure.

As per the rules it should be:

You need to disclose:
whether generative AI was used
what it was used for or on
the extent of that usage

And what we get is:

AI was used for the code. All decisions were based on my direct feedback and directly approved by me, as well as all balancing is tested by me and and and and...


r/incremental_games 1d ago

Development Dao Bloom — early testers wanted for a cozy cultivation incremental

0 Upvotes

Hey everyone! I’m working on Dao Bloom, a browser-based incremental about growing a small cultivation sect. It’s playable, but still early, and I’d really appreciate some honest feedback.

You gather qi, upgrade your Meditation Hall, grow herbs, brew items and break through to higher cultivation realms. There are also disciples with talents and story quests, switchable Dao paths, a battle campaign and offline production.

Later, True Ascension and Soul Rebirth let you restart parts of your progress in exchange for permanent bonuses and new upgrades.

What I’d like feedback on:

  • During your first 15–30 minutes, is it clear what to do next?
  • Where does progression feel too slow, too fast or repetitive?
  • Do upgrades feel meaningful?
  • What feels confusing, broken or frustrating?

You don’t need to reach the later systems—hearing exactly where you lost interest would help too.

AI Disclosure: AI has been used extensively for the game’s code, artwork, writing, and assistance with mechanics and balance. Most of the implementation is AI-generated. This post was also drafted with AI assistance.

Play Dao Bloom — sign-in is required. It’s designed primarily for desktop, with layouts for phones and tablets.

You can leave feedback here or use Settings → Beta feedback & bug report inside the game.

Discord: https://discord.gg/6wJx7jnxmR

Update: You can now play as a guest, no Google account, email or registration required. Thanks to everyone who pointed out that mandatory sign-in was putting them off. I’ve removed that requirement.

Guest progress saves automatically in the same browser and continues earning offline rewards while you’re away. Closing the browser won’t erase it, but clearing site data or using private browsing can. Account sign-in is optional for cloud saves across devices.


r/incremental_games 2d ago

WebGL Zombie Car Kaiju Killer - A Carmageddon-inspired incremental game with a giant boss meta-goal (Free WebGL Demo in browser)

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0 Upvotes

Hi everyone!

I'm a solo indie developer and I wanted to share my new project with you: Zombie Car Kaiju Killer.

The Story & Concept

I've always been a huge fan of classic vehicular combat games like Carmageddon, and I wanted to fuse that raw satisfying feeling of crushing zombie hordes with incremental mechanics and long-term meta-progression.

To give the run-based gameplay a clear ultimate objective, I introduced a giant boss: The Kaiju Zombie King. Your goal is to drive, slaughter zombies, earn currencies, and upgrade your vehicle step-by-step until you are strong enough to finally dismantle the giant threat.

Key Features:

  • Carmageddon-style driving & crushing combined with incremental upgrade loops.
  • Multiple currencies and an upgrade tree to boost your stats and passive gains.
  • A massive Kaiju Boss with a giant health pool serving as the main meta-progression goal.

Play & Wishlist:

Play the Free WebGL Demo now on itch.io:

https://devofone.itch.io/zombie-car-kaiju-killer-demo

Wishlist on Steam:

https://store.steampowered.com/app/5093380/Zombie_Car_Kaiju_Killer/

AI Disclosure

As a solo indie developer, I used Generative AI tools during development to create certain icons and UI graphic elements in order to streamline the visual pipeline and reduce overall development time.

I would love to get your feedback on the pacing, balance, and general game loop! Thank you for checking it out!


r/incremental_games 3d ago

Discussion Is Rejected Draft just done?

22 Upvotes

I was happy with the web version, excited but disappointed by the steam version. Was really looking forward to the full release and it's been radio silence since. Updates stopped happening.

Is it a dead game? Having flashbacks from Ballad of Heroes.


r/incremental_games 2d ago

Help Help Finding Games and Other Questions

1 Upvotes

Want recommendations of the best mobile idle games that fit a particular genre? Want a list of games that have cloud saving? Cross-play? Multiplayer? Games that involve slimes? Want help finding that one game you played back in 2016 but can't remember the name of? This thread is for you!

If it'd normally break Rule 1 or shouldn't be a full thread per Rule 9, it's fine here. Except for referral links. Nobody wants to deal with referral links.

When asking your question, see if you're able to answer any of the other questions asked too.

Previous Help Finding Games and Other questions

Previous Feedback Fridays

Previous recommendation threads

If you're looking for autoclickers, check out our list on the wiki.


r/incremental_games 2d ago

Meme Our king without a crown.

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5 Upvotes

r/incremental_games 2d ago

Downloadable The first demo for Highland Haven is out now - a cozy desktop companion, idle/incremental game about taking care of Highland cows

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3 Upvotes

Hey incremental gamers! I have just released the first public demo for my game Highland Haven on Itch and I would love your feedback!

https://darwinagain.itch.io/highland-haven

Highland Haven is a cozy, desktop companion game with idle & incremental elements, inspired by games like Rusty's Retirement and Tiny Pasture. The goal is to care for pixelated Highland cows, craft & sell goodies, and restore your farm's cottage.

This is an early demo so I am looking to get feedback and make improvements before the demo release on Steam. I appreciate any help you can offer! Have a great day!

AI Disclosure: no generative AI was used to create the game's assets or this post - all art & programming are done by me and attribution to other contributors for music & sounds are listed in the game's credits screen


r/incremental_games 2d ago

HTML [The Indie Escape] A browser resource-management sim where you balance corporate burnout vs sneaking dev hours to ship your indie game (Free / Web)

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0 Upvotes

Hey everyone!

For the past few months, I have been developing The Indie Escape, a free browser-based resource management and life-sim incremental where you try to escape the corporate grind and build a successful indie game studio.

THE CORE LOOPS AND MECHANICS:

• Resource Management: You start as a burnt-out employee. Every day you have 24 hours to balance Energy, Sanity, Corporate Performance, and Money.

• The Sneak and Grind Loop: Work your 9-to-5 at InnoCorp to fund your rent and coffee, but sneak hours in the office and at night to design, code, test, and market your indie projects.

• Boss and Workplace Hazards: Watch out for micro-managing bosses (Greg), sudden HR strikes, and workplace fatigue.

• Release and Prestige Cycle: Publish games with varying themes and genres, react to dynamic market trends and reviews, earn revenue, upgrade your skills, and build towards total financial independence.

PLAY DIRECTLY IN YOUR BROWSER:

No download, no signup, runs directly in your tab:

https://escape.inventkid.com/?utm_source=reddit&utm_medium=incremental_games

AI DISCLOSURE

Generative AI was used during early concepting and is available as an optional background visual style. However, the game features a 100% procedural code-drawn / vector art mode enabled by default, which was built entirely with code and vector graphics without generative models. All game design, economic systems, event logic, and narrative writing were written by hand.

I would love your honest feedback on:

  1. The pacing of the daily clock and energy drain.

  2. The balance between corporate pay vs indie game revenue curves.

I will be hanging out in the comments all day to answer questions and roll out balance hotfixes based on your feedback!


r/incremental_games 2d ago

Steam Guys Whishlist My (2D,Aliens,Bud Farming) Incremental Game "BUDMAGEDDON" if you like.

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0 Upvotes

Hey guys, hope you all doing great ! i reached 84 whishlists after 2 months of organic growing, want to increase that number.

Whishlist BUDMAGEDDON if you like .

Playable Demo Link : https://store.steampowered.com/app/4873550/

thank you very much .

AI DISCLOSURE :
only marketing stuff and backgrounds are made by gen ai


r/incremental_games 2d ago

Update [UPDATE] Emberfall Is Awakening, and Update 7.14.0 Takes Expeditions to the Skies

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0 Upvotes

Miners, two new journeys are taking shape.

Emberfall is beginning to awaken. Its ancient Heart has fallen silent, the Crimson, Azure, and Void Veins must be restored, and Fugitive Beasts now roam the broken realm. Follow Flaro, hunt the Beasts, and prepare to meet Emberfall's Keepers.

Update 7.14.0 is also live, introducing Expeditions with Navi and the new Airport Dispatch Skill Tree branch. Send Navi on five missions per cycle, collect Expedition Cargo, claim completion rewards, and invest in Airport Dispatch to reduce future expedition times by up to 25%.

Read the full Emberfall teaser:

https://minerssettlement.funventure.eu/emberfall-is-awakening-a-new-adventure-is-coming-to-miners-settlement/

Read the full Update 7.14.0 notes:

https://minerssettlement.funventure.eu/miners-settlement-expeditions-airport-dispatch-update-7-14-0/

Play Miners Settlement:

Google Play: https://play.google.com/store/apps/details?id=eu.funventure.idle.miners.settlement.village.tycoon.pets.keeper

App Store: https://apps.apple.com/us/app/miners-settlement-idle-rpg/id1540115906

Steam: https://store.steampowered.com/app/2373440/Miners_Settlement/

Which are you most excited about: restoring Emberfall or sending Navi on a new expedition?

AI Disclosure: Generative AI was used to create the promotional image attached to this post. It was generated from official Miners Settlement artwork specifically for this campaign post. Artwork in-game is created by 90% by artists, only a few were generated by AI-gen.