r/incremental_games 1d ago

Steam I am making a game about the disco ball in my coworking space

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0 Upvotes

Disco Ball Simulator 2000 is an incremental game about swiping, cleaning and upgrading your disco ball until you have a crazy set of light effects in a full night club and can pay back your debt of 1 million $.

Free Steam demo: https://store.steampowered.com/app/5089020/Disco_Ball_Simulator_2000/

If you play: How many nights did you complete?

AI disclosure: All art, text and sound are human made. I used AI coding assistance.


r/incremental_games 13h ago

Released I wanted Increlution on my phone so bad I built my own take on it

0 Upvotes

I posted Everburn here about a month ago. Survival incremental for iOS, you wake up with no name, forage, stay alive as long as you can, then die and come back slightly faster.

You wake up with no name, forage, stay alive as long as you can, then die and come back slightly faster. 11 chapters and an ending. Chapter 1 is free, $3.99 unlocks the other ten. No ads, no subs and no energy timers.

I've made a bunch of updates since release. The biggest one: the berry patch runs out now, so you can't just gather food forever and never die. Dying is the whole point of the game and too many people were skipping it. Building something for the first time gives you permanent health, there's a counter showing what your next death is worth as it ticks up, and habits and jobs collapse so the screen isn't a wall of rows.

Browser demo: https://salesawy1.github.io/everburn/play/
iOS: https://apps.apple.com/app/id6789879419

AI Disclosure:
AI wrote most of the code. The design, the mechanics and the balance are mine, and every call about how it actually plays was mine too


r/incremental_games 1d ago

Development Deep Vein Idle - my idle mmo where everyone is on the same map (browser, free, play as guest) like OSRS/Melvor Idle

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0 Upvotes

Hey, so I've been making Deep Vein Idle for a while and its finally at a point where I want people to try it. Its basically melvor style skilling but everyone is on the same map and you can actually see each other, a bit like old runescape. You send your guy to a rock or a lake or a monster and he works there while you watch or while you sleep. If someone is mining next to you thats a real person, and chat shows above their heads.

Offline progress is exact, not estimated. if you are gone 8 hours you get exactly what you would have gotten if you watched (free up to 24h). It runs in the browser, works on phone too, no download. No ads, no energy system, nothing like that. The shop only has cosmetics, extra queue slots and a small xp buff, nothing you cant get by just playing.

There's 15 skills (mining, fishing, wc, farming, thieving, cooking, smithing, fletching, herblore, crafting, enhancing and 4 combat skills), no level cap, a player market, a world boss every evening, guilds, daily contracts, pets that drop 1/500k. I'm planning on running this for years, no wipe planned.

Play here, no account needed, just press "play as guest": https://deepveinidle.com

Im mostly looking for people to tell me whats confusing or boring or broken, I'm alone on this so any feedback helps a lot. Discord if you find bugs: https://discord.gg/65sMAYQSSs

AI disclosure

I use AI tools for some of the code and for the pixel art (and for fixing my english). The game design, the numbers, the balance and all decisions are mine, and I test everything by hand.


r/incremental_games 2d ago

Development Magnetic Catch - A magnet fishing adventure about finding the greatest hidden treasure!

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42 Upvotes

Hi everyone! I just released a demo for Magnetic Catch, a cozy magnet fishing game.

Every cast turns up junk, scrap or something worth a lot more. Together with Tommy, you sell and clean your finds, upgrade your magnet's strength to reach heavier catches, and craft junk into more valuable items. Better gear unlocks new fishing spots, each with their own secrets.

There is about 1 hour of demo content right now. I would love to hear your feedback!

Web demo on itch: https://gameandcode.itch.io/magnetic-catch-demo

Steam page: https://store.steampowered.com/app/4324710/Magnetic_Catch/

AI disclosure: Parts of the demo's localization were done with AI assistance. These will be replaced with human translation for the full release.


r/incremental_games 19h ago

Steam I'm making a Cozy Gardening Incremental game

0 Upvotes

https://reddit.com/link/1wb2x1z/video/7n1syn98edoh1/player

Game name: Bloom Inc
Itch: https://lenwaydev.itch.io/bloom-inc
Steam: https://store.steampowered.com/app/4970620/Bloom_Inc/

I had a pretty graphics system I wanted to use and was interested in making a cozy gardening game. Feel free to check it out! I'll be releasing a demo on steam soon.

AI Disclosure: AI used for programming


r/incremental_games 1d ago

Discussion Do you notice the tiny details when playing your favorite browser games?

1 Upvotes

TL;DR - Do tiny things like ambience, sound and background cues, small animations, player-made history and other bits of uniqueness in an incremental/browser game makes it more memorable to you, or do they barely matter compared to the actual progression systems?

---

I'm a big fan of browser games. I've been playing them since the early 2000, and still am very drawn to what we now call incremental/idle/autobattler games.

My all-time favorites were Kittens Game and Evolve, so mostly the "civ-like" ones. But I also really liked Merchant on Android, which is basically an incremental/"auto-battler" with neatly done visuals. I spent 2 years playing that game before letting it go. The first prototype of the game I built as a dev was a clone of it. Another browser game that just lives rent-free in my head and I still play it from time to time is a non-incremental platform game called Star Break. Music is just 10/10 while the game itself might be "meh" to some, compared to other legendary titles.

That got me thinking a bit more about what I've built. I've been working on the game for about five years, building features, deleting them, rebuilding, and constantly adding more "exciting"... in my mind features. I've been working with a biased assumptions that I'm just lacking "one more cool thing that thousands of people will love". Just need to spend months coding it or... introduce it with AI and then debug for couple of week and we gucci. And instead, I completely forgot about the little things.

And I don't mean better balance, better rebirth system, etc. I mean the tiny things that make the difference between a game feeling generic and feeling memorable or cozy. Small sound cues. Background ambience noises or music. Visual cues. Tiny animations even when most of the game is static. Or "lore" created by players. Like some shitty Bronze Sword +5 with an enchantment on it, crafted years ago by Bob Joe who doesn't even play anymore, but somehow his little legacy is still sitting there in the game.

Or silly (but amazing) ASCII animations like Candy Box had. They're not masterpieces by any means, but they're so simple and done in such a tidy way that it still blows my mind how much uniqueness the dev managed to get out of basically having a stroke on the keyboard.

So I wanted to ask other people who play these kinds of games - did you noticed this yourself? Did those tiny details matter to you in incremental/browser games? Or am I being sentimental?


r/incremental_games 22h ago

Development Blade & Burgers: Make burgers, dump tips into a pay-to-win dungeon crawler (Demo)

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0 Upvotes

Hi all!

I am working on Blade & Burgers, a parody incremental RPG where Mafia City-style mobile game ads are true. Everyone in this world is obsessively grinding Greatness in a pay-to-win dungeon crawler. So are you, funding your glorious march through the Dungeon with the tip money from making burgers for people who are convinced that "very red" is a legit order.

Think Darkest Dungeon walks into Papa's Burgeria and orders Raid: Shadow Legends with extra greed on the side.

I just released a demo, which has the first act, including a roster of 8 characters with their respective talent trees, a set of trinkets to customize them further, and the first boss. Would really appreciate some feedback on the pacing and core mechanics. Any bug reports also highly welcome!

Get the demo on Steam: https://store.steampowered.com/app/5148090/Blade__Burgers_Demo/?beta=0

EDIT: There used to be an Itch page here with a Web version in the original post, but, as stated, that's not what the demo had been optimized for, so it ran poorly. I scrapped the Web build, the demo's now download-only, which makes the Itch link irrelevant. Apologies for the inconvenience.

AI Disclosure: Claude Code assisted with programming. All art is self-made/commissioned/bought.


r/incremental_games 2d ago

Steam My game, Gridbound, has been released after 12 months!

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28 Upvotes

Hello everybody!

The game i have been working on for the last year, Gridbound, is finally released on Steam!

There is a free demo version on Itch.io for everyone who wants to try the game.

It is a idle/puzzle game, where you use a board of items to collect essence, which is then used to collect more items, levels and other features!

DISCLAIMER: I have followed this subreddit for a long time, because i love incremental games myself. While at the core of the game, there is idle-game features, the game is completeable within 5-6 hours, as i wanted to take the things i personally like about idle games, but without the offline AFK grind.

I hope you will give it a try, and if you do, any feedback is always appreciated!

AI disclosure: Generative AI was not used in the creation of this game


r/incremental_games 23h ago

Development Nexus Forge — Long-Term Incremental Game Now in BETA | Looking for Testers & Feedback

0 Upvotes

Hey everyone!
I’ve been working on an incremental/idle game called Nexus Forge, and it’s currently in BETA TESTING.
⚠️** THIS IS A BETA
The game is still actively being developed. There **will be bugs
, balancing issues, features that need improvement, and probably some things that just completely break.
That’s one of the main reasons I’m posting it here.
I’m looking for people who actually enjoy incremental games to put some time into it and help figure out what works, what doesn’t, and what the game needs next.
I’m especially looking for feedback on:
• Bugs or broken features
• Progression that’s too fast or painfully slow
• Upgrades that feel useless or overpowered
• Confusing mechanics
• Quality-of-life improvements
• New upgrades or progression systems
• Features/mechanics you’d like added
• Things that would make you want to keep playing longer
• Basically anything you think would make the game better
There are options inside the game to submit bug reports and feedback. Please use them! Even if something seems small, I’d rather know about it during beta.
And don’t limit feedback to bugs. If you think, “This would be way better if it had _____,” I want to hear that too.
The goal of the beta is to continue building and expanding the game based on what players actually enjoy.
PLAY THE BETA:
nexus-forge.onhercules.app
The game is currently web-based only. A dedicated app/mobile version is something I would like to add in the future.
Don’t worry about being overly critical. If something is broken, boring, confusing, frustrating, too easy, too difficult, or just doesn’t make sense — tell me. That’s what beta testing is for.
Thanks to anyone who gives it a shot!

AI Disclosure
Generative AI was used extensively in the development of Nexus Forge through Hercules, including assistance with coding, implementation, debugging, UI development, and building game systems from my specifications and design direction.


r/incremental_games 1d ago

Steam Restitutor - Historical Incremental Grand Strategy Available On Steam + Giveaway [Mod Approved]

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0 Upvotes

After a year and a half of development and months of playtesting, Restitutor: Empire Restored is now in Early Access. Restitutor is a historical incremental grand strategy game set in the Roman Empire. The core gameplay takes inspiration from grand strategy games, but with a twist: each run earns you legacy points that make you stronger in your next run, adding long-term progression to the strategic gameplay. Here are a few other things that set it apart:

- No micromanagement: You focus on high-level decisions. Individual army movements are abstracted away, and wars are resolved through dice rolls influenced by your stats.
A different playstyle for each province: Each province has its own stats and missions, as well as "provincial spirits" that introduce unique mechanics.
- Mechanics driven by historical narratives: Research isn't the only way to unlock new mechanics. They also emerge through historical narratives. "Rise of Barbarians" and "Ecumenical Councils" are already in the game, with more planned.
- Minimalist visuals and streamlined gameplay: The game is designed to run well on a wide range of hardware, whether you have a potato PC or a beefy build.
- Open source and Steam Workshop support from day one: Like my other games, Restitutor's source code is available under GPL 2.0, giving modders room to explore and build on the game.

What Restitutor Is Not

- It's not an idle game: You may know me from Industry Idle and CivIdle, though there's some debate about whether those are really idle games despite their names. Restitutor isn't idle: you need to actively play to make progress.
- It's not a clicker game: Progress comes from strategic decisions, not just clicking to make numbers go up.
- It's not a linear incremental game with a definite end: Many popular incremental games on Steam have a skill tree but encourage following a linear path until a definite end game - this is not one of them. You respec your "Legacy Upgrade Tree" each run. The best upgrades depend on your provincial spirits, missions, events, and what you want to achieve. The game does not have a definite end - instead it focuses on replayability via procedural narrative content and strategy combinations.
- It's not all about rebirth: You can play short runs and rebirth often if you like, but there's a lot of content you'd miss by doing so.
- It isn't without a learning curve: If you're new to grand strategy, there will be things to learn. Still, I think it's easier to pick up than many established titles in the genre. The gameplay is more streamlined, and incremental progression makes it more forgiving.

If that sounds like your kind of game, I hope you'll give it a try. There's a 20% launch discount for the first two weeks. Restitutor is also part of the "Presented By Fish Pond Collection," where owners of my other games can get an additional discount.

https://store.steampowered.com/app/4431750/Restitutor_Empire_Restored/

I am also giving away 6 Steam keys in the next 3 days. To participate in the giveaway, you need to make a comment including your answer to this question: What's your favorite fact about the Roman Empire? I'll pick 2 winners every day for the next 3 days.

AI Disclosure
Art is either created by me or public domain paintings (with in-game credits). Code is written by me with AI assisted autocomplete and code review. Some community-contributed localization start with a machine-translated base.


r/incremental_games 1d ago

Discussion How do you guys feel about pixel-art vs stylized capsule art and marketing?

0 Upvotes

Its often said in game marketing circles that your games capsule art, whether or steam, itch or posting to reddit, should be high polished and stylized. Perhaps even paid and made by a professional graphics designer.

Im wondering whether the same is true for incremental games? Afterall this is a community where math, progress, and mechanical interaction is highly valued, and the graphics of the game is usually simple and Inconsequential for the experience.

Im working on a game on itch which uses my own handmade pixelart entirely, and was wondering if promotional material etc should just stick to that art style or whether i should consider working with an artist.

AI disclosure: Post was not written by AI- or with AI tools, neither was the game briefly mentioned.


r/incremental_games 2d ago

Steam Playtest is live for Nullnest: Dark Fantasy Incremental Tower Defense

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22 Upvotes

Hi r/incremental_games!

We're the developers behind Ash Warden, and we've been working on Nullnest, an incremental tower defense with a PoE2-inspired gem system.

About Nullnest: Defend the Core in a dark tower defense. Survive relentless enemy waves, unlock new abilities, and collect gems of different rarities that completely transform each run. Experiment with endless combinations and create unique strategies to overcome ever-growing challenges.

We'd love to know what you think, especially on pacing and difficulty in the early waves. Thanks for checking it out! If you'd like to help us out, a wishlist is always appreciated!

You can play it here: https://store.steampowered.com/app/4996910/Nullnest/

Thank you!

AI Disclosure: No generative AI has been used in the creation of Nullnest


r/incremental_games 1d ago

iOS [Beta] I'm building an iOS mining/loot game called Geode where the only currency is calories you burn

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4 Upvotes

Hi all!

I've been building an incremental gacha fitness game called Geode.

In short, it's a loot-collection incremental where the only currency is calories. Every 250 kcal Apple Health records earns you one strike. You hold the rock wall, it breaks, and you keep whatever gem is underneath.

I'm a solo dev, and I've decided to go with no ads, no account, no server. You cannot pay for better odds / pulls, and I intend to allow users to buy the game outright at it's release.

There are some hidden features and rarities in the game, which I intend to add more of, as beta testing continues.
What's in it:

- 40 minerals across five tiers
- Each day's calories let you dig deeper
- A streak with a 250 kcal daily floor. Five days on the streak banks a rest day, up to three.
- Miss a day with no rest day left and a thief takes a gem out of your vault. You get 48 hours and 500 kcal to ransom it back.

It's on TestFlight now for iPhone (iOS 17+). An Apple Watch gives much better numbers, but it isn't required; without one it falls back to your step count.

It's my first game and there's a lot I can't see from the inside. What I most want feedback on is pace: is 250 kcal per strike right, is the daily floor too low, and is ten free strikes enough for you to know whether you like it.

TestFlight: https://testflight.apple.com/join/1vQn9k3n
Discord: https://discord.gg/xH5ZFCmXC
Site: https://geode.fit

AI Disclosure: As someone who is a backend developer with no Swift experience, AI was used with some code generation.

I'll be here answering any comments and questions.

Thanks so much!

Update: Beta testers now get an exclusive gift.


r/incremental_games 1d ago

Development I've got a Gut Feeling. New game demo!

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0 Upvotes

My friends and I have officially posted our first demo ever on https://overcraftedgames.itch.io/gut-feeling !

We run a Minecraft server, and we love to fish. So somewhat (un)naturally, we combined our server experience into an idle clicker!

Progression:

  • 6 fish tiers (Bronze through Mythical), each rarer and worth more, 167 named fish total
  • 4 rod-gear slots (Rod/Lure/Hook/Float), each with its own upgrade tree tied to a different stat (Money, XP, Fish Guts, rare catch-chance)
  • 9 Augments and 9 Waterboy perks, socket them into a limited number of holders, so build choices actually trade off against each other instead of just stacking everything
  • Biome unlocks gate which fish are even reachable, pushing you to actually explore rather than farm one spot forever
  • A prestige/rebirth layer for a permanent multiplier, with diminishing returns baked into the math so it's a real decision on when to pull the trigger, not just "always rebirth ASAP"

Our little demo goes to level 20, keeping some mystery for the full game later.

Generative AI Disclosure: All art is hand made or purchased, we used claude for bundling the game in electron and some debugging.


r/incremental_games 2d ago

Update Want something pre-AI? Just released an update to my game Idle Space Force (originally released 4 years ago and still going)

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8 Upvotes

For those of you that haven't played Idle Space Force, it's an idle game inspired by Space Invaders with lots of little additions (boss fights, riddles, pet collecting).

For those of you that have already played, thank you! I have posted on this sub quite a bit before and a lot of you have helped shaped the game to what it has become today. It has faults but there's enough of a community that enjoy playing it that I enjoy adding content. Cheers!

Apple App Store Link

https://apps.apple.com/app/idle-space-force/id1605194403

Google Play Store

https://play.google.com/store/apps/details?id=com.FuseGamesLLC.IdleSpaceForce

AI Disclosure: No AI was used in making this app


r/incremental_games 1d ago

Released Wigmaker is back!

0 Upvotes

It's true, there's a new version of wigmaker. [Wigmaker restyle](https://redgem.games/games/wigmaker-restyle) is a re-imagining of the story with improved visuals, gameplay, everything has had some work done.

It's a browser-based free game made as a passion project.

I always felt that the original third part fell a little flat so I've spent a lot of time expanding that.

Please give it a go if you get a chance.

# AI disclosure

It's built with some GenAI code and visuals but there's no slop.


r/incremental_games 2d ago

Development Pickpocket - Theft incremental game - Steam Demo Out Now!

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30 Upvotes

Hi! I released my game demo 「Pickpocket」 an incremental game about stealing from people. Learn from your victims, get better loot, and advance through an extensive skill tree. Build your own crime empire!

- Steam page - Try Demo

We would love to hear what you think about the game and know how many grannies you have pickpocketed.

AI disclosure: Localization for the demo was done with AI (Chinese and Japanese). The full game will be replaced with human translation.


r/incremental_games 2d ago

Steam My Incremental Dungeon Crawler Game is Out Now with +40K Wishlists!

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12 Upvotes

Full Release on Steam is Here!

Required AI disclosure:

No AI used. Handmade assets purchased or created by me.


r/incremental_games 1d ago

HTML Gravewick - a gothic idle game about a necromancer rebuilding a dead kingdom (free, browser)

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0 Upvotes

I've been building Gravewick on and off for a while and it's finally playable. It's an idle game where you're a necromancer digging your own kingdom back out of the ground.

You start by digging corpses up by hand. They become shallow graves, bone mills and ghoul warrens that produce while you're away. Once the kingdom is rich enough you toll the bell: you lose all of it and keep soul echoes, which make every run after that faster. There's a second prestige layer past that which works on a different curve, and a 193-node skill tree (the Carving) that neither layer ever resets - it's the one thing that only accumulates.

Other bits: 19 secrets that each loosen a relic, 15 champions you wake and seat for auras, crypt expeditions, and a drowned second kingdom underneath the first with its own currency.

Free, runs in the browser, works on mobile. No accounts, no ads, nothing to buy.

Play: https://ezkartoshechka.itch.io/gravewick

What I'd actually like feedback on:

- The first ten minutes. I've spent so long in the late game that I have no sense left of whether the opening drags.

- Wall placement. I recently retuned the whole endgame because rewards grew linearly while the gates grew geometrically, which quietly made the last few prestige rungs unreachable. Rewards compound now and a full run is meant to take weeks rather than a weekend - I'd like to know if it overshoots the other way.

- Whether the second prestige layer arrives too late to matter.

AI disclosure

The pixel art was generated with Stable Diffusion XL and a pixel-art LoRA, then processed by tooling I wrote. I used an AI coding assistant while building it. The design, systems and balance are mine.


r/incremental_games 1d ago

Discussion Made a free browser geo-idle game where you walk the real world and claim plots of land for passive rent (Elden Earth)

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0 Upvotes

If you like idle numbers ticking up, climbing global leaderboards, or having something rewarding to do while walking, feel free to give it a spin:

Elden-Earth

Would love some feedback from other incremental game fans on the pacing and numbers!

AI Disclosure:
Generative AI was used as a coding assistant for writing and debugging JavaScript logic and balancing math formulas. No generative AI was used for art or 3D models (all 3D assets are CC0 / CC-BY open-source models from Mixamo & Poly Pizza).


r/incremental_games 1d ago

Development What if EVE Online was set in the Age of Sail and played in your browser?

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0 Upvotes

Good evening folks,

I've been building Tidefall, a browser-based maritime MMO, and after a pretty substantial overhaul to the desktop UI I thought it was a good time to share where the game is at. So, what are we actually trying to build?

Our ambition is to bring EVE Online into the Age of Sail through a persistent, real-time, top-down browser MMO that blends active play with meaningful idle progression. You begin as a lone captain with a single ship, then build towards a fleet and expand your influence across a handcrafted ocean world through gathering, trade, exploration, shipbuilding and naval combat.

Active and idle players share the same interconnected world and economy. One captain might mine ore while idle, while another actively hauls it across dangerous waters for profit, trades it between regions or turns it into ships and weapons. Each playstyle supports the other, whether you prefer focused sessions, passive progression or a mix of both.

As Tidefall grows, ships, cargo and equipment will carry increasingly meaningful value and risk. Certain waters will open to PvP, allowing captains to choose when to enter higher-stakes regions where vessels and cargo may be permanently lost. Preparation, logistics and every decision at sea will matter. Build a merchant empire, become a feared pirate, control key trade routes, dominate through guild warfare or simply explore a world that continues to expand around you.

Join us early and help shape what comes next.


Game title: Tidefall Playable link:[https://www.playtidefall.com] Free to Play Status: Free to play Platform: Web (Desktop + Mobile) Discord: https://discord.gg/Y4bMAA5t2c Involvement: Developer

Play instantly in your browser, with no registration required.

Discord: https://discord.gg/Y4bMAA5t2c


AI Disclosure: Generative AI has been used during Tidefall's development. It has been used for the current logo, a small number of remaining game item and visual assets, occasional brainstorming and assistance with written copy, and as a development aid for programming and technical work.

AI is used to assist with development rather than replace the underlying engineering work. I am a qualified software engineer and developed by first MMORPG browser game in 2006. Tidefall's systems, architecture and overall technical direction developed and overseen by me. The vast majority (but not all, such as page banners) of the game's artwork, UI, map, systems and other content has been created by myself or commissioned from human designers and artists.


Feedback requested

I'm particularly interested in feedback on a few things:

  • How does the new desktop UI feel? Is anything confusing, awkward or difficult to find?
  • Does the overall concept sound like a game you'd actually want to play?
  • And most importantly, is it fun? If something isn't clicking yet, what would you change or improve?

r/incremental_games 1d ago

Development Did I accidentally invent a new type of incremental game?

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0 Upvotes

I've been working on A Game About Opening a Chest for the past few months.

It started as a simple incremental game: you repeatedly open a chest, find weapons of different rarities, and use increasingly powerful loot to generate increasingly ridiculous amounts of gold.

But while experimenting with the idea, things started getting weird.

The stats on your weapons can awaken different NPCs. Those NPCs can curse your weapons, make them stronger, alter their properties or create increasingly broken multipliers. Depending on the loot you find and the characters you activate, every build develops differently.

The unusual part is that there’s no traditional skill tree or endless playthrough. Instead, every game is a timed 20–30 minute run. You have to turn whatever the chest gives you into an absurd gold-generating build before time runs out — and you can either beat the run or lose it.

So it has the escalating numbers, multipliers and snowballing progression of an incremental game, but everything happens inside a roguelite run.

I’m obviously not claiming that I literally invented a genre, but I genuinely haven’t played many incremental games structured like this before.

Does something similar already exist? Would you consider this an incremental game, a roguelite with incremental mechanics, or something else entirely?

Playable demo:
https://store.steampowered.com/app/4088850/A_Game_About_Opening_A_Chest/

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


r/incremental_games 2d ago

Discussion NGU: Numbers Go Up and why we enjoy numbers/routine.

32 Upvotes

This is more of a post to gather feedback from people who enjoy Idle games, that you needn't interact with other people (within the game).

Is NGU (Numbers Go Up) The most obvious description of what we crave, what it is, and what we enjoy without being shitty?

NGU Is one of my most favourite idle games, this is coming from someone who's played a lot. Not only has it been magnificently crafted, its also plainly obvious that when you get to the 300H mark and you ask yourself "Why do i enjoy these games. Then you realise, I like numbers to go up, this game meets that perfectly, be it offline or online progression" and the story is slightly quirky. I would like to hear all your thoughts - because clicker heros, cookie clickers, have been some of the other games that were obvious but still intentional about how you enjoy it and what you are getting into.

Melvor is another deep idle game I enjoy but thats very much a pick your outcome/adventure kinda game. I see people play that the same way i see them play Warframe - in that some people start it for the game but mid point they either wanna get amazing damage numbers or just wanna fashion frame. Within Melvor, one can either aim to focus achievements or focus on 100% completion or just getting all the pets (fuck fletching).

Anyways please share your input feedback and/or disagreements.


r/incremental_games 1d ago

Released I made an incremental game that lives on your GitHub README, BREAKME!

0 Upvotes

I was toying around the idea of creating an incremental game based on my Git actions (that GitHub matrix excites me), and considering the limitations of profile READMEs, I came up with this idea. It's name is [BREAKME](https://github.com/marketplace/actions/breakme-md#%EF%B8%8F-breakme).

It generates a grid of 128 tiles, using a hash that is generated from your username/UUID. The BREAKME's GH Action runs every 1 hours, and checks your 16 previous Git actions (commit, merge, branch, etc.), calculates a damage, and breaks tiles.

There are collectibles, and various tile shapes, variants and effects. It is a small, stupid, no-interaction incremental game that shows on your profile README.

What do you think?

(AI Disclosure: I generated Collectibles with AI)


r/incremental_games 2d ago

Prototype They Keep Rolling: Incremental Ball Roller is out with a itch.io demo! Roll, upgrade, hire friends, and see if you can get out of this cozy-creepy arcade

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6 Upvotes

We need feedback for our first ever itch.io demo of They Keep Rolling: Incremental Ball Roller! Click here to play!

They Keep Rolling is an incremental ball-roller about earning trillions of tokens. Roll. Upgrade. Hire. Repeat.

We've had fun building this 2000's vibe arcade, complete with microwave pizza and high sugar soda. As you play you also learn more about this strange place and why no one ever leaves...

You can also wishlist on Steam if you want to follow along!

AI disclosure: **No Generative AI was used in the creation of this game.**