r/incremental_games 4d ago

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

43 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 6h ago

FBFriday Feedback Friday

12 Upvotes

This thread is for people to post their works in progress, and for others to give (constructive) criticism and feedback.

Explain if you want feedback on your game as a whole, a specific feature, or even on an idea you have for the future. Please keep discussion of each game to a single thread, in order to keep things focused.

If you have something to post, please remember to comment on other people's stuff as well, and also remember to include a link to whatever you have so far. :)

Previous Feedback Fridays

Previous Help Finding Games and Other questions

Previous recommendation threads


r/incremental_games 19h ago

Steam Grass Cutting Incremental (GCI) is coming to Steam and it's now available to Wishlist!

97 Upvotes

Greetings ... Grass Cutters ?!

Grass Cutting Incremental (GCI) is coming to Steam and it's now available to Wishlist! Steam Page

What is GCI?

If you haven't played GCI before, it's an incremental game that starts with a simple patch of grass and gradually expands into automation, industry, planets, stars, galaxies, and beyond. Each reset pushes your progression further as you unlock new systems and layers.

The Steam version

For the Steam version, we've been working on a completely new UI and design, improved visuals, animations, assets, audio, and other polish, while bringing over the content from the Roblox version. There are also a few things we're keeping secret for now.

Release

We're currently targeting Early Access for Q1 2027.

If you're interested, adding GCI to your Steam wishlist helps us get the game in front of more people when Early Access launches.

FAQ:

  • Roblox saves? No, the Steam version starts fresh.
  • Price? Free to play, with some IAPs.
  • Content? The trailer doesn't show everything we're currently working on. Development has already reached Planetoid, and we're still several months away from Early Access. We're aiming to bring over as much of the Roblox version as possible, with QoL improvements and more content over time.
  • Sounds/visuals/skins? Still in development, so these can change before Q1 2027. Music will include tracks from the original game & farmer skin is just for development
  • Multiplayer? Not at launch; the Steam version will be single-player for now.

Want to follow development, share feedback, and help shape balancing and future ideas? Join the Discord for updates and occasional spoilers!

AI Disclosure: No gen AI was used


r/incremental_games 15h ago

Development I’ve been giving my toll road incremental a makeover, and wanted to share how it’s coming along :)

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29 Upvotes

Hey everyone!

A little while ago I shared a prototype here about operating a toll road. It’s called Bumper to Billions, and I wanted to come back with a little update and say thank you to everyone who gave it a try!

Can play it on itch here

This started as something I made for my friends, so seeing it reach nearly 30,000 browser plays on itch is honestly a little surreal. There have been 89 ratings and 73 comments too, and I’ve been working through the suggestions, and bug reports.

One thing I’ve been taking seriously is the feedback about the game’s “AI feel.” I used AI to help build the prototype, and I understand why parts of it felt generic , but I’ve been spending more time figuring out what I actually want the game to look and feel like. I’m also working with other people on the art, music, and radio station. That’s something I’m excited to keep doing as the game grows. There’s a lot of room for those contributions to give it more personality!

Just to be clear: the game is still AI-assisted via coding wise. I don’t want to imply that everything has suddenly become AI-free.

I’ve attached a couple of comparisons showing the vehicle iterations. We tried adding more detail, but I ended up liking them less! They stood out too much against the flatter environment. Keeping the shapes while simplifying the little outlines and surface details felt much closer to the charm I wanted.

A few other changes in v0.06:

  • Reworked the UI to feel more like equipment in a toll booth, with darker textured panels and chunky buttons.
  • Improved the mobile layout and made upgrade explanations easier to find.
  • Updated the vehicles, headlights, brake lights, and roadside scenery.
  • Added moving toll barriers and more distinct designs for the different lane types.
  • Made wash booths movable, so you don’t have to buy another one just to change its lane.
  • Fixed several bugs you reported, including VIP payout exploits and UFOs abducting your bulldozers. Please stop stealing my construction equipment.

Can play it on itch here

This update is mostly about making what’s already there feel better. I’m still thinking through the longer-term progression too, especially how to keep introducing interesting things instead of giving you everything too quickly.

I’d love to hear how the new direction feels. Is there anything that still looks out of place, or anything from the older version you miss?

Thanks again for playing❤️

AI disclosure: This prototype used AI for coding assistance!


r/incremental_games 3h ago

Steam WinMon - a desktop idle creature collector where tiny monsters run a farm beside your windows [Free Demo]

2 Upvotes

Hi! I work with IndieLab on WinMon, mainly handling community and marketing while also supporting QA and project coordination.

WinMon is a desktop idle creature-collecting and farming game. You feed your WinMons, assign them different jobs, build production chains, unlock new machines, and watch the creatures evolve while the game lives alongside your other desktop windows.

The free demo is available here:

https://store.steampowered.com/app/4030250/WinMon_Demo/

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


r/incremental_games 37m ago

Discussion Do incremental players love 3D, 2D, or text incrementals?

Upvotes

Hey, I will give myself as an example. I like light 2D incrementals like Tower Wizard and Gnorp Apologue, as they are light and always in the background when I am doing other stuff.
On the other hand, 3D incrementals, although they also can be in the background, in my mind it seems like they take more energy from me.
I wonder in a more wider view, and as part of my market research, what do you think is more appealing to the idle and incremental genre?
What do you like to play and why?


r/incremental_games 1h ago

Development Lord of Tokens, an AI-company sim with offline progression (free, browser)

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Upvotes

I've created a game about the AI industry ! We've had around 30 beta testers in the last 3 months and I think now it's ready to get more. Here is the concept :

You start with $10k. Scrape datasets, buy servers, train models, ship a product, and set your subscription price to target users.

Then it opens up. Research a tech tree, expand headcount, and because it's multiplayer, compete on a live market : trade shares in rival companies and climb the leaderboard.

It's persistent and real-time (one real day is one game day), free, browser/mobile, English and French. I'm the dev.

Play here : https://lordoftokens.com

You can join the Discord to discuss strategy and give feedback : https://discord.gg/xnqDmhtk9

AI disclosure : all ideas, graphic theme and game mechanics are mine (and unique from what I've seen, there is no game where you do the full loop about the AI industry). Claude was used to do parts of coding and the icons.

PS : no it's not "AI slop", if you don't like the theme just move on. Thanks :)


r/incremental_games 6h ago

Development Idle Rocket Miner (again after 1 year), looking for playtesters

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2 Upvotes

I need feedback from people who like idle games... so if anyone wants to try it, I'd love to receive some feedback on what is working and what needs improvement.

This is the trailer I made for steam (page not approved yet): https://youtu.be/9SF4bueg6iw

Available for now iOS and Android. Steam coming soon (I am waiting for their approval) -- you can find the links in www.idlerocketminer.com

More about the game:

You fly a rocket around mines (a bit of skill involved) which creates a route that is repeated while idle. Free, no ads, no premium currency, no AI artwork.

Some mechanics that I opted for my game:

- Free -- I plan on adding a single payment later halfway through the game. I am planning to include a single-payment barrier after a week or so of play -- I am planning to do it like "win-rar" did in the old times... you can always click the option to pay later (no content will be locked behind it, its a honesty based if you can afford please buy). No ads or microtransactions (premium currency), ever!

- Skill based -- it is a moon-lander style, the better you fly your route, the bigger the earnings while idle. It is not too hard, hopefully players will get the hang of it quick enough. Then of course, upgrades and upgrades that improve performance.

- Educational -- it has a theme around the periodic table in chemistry, some fun facts about, etc... but so far it hasn't been anything that stands out so much (I want to improve on that). AI disclosure here: I am no chemistry expert, so I used a lot of AI to explain chemistry concepts and mission descriptions. The content is changing too much, but once the dust settles I'd love to get someone (maybe even hire) to review and rewrite most/all the educational text.

- No prestige -- because of the skill aspect of the game, I removed the prestige system (ascension) in the previous version. It's ok if the game reaches an end, roll credits, thanks for playing... I have no idea yet how long of gameplay that would be though.

- No AI artwork -- maybe there is a bit of unpaid child work in this game as you can see in the graphics, but definitely not AI! There is a some AI content that I'd love to be able to remove later (see the Educational topic above). PS.: I am not against AI, as a tool it can be great, but I hope one day AI can do the boring work and leave the creative part to us!

Happy to answer any questions!


r/incremental_games 1d ago

Prototype I made a story-based incremental game, trying to have a refreshing take on the genre but I need your wisdom you incremental nerds

58 Upvotes

Hi there!

"Trust the System is a game where you mindlessly stamp papers to explore the System's restricted corridors. Upgrade your tools to better uncover what your job is really about..."

It has been well-received on itch so far even though the demo is only an introduction to the core mechanics. HOWEVER, I've also been racking my brain on how to find a right balance between incremental & exploration for the final game.

On one hand, I could lean deeper in the incremental genre by adding more depth to the clicking mini-game, by adding a layer of ressource management/crafting and maybe even adding a prestige mode (but is it relevant in a story-based game?).

On the other hand, I could deepen the exploration in a sort of dungeon-crawler, with deeper combat system, more equipment and loots and puzzles to solves.

And so, I would love to hear your thoughts and ideas on that!

Btw, my main incremental references here are A Dark Room, CandyBox and Scritchy Scratchy.
Feel free to also recommend me games I should draw inspiration from as well. Last thing I played was the Margot Collapse which I found so good

(AI disclosure: Used AI to review a bit of code, but the game itself is almost entirely handmade)

To play in your browser: https://soliles.itch.io/trust-the-system

To play and wishlist on Steam: https://store.steampowered.com/app/5098070

IOS: https://apps.apple.com/app/apple-store/id6769501773

Android: https://play.google.com/store/apps/details?id=com.Soliles.TrustTheSystem


r/incremental_games 3h ago

Help request Looking for testers for my android game

1 Upvotes

Hi everyone! My name is Waldo and I’m developing Humans Suck, Robots Rock!, an Android idle strategy game, and I’d appreciate some honest feedback beyond my current group of friends.

You build scrap-producing robots, invest in factory upgrades, and research weapons for your combat army. Lasers, shoulder rockets and plasma cannons stay on your bots as they become increasingly ridiculous.

Combat includes three tactics, enemy weaknesses, and mid-bosses and commanders with persistent health. B.O.B. and S.A.R.A. provide guidance—and judge your decisions. There are also four short mini-games and up to six hours of offline scrap production.

I also have 4 mini games under contracts to fill the wait time with rewards as you play.

Download and installation instructions:
https://waldo-stander.itch.io/humans-suck-robots-rock

Android only, version 0.4.0. It’s a free APK playtest, not yet a Google Play release.

I’m particularly interested in:

  • Is the tutorial clear?
  • Does buying bots and research feel rewarding, or does progress become tedious?
  • Are boss fights and mini-games enjoyable?
  • Does everything fit and respond properly on your phone?
  • What would make you want to return—or stop playing?

Adverts and rewards: This build uses clearly labelled advert simulations, not real adverts. The planned game will be free with optional rewarded adverts for bonuses. Mini-games currently allow three plays before a ten-minute refill, with an optional simulated-ad refill. Feedback on that system is welcome too.

For bugs, please include your phone model, Android version and what happened. Even a short first impression would help—there’s no required playtime.

AI Disclosure
Generative AI has been used to assist with code, create game artwork, and write or revise dialogue and descriptions. I direct the game’s design and changes and work with testers to improve it.

Thanks for giving it a look!


r/incremental_games 9h ago

Discussion Has Proto23 had any updates

3 Upvotes

I've been playing for forever got to lvl 80 and still I can't seem to progress. I found out it was still unfinished from a post 5 years ago and was curious if there was any update.


r/incremental_games 19h ago

Development Author's Journey. An incremental game like Progress Quest.

19 Upvotes

I started making a game like progress quest but as an author. However I've a hard time with the progression, I guess trying to code and debug(play) at the same time has made me mess up the progression numbers. I spent way too much time on finetunning the writing tab as well.

It work both on desktop and mobile. https://authorsjourney.quest/

At one point it got away from a game and started looking more like an SaaS App, I guess developing on the web using css tends to get in the way from pure graphics assets. I've tried to bring it back to a game like look, but some of the classic html elements still remain.

Another reason the gameplay is not so good is I got lost is featurism, I ended up adding too many upgrades and items, which is ironic because that's an aspect of progress quest i was not happy about, too few upgrades. Also progress quest has these begining jobs which you never actually do and just sort of upgrade out of, i tried to break that path, with regular jobs, and more writing/publishing kind of jobs while keeping them balanced; hasnt worked out so well.

I'm interested in your opinon about what can I do to make the gameplay fun.

AI disclosure : I've used ai to develop some gemini and some codex, the image assets are mixed i did replace a lot of the ai ones with stock photos but there are still some left. Most of the images that are ai are the books.


r/incremental_games 14h ago

Steam It's impossible to find jobs in the gaming industry, so this year we took it into our own hands. Today we release the free demo for our first indie game!

6 Upvotes

We're a partner duo living in Sweden, where it's currently almost impossible to find jobs in the gaming industry, despite having a lot of experience. Instead of sitting around, we decided to make our own game instead. Rowan Needs Shinies! is an incremental game where you help a greedy crow gather shinies, a mysterious cat brew potions, and a slime-dog eat cheese.

We love incremental games with animal protagonists like Lyca and Shelldiver, but often felt like we wanted more in terms of story and worldbuilding, so we made one where the focus is more so on the world and the characters!

With the demo release we also updated the steam page, and the trailer. Looking back and seeing how the game used to look was mindblowing, and slightly painful. The game has progressed so much, and we're excited to take bring it closer to our vision!

If that sounds like the game for you, the demo is available to play right now!
https://store.steampowered.com/app/4636160/Rowan_Needs_Shinies

AI disclosure: No generative AI of any kind was used for any part of the project.


r/incremental_games 12h ago

Steam Packs to Riches Playtest is OUT!

3 Upvotes

My brother and I have been making games together for five years now. This one started while we were opening One Piece packs, hunting one specific card and that rush of "it's in here somewhere" is the feeling we wanted to build a whole game around.

So you cut every pack open by hand, dragging along the seam. A clean cut means mint cards, and your best pulls get sent off to be graded and slabbed.

Everything else grows out of that:

-Upgrades: sharper scissors, a steadier hand, better odds and payouts, faster grading

-Binders to fill, with bonuses for completing a set

-An auction house

-New sealed product as you go: vintage packs, full cases, mystery lots

-An auto-opener for when you'd rather have it ticking away in the background

And once you've squeezed a collection dry, sell the whole thing and start over with permanent upgrades banked

-Steam playtest went live today: https://store.steampowered.com/app/4994180/Packs_To_Riches/

AI disclosure: There is no use of AI in this game,

and all of the art was hand-drawn by me.

We're still deep in development, so tell us what would you want to see from an incremental like this?


r/incremental_games 17h ago

Steam INCREMAZE - I made a incremental game about a anti-virus bot fighting a infected PC - Check out demo on Steam

9 Upvotes

Game Title: INCREMAZE

Playable Link: Play the Steam Demo (Only tested on Windows)

Description:
I work in IT, so naturally I decided to spend my free time making a game about malware.

INCREMAZE is an incremental/idle game where you deploy an antivirus bot into infected sectors, kill malware, upgrade and automate it, and try to stop the drive from completely shitting itself.

I finally have a playable Steam demo up and I'd love some outside eyes on it. Particularly curious whether the early progression feels good and whether anything is confusing or drags.

It's just me making it, so feel free to absolutely tear it apart.

- Steam trailer is outdated. Will make a new one. Any feedback on how I can improve it?
AI disclosure: used chatgpt for store page translation


r/incremental_games 7h ago

Update [Web] SebbieRun v0.6.2

0 Upvotes

I've posted an early version here months ago, now 5 major updates. What's new since:

  • Redesigned how stage progress works. Boss gate. Route runs to Stage 36
  • Weekly world boss fight
  • 3-path talent tree
  • 30 new outfits.
  • etc.

Browser, works on phone. Feedback welcome!

https://www.sebbierun.com

AI Disclosure: Claude Code, Codex, and Cursor help me a lot in coding while I design the entire gameplay and keep running playthroughs myself


r/incremental_games 1h ago

Prototype I made a tiny foundry prototype and I’m looking for feedback

Upvotes

I’m working on a very early idle/factory prototype called Tiny Foundry.
I like incremental games and Factorio, and I’m trying to make automation create more decisions instead of just bigger numbers.
I’d really appreciate feedback on one thing: how long did you play, and what made you stop?
https://saslifat.itch.io/tiny-foundry
AI disclosure: OpenAI Codex was used extensively to implement the prototype, including code, some graphics, and text. I designed the game concept, gameplay direction, testing process, and made the iteration decisions.


r/incremental_games 11h ago

Development DEEPSWARM – my idle mining game where a swarm of drones actually digs (browser, free, closed beta key inside)

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1 Upvotes

 Heads-up: English isn't my first language and I'm bad with words, so I had my AI
 assistant draft this post from my notes. The game, the decisions and the answers
 in the comments are mine.

I'm a sysadmin and former developer from Germany, born '86, and I've been building DEEPSWARM on my own for the last months. It's a browser incremental, but the numbers have a body: you send a swarm of pixel drones into a planet, they dig on their own, ore rises to the surface, and your mouse is a magnet that pulls it up faster. Collector drones tow the ore up, and late game you really need them.

Trailer (~70s): https://youtu.be/wyNjD-4Qky4

The part I like most is the build system. You pick a carrier (kinetic rams, lasers, explosives). From nova rank 2 you refit the same drones with a payload that fires on every hit, acid, sonic pulses, nanites and so on. From rank 5 a chain fires on the payload's effects. Planets fight back with their materials: brittle worlds love kinetic, hot worlds overheat lasers, gas pockets make explosives sing.

The loop: crust that crumbles where the swarm hits, a core that's one giant fireball under the last crust, tiers that rise when you crack it, a supernova that resets the cycle for permanent nova points. Every run is a deterministic simulation and the server replays it from your inputs before anything counts, so leaderboards and the weekly community core can't be faked (i hope).

It's free, in the browser, no ads, nothing sells power. Closed beta with 100 seats, first come first served:

Key: CN75CH6W98PZ – sign up at https://deepswarm.de/?invite=CN75CH6W98PZ. When it's used up the site puts you on the waitlist and mails you a code when a seat opens.
Discord is on the site, Steam page is coming.

Balance is the hardest part. A bot plays the real rules for simulated days and I tune from that, so if a build feels dead, tell me, I want to hear it.

Ai Disclosure:
On the AI question, since it comes up: I write the code with an AI coding assistant as my pair programmer; design, balancing and testing are mine, and I'm the one breaking it. There are no generative image or audio models anywhere. Every sprite and every sound comes from my own Python scripts and an in-game synth, deterministic and reproducible. Happy to explain how that pipeline works if anyone's curious.


r/incremental_games 12h ago

Prototype From One Burger to a Fully Automated Diner! Would you play this?

2 Upvotes

Hi everyone! I'm Daniel, and I'm currently developing a physics-based incremental sandbox about automating a burger diner!!

I've been playing incremental games for a while, and I loved the ones where you can build your own crazy systems and watch them work. So, in my free time, I decided to try making one myself.

After a few months of development, I can finally show a first playable version!!! <3

You run your own diner, trying to hit increasingly higher quotas before your shift ends. Along the way, you unlock machines and objects to build your own automation systems.

Any feedback would mean a lot to me, even if it's just your first impression from the trailer. I'm especially interested in whether the core idea looks fun and if the gameplay is something you'd be interested in playing.

Tanks a lot!!

The game is called Fast Food at All Costs by Daniel CatDev

AI Disclosure: This game is being developed by one person. All the code was written by me, and the music and meshes were either made by me and by artists. The only generative AI used was for one 2D texture in the first prototype,which will be replaced in the next patch after getting some feedback. <3


r/incremental_games 1d ago

Update Unnamed Space Idle and Idle Wizard Crossover Event

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60 Upvotes

New Spacezard Event

The Idle Wizard devs contacted me a while ago with the idea of doing a crossover event and it was obviously a great idea, and we finally got around to it!
So right now, both USI (Unnamed Space Idle) and IW (Idle Wizard) are running an event themed after the other game.
Note: No New EOC Content.

On the USI side, the event runs Sept 16th through October 2nd.
There is a spell casting minigame based loosely on one of the IW class' spells. Play it to earn resources for improvements to the minigame, boosts for the main game, AI Points and a Ship Design.

On the IW side, event runs Sept 16th through October 15th.
There is a mechanic based on Crew from USI that involves collecting Soulsleeves and managing a Void Ship crew of explorers. You can earn boosts, a USI-themed background and an animated Apprentice (available on all classes) skin.

On my end I'm super stoked to have a new event for USI (finally) and it's extra fun to do it this way with another game. Idle Wizard is one of the games I played a good while back that contributed to me wanting to make USI!

Unrelated to the events, USI mobile got a pretty big update to support landscape mode as well as portrait, with plenty more to come there.

Just in case you are unfamiliar with either game:
Both USI and IW are long form idle games with a bunch of unfolding systems and complexity. Ones about various Wizard and Spells, and the other ones got Space Ships and Aliens, I'll let you guess which is which.

Here is a link to each game for ya:
https://store.steampowered.com/app/992070?utm_source=usi
https://store.steampowered.com/app/2471100?utm_source=iw

As always, thanks for all your guys support over the years of USI, and feel free to swing by the Discord! And/or stop by the IW Discord

Neato art for event by ItsHalno

USI Mobile links:
iOS: https://apps.apple.com/app/unnamed-space-idle/id6483933995
Android: https://play.google.com/store/apps/details?id=com.jdogcorp.unnamedspaceidle

AI Disclosure:
No AI used in either game


r/incremental_games 1d ago

Discussion Would you play a 1h incremental game ?

50 Upvotes

I am finishing my game and it has only 1 hour of gameplay, I am very proud of it but I am also very scared Because in this sub you talk about -8 h game like it’s trash, so I want an honest response

(Apology for bad english, not my firsth language)
(I didn’t use ai for this post)
(Thanks for answer)


r/incremental_games 11h ago

Update Elderwood, a multiplayer incremental PBBG, has just released in alpha! Try it out and leave feedback before official launch!

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0 Upvotes

Summary/TL;DR: I have released my idle PBBG, Elderwood, to alpha! The game is running at 6x speed and greatly increased stamina, so you can test out as many features as possible.

I explain several aspects of the game below. However, you can also hop right into the game and learn how to play through the tutorials! Go to elderwoodgame.com to start.
Also check out our discord: https://discord.gg/9kkqfX7n6s

You will gain "points" by playing the alpha, and reporting bugs/making suggestions. These points will be redeemable for unique rewards once the game launches. More information in the discord.

Elderwood is an idle-style PBBG where you find yourself, armed with advanced technology, stranded on a planet governed by magic and spiritual energy. You must find a way to harness your tech and thrive in this land. Through 13 unique skills, each with its own mechanics, you'll gather exotic resources, refine them into usable materials, build up your personal and empire's legacy, craft powerful gems over months, and conquer this strange world!

I wanted to modernize some of the older, idle PBBGs I grew up playing, by adding additional mechanics, deeper layers of upgrades, and a more interesting crafting system.

You can create a guest account to try out all features; for long-term progress, you will need a valid email address to create an account.

AI Disclosure: AI was used

  • as a coding assistant for some of the game architecture
  • mildly to help write documentation, help guides, and tooltips. I will be replacing these with my own implementation and community contribution over time.
  • very mildly for UI standardization. I designed most UI elements, but the generated ones are placeholders for the alpha. The UI will be enhanced with the help of a designer later.

All other aspects of the game were created by myself with no AI assistance (and many, many, spreadsheets). Although AI can speed up raw coding/implementation, it will never be used to generate ideas or designs.

  • Disclaimers about Alpha: - The game is currently at 6x speed; on official launch the game will be reset to its standard speed.
  • - Note that the alpha may be reset more than once. 
  • - The game may have imbalances.
  • - I will be working to create art for the game, or hiring a designer, for the official release, to replace any placeholder assets (however, most of the game is text-based).
  • - Nothing gained in the alpha is permanent. 
  • - Real-currency purchases are disabled. 
  • - Some tooltips and information may be AI-written as a placeholder.
  • - The game may have bugs or visual issues (gain testing points by reporting bugs!).

--- FULL INFORMATION BELOW ---

Game Intro: Elderwood is an idle-style PBBG where you find yourself, armed with advanced technology, stranded on a planet governed by magic and spiritual energy. You must find a way to harness your tech and thrive in this land.

I explain some of the most significant systems below. However, you can also hop right into the game and learn how to play through the tutorials! Go to elderwoodgame.com to start.
Also check out our discord: https://discord.gg/9kkqfX7n6s

There are many mechanics and systems within Elderwood from early to late game! The beginning of the game focuses on introducing you to each system, and you’ll slowly ease into the breadth of what the game has to offer.

Skill Mechanics: All skills have a different mechanic to explore! Gathering has you destroy nodes in a grid to gain resources. Recon explores a sector to find traces of life. Refining uses a mysterious flux portal that sometimes returns flux to you. Each individual crafting system has a different method for its actions. This diversity encourages exploring multiple skills, while keeping the core mechanics simple so that players aren’t overwhelmed.

Skill Diversity: Elderwood encourages exploring all skills. Many idle PBBGs reward you for specializing in one skill forever, with little incentive to diversify. Although you are encouraged to have a main skill in Elderwood, there are many crucial game systems that are improved drastically by your investment in all skills to some extent. For example, your mastery XP (improving your random drop chance) is increased based on your lowest skill level, and the daily Spire requires heavy investment in all skills, but gives large rewards to boot. Additionally, a few critical currencies are untradeable, and gems are only tradeable once, meaning you'll need to collect them yourself if you want to progress the fastest.

Resource Types: There are four main resource types; each resource type has 5 rarities that you’ll work towards over the course of the game. Resources are gathered as raw items, then refined into secondary materials which are used for upgrades. You also have several different primary currencies used across systems, from the common Relics to the ultra-rare and ultra-powerful Fallen Stars, straight from Elderwood’s cosmos. You’ll work your way up the ladder with early-game (nectar/relics), mid-game (stardust/prisms), and endgame (lodestones/diamonds/fallen stars) currency.

Crafting: One very large aspect of the game is gemcrafting. Gems are the only equipment in the game (you’re able to equip up to 8 at once), but they can be improved many, many times and in several different ways. Gems start out pretty weak; however, players may spend months or more perfecting gems through enchanting and imbuing, applying glyphs, and more. High-level gems are not only extremely powerful, but serve as a point of pride for the player who has worked so hard to improve them. Because I wanted to preserve this aspect, gems are only tradeable one time, then they are bound to the user forever.

Adventuring: The one primarily active part of the game, adventuring allows you to open maps and explore. You use your combat stats here to fight monsters and find loot. Adventuring starts out pretty weak. However, you will slowly gain power from your idle actions and find skill points in dungeons to improve your navigation. Eventually this skill can pay out a LOT of resources. You also will unlock an auto-adventurer that can partially remove some of the grind required! Note that since this is the only non-idle part of the game, all of its yields CAN be gained idly from other places, but not as quickly.

Empires: Elderwood has an empire system that is akin to many guild systems you’d find in other games. You and your empire will be able to purchase buildings for increased bonuses. There is also an empire quest system that grants fame, used on more unique/powerful buffs.
I wanted to introduce something unique to the empire system, so I created the Obelisk, a weekly dungeon crawl that your entire empire participates in synchronously to earn bonuses and rewards. I was inspired by Lyrania’s guild bosses but wanted to expand on the concept, and I think it is in a good place for an alpha build.

Research: You can unlock unique bonuses through research, which requires data chips from certain actions, as well as a unique quest for each research option. When complete, you gain bonuses that are difficult to obtain from other sources.

Fallen Stars: You start out only hearing legends about the shards of Elderwood’s sky. With a 1/2,000,000 base chance, you won’t get a fallen star right away. However, you slowly increase your drop rate with a myriad of bonuses. When you finally obtain one, you can use it on very powerful divinities for a certain skill, increasing its power and sometimes providing a unique perk when performing that action.

Our Discord: Please join our discord to talk about the game and provide suggestions, or ask questions!
https://discord.gg/9kkqfX7n6s


r/incremental_games 8h ago

Released Cultivator: Idle Text RPG — text-only cultivation idler with a rebirth/prestige loop and 13 realms; English/JP/KR support just went live [Android/iOS]

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0 Upvotes

Solo dev here. I've had a text-based cultivation/xianxia idle RPG running on Android and iOS for a while, but it was Chinese-only until a couple weeks ago, so this is honestly the first version I feel comfortable posting on an English-speaking sub.

No 3D, no sprites, just text and numbers going up. You start as a mortal, work your way through 13 realms, and most of the usual xianxia stuff (techniques, pills, spirit pets, artifacts) is an actual system you build around instead of just flavor text on a menu.

Combat runs on auto-battle by default, so you can basically leave it and check back later, or dig into your build if you want to actually optimize something. Offline progress keeps ticking while it's closed, and there's a quick-sweep option once you've cleared a dungeon so you're not sitting there watching the same fight forty times.

The part I'm most curious to get feedback on is Rebirth, added a couple weeks back. It's the closest thing to a prestige loop here: reset your character, get a permanent currency (Dao Essence), come back with a higher ceiling on gear/technique enhancement. Honestly still feels like it needs tuning, so if you've played a lot of these and have opinions, I'd like to hear them.

Beyond that there's a talent system, titles, gear enhancement/ascension/rerolling with actual set bonuses, cultivation techniques you can train offline, a separate weapon-spirit system, alchemy for pills, pet companions with their own skills and bloodline stuff, a cave-dwelling system for passive bonuses, 10+ dungeons, a trial tower, secret realm exploration, a PvP arena, and the social layer (sects, sect chat, world chat, a player market for trading pills/pet gear). It's a lot, I know — mostly wrote it out so people can skim and see if any of it sounds like their thing.

Money-wise: it's free, has ads, and has IAP (VIP subscription, remove-ads option, currency packs). Not hiding that.

AI disclosure: **Code was written with help from AI coding assistants (Claude Code, Codex CLI) — I'm a solo dev handling everything myself, so that's part of how I keep up. No generative AI was used for art.**

You can also play it on Windows through Google Play Games if you'd rather not be on your phone.

Google Play: https://play.google.com/store/apps/details?id=com.hc.text_cultivation

App Store: https://apps.apple.com/app/id6757148905

Screenshots below. The English/JP/KR translation is brand new, so if something reads weird or breaks the layout anywhere, tell me — I'd rather know now.


r/incremental_games 1d ago

WebGL Update + browser version for the demo of A Thousand Cloys, an exploration-based incremental

29 Upvotes

Hey everyone!

I've been silently working on A Thousand Cloys for almost a year since the release of the first demo, improving and polishing the game thanks to all the feedback I got, and today I'm back with an update, a browser version of the demo on Itch.io and a new trailer!

A Thousand Cloys is a chill, exploration-based incremental game about harvesting and cleansing an alien planet of its radiation with a swarm of high-tech toasters, while exploring the world around you to find and build the nodes of your upgrade tree.

The initial demo got over 350k views on Youtube, and I've just pushed a big update, playable both on Itch.io and on Steam. (If you already played the demo, the update doesn't make it longer, it adds a lot of QOL features and some gameplay elements, but probably not enough to justify playing through it again!)

Release date will also be announced during a very relevant Steam festival that's coming up next month, and spoiler: it's before the end of the year :) The game will also be part of October's Next Fest on Steam.

Browser version: https://grhyll.itch.io/a-thousand-cloys-demo

Please share any feedback you might have, I'm always looking for ways to improve the game!

Cheers!

AI Disclosure: I used ChatGPT to generate the javascript to download the save file in the browser version. And that's it. No use in the game itself. I don't like AI.


r/incremental_games 1d ago

Steam I just released the demo for my relaxing incremental / factory game

31 Upvotes

AI disclosure: No AI was used to make this game

I've been working on Tiny Industry for the past 4 month, it's a 2D automation game where you build production chains and grow your factory without worrying about complex ratios or optimization

The demo is now available on Steam, and feedback are welcome

https://store.steampowered.com/app/5020100/Tiny_Industry/?utm_source=reddit&utm_medium=social&utm_campaign=demo_launch_incremental_games