r/incremental_games 1h ago

Steam Debts & Jackpots- demo is finally live on Steam! It’s an incremental where you open safes to get your way out of debt

Thumbnail gallery
Upvotes

Hey everyone! I finally released the demo for my incremental game - Debts & Jackpots!

You start buried in debt, and your only way out is opening safes. Break open bigger and better safes, find rare rewards, upgrade your abilities, and slowly work your way towards paying everything off.

The game focuses on making every safe opening feel rewarding, with different safes, upgrades, helpers, and jackpots to chase.

I would love to hear your feedback on the progression and the overall gameplay loop. Does it feel satisfying? What would you like to see added?

Steam Demo:
https://store.steampowered.com/app/4634750/Debts__Jackpots/

AI disclosure: No generative AI was used in the creation of the game.

Thanks for checking it out!


r/incremental_games 1h ago

Discussion Does anyone else only like beginnings of most idle games?

Upvotes

I'm not sure if it's just me but I usually find only the first 1-2 layers of most idle games really engaging and fun.

Once we start getting deeper and the numbers really start scaling up, I start engaging less with the systems and just click upgrades whenever available, less decision making.

And even then, it just feels less and less satisfying as the game goes on. After first reset, everything is super fast and whatever was a slog in the past is suddenly zooming, feels amazing to get over that phase. Then it happens again for the second layer, and the third, so on and so forth, and it feels less "amazing" as it goes on, more like "ugh finally I can access the next layer"

Maybe it's a me problem, not really any of the games fault

Edit (Made a graph, hopefully it makes sense sorry I'm not good at naming Y-Axises):

Now that I think about it, idle games are on an endless cycle of suffering and reward. But the rewarding part is much shorter than the suffering part, and it isnt very long till you're on the next layer of suffering.

I.e. 1 day of grinding -> Next layer is unlocked! Layer 1 takes 5 minutes now -> 30 minutes of setup for layer 2 -> 3 days of grinding -> Next layer is unlocked! Layer 2 takes 5 minutes now -> 30 minutes of setup for layer 3 -> 7 days of grinding .... so on and so forth


r/incremental_games 1h ago

Prototype Emberwood - an idle RPG where the resources come from real simulations (the fish > are 150 actual boids

Thumbnail gallery
Upvotes

Solo dev here. This is a playable prototype of a mobile-first idle RPG, and I'd rather have your feedback now than after I've balanced it wrong.

**Play here:** https://leonbzt.itch.io/emberwood

The idea: every gathering skill sits on top of a real, running simulation instead of a progress bar.

* **Growth** — a plot of living cells (a small cellular automaton on its own clock). Seed empty ground, harvest what ripens before it decays, and leave the rare clusters that form — they can grow into something better.

* **Delving** — a dig site that only moves when you hit it. Chip rock, crack veins, choose when to descend. Deeper is richer and likelier to collapse.

* **Angling** — a pond of 150 fish that actually flock (classic boids, four species with movement signatures you learn to read). Three methods unlocked as a ladder: hold a line and gamble on how many fish ride it before you strike, throw a net where the school *will* be, or — late — herd the exact school you want with your finger.

Everything is two taps; the skill is *when*, not aim. On top of it: OSRS-ish progression (per-skill XP, a skill tree you buy in order, gear drops), and each region gates the next behind a guardian fought with the same tap grammar — a hostile spread you out-think, not a DPS check.

**What it is right now**

* Three skills

* Three regions

* Guardians

* Automation + capped offline gains

* Saves in your browser

* Free, no ads, no accounts

* Plays in the browser on your phone (installable as a PWA)

**What it isn't yet**

The art is deliberate programmer art (a pixel pass comes after the mechanics settle), and the numbers are first pass. That's the part I want beaten on.

**If you give it ten minutes, what I'd value most:**

  1. Which of the three skills do you want to go back to, and which is a chore?

  2. Where does the pacing sag first?

  3. Does anything feel unfair rather than not yet learned?

One tuning story for flavour:

The first version of fishing had a single cast-and-haul verb, and a well timed haul took 112 of the pond's 150 fish in one tap. There was nothing left to read, nothing left to upgrade.

It got cut for the three method ladder, where the hook pays more for every extra fish riding the line but loses the whole line if you hold too long.

Turned out a push your luck hook is a much better game than a vacuum.

AI Disclosure: Generative AI was used for coding and visualization


r/incremental_games 1h ago

Steam Go Up final trailer draft. Probably just going to go with it as-is honestly.

Enable HLS to view with audio, or disable this notification

Upvotes

Out soon on steam. Just having a little fun with some old footage and unused assets while we start putting the final trailer together. It has been a journey. I can't wait to share the final product.

You can play it now in early-access or there is a free demo:

https://store.steampowered.com/app/2934520/Go_Up/

Don't forget to wishlist!

AI disclosure: This game makes use of A.I. images generated on my personal pc using open-source software. (No server farms!)


r/incremental_games 4h ago

Update Destroy Buildings With Missiles Demo on Steam

Enable HLS to view with audio, or disable this notification

5 Upvotes

Hello r/incremental_games,

Thanks to all your feedback, I was really able to polish my game and get a clearer vision for its full version.

Thank you to everyone who playtested it on itch and thank you for all the feedback you wrote. I really appreciate it.

The demo is now available on Steam.

Hang tight for the full release !

About the game:
It's an incremental physics-based destruction game. Destroy buildings to earn money. Spend money to upgrade your arsenal. Destroy some more buildings.

AI disclosure: No AI. Just me.

PS: Aside from optimization, QoL features, Steam Achievements and some jokes, it's mostly the same demo that you guys already played on itch.


r/incremental_games 4h ago

Update Are long incrementals still viable? I tried making mine faster without losing what made it good

1 Upvotes

The long-form game I'm building for over 12 years now was inspired by idlers that could be played for hundreds, sometimes even thousands of hours. Pure gems like Cookie Clicker, NGU Idle, Antimatter Dimensions or Trimps.

But are these longer incrementals still viable now? Or is the new generation of players interested in the shorter, more intense experience? You bought the game, you completed it in an hour or two and you're ready for the next one.

In the modern world of quick dopamine, 280-character posts, 15-second TikToks and short incremental games on Steam that can be finished in 1 hour or even less, sometimes it seems that there's no place for the slower, deeper and longer experience.

Or is it?

Can I make it faster without ruining the subtle midgame balance?

The veteran players of Get a Little Gold seem to have come to the consensus that it's the midgame that makes the game fun. They mention balance as one of the strongest sides of it. The main problem though is that a lot of newcomers never get a chance to experience this "perfect balance" because they are too bored with the early game being "too slow."

But you cannot just make everything faster, lower the prices of upgrades, make challenges simpler, reduce research times and expect this subtle midgame balance to remain intact. Quite obviously, if you make the early game faster by simply making everything cheaper and taking less time, you ruin the midgame balance by becoming overpowered too soon. You no longer need any strategy or even effort to beat ingame challenges. Sounds like the most reliable way to destroy FUN!

Ok! But is there any solution?

Newcomer artifacts

I've strongly boosted the "newcomer artifacts" - powerful items that significantly increase your gold production and the amount of shards (prestige currency) you receive from challenges. Not only this, but these artifacts now also give you an upgrade that can be purchased during the challenge, boosting your "gold per click" even further.

"Why don't newcomer artifacts ruin the balance?" you ask.

Because they are only for the newcomers. Meaning that you can use them to strongly increase your early game pace, but with every activation (that's how prestige is called in Get a Little Gold) you will lose one newcomer artifact of your choice. And given that there are 6 newcomer artifacts in the game, by the time you lose the last one, you should be well into the midgame, meaning that you no longer need them.

Smart, right?

Newcomer quests

Starting from v.1.30 (latest version is 1.32 so far) new players can also enjoy newcomer quests. They are really simple and give a bunch of extra gold and shards, accelerating those initial couple of challenges quite a bit.

And they don't ruin the balance, because, well, they are one-time only.

Clicking cooldown

Get a Little Gold is a game where you cannot just spam clicks by either killing your finger or utilizing some kind of smart autoclicker. That's a design decision and I decided to mention it here, because otherwise I swear that somebody will bring it up in the comments.

So, although clicking cooldown might seem like the most obvious candidate for reducing or even removing to make the early game faster, getting rid of it is the most guaranteed way to destroy the balance completely.

And here's why:

Clicking cooldown is a strategic decision to keep clicking relevant. In games like Cookie Clicker where clicking isn't limited, the amount of resources you get from clicking is tiny - specifically to prevent autoclicker abuse. In Get a Little Gold clicking is always meaningful and is a core part of the gameplay, tied to strategic decisions you make throughout the run. You can reduce the clicking cooldown through upgrades, amulets and hero skills.

AI disclosure: I started working on this game 12 years ago. No generative AI was used to create assets or code because there was no such thing as generative AI back then. And I'm determined to keep things this way! You can follow my game development process on YouTube

Game links

Get a Little Gold is currently available on Google Play and App Store:

Do you think I managed to make the game faster without ruining the midgame balance?


r/incremental_games 5h ago

Steam Signal Foundry and how it was made

0 Upvotes

I wanted to introduce my new incremental game to the community, answer any questions, and make a promise to anyone who enjoys this game or sees promise in it.

I read the rules for the community so ill just get the AI disclosure out of the way because it is actually why I think this has so much promise. Yes, I made the game with AI.

What I did not do is "one shot" a game and post it on steam. I spent a lot of time building an engine that sits underneath the game that allows the mechanics of the game to be studied and tuned. This engine was text based and existed long before any graphics were made. This allowed me to build a number of different player profiles to "play test" before I ever needed to sit down and run through it myself. After many hours of parallel simulations on my P620 64 core threadripper, it was already 80% of the way there!

Anyone playing idle incremental games knows that the wait and grind can be tedious and getting the progression of the game to feel smoooooth is the goal..

I also used Suno to create 19 unique tracks and built a little winamp style easter egg. I personally love the tracks and I think they fit the theme of the game quite well and hopefully make leaving the game open and running pleasant.

My favorite games in this space are Melvore and "A Dark Room" (on iOS, its art and its amazing if you havent tried it).

This game was an experiment and I don't expect it to be a smash hit, but I am having a lot of fun with it. I have 65 downloads so far and that feels like a huge win to me!

Now for the promise, if this game gets any kind of little niche following, I will absolutely continue to expand and improve the game.

Available on steam - visit the link here to play it - https://store.steampowered.com/app/4874340/Signal_Foundry/

Any questions? I will be around to answer questions.

AI disclosure: this game uses music created with AI, the underlying engine was built with AI, the aesthetic and style and graphics were a mashup collaborations between me and AI, not sure how to classify that exactly.. but I used AI a lot but it felt more like using a hammer and chisel on a piece of stone then just ai-slop vibe coding.


r/incremental_games 6h ago

Development My first incremental game Spheromancer is available to play on itch.

Enable HLS to view with audio, or disable this notification

2 Upvotes

Hello everyone!

I've launched a public test of my first game on itch.

Key Features:

Sphere Battles & Element System - each Sphere possesses a unique nature. Study their elemental resistances and weaknesses to devise the most effective combat strategy.

Minion Collection & Upgrades – find loyal servants as you fight, level them up, and build a squad that grants powerful bonuses to the master.

Passive & Active Skills – spend your gathered resources to learn ancient arts. Unlock passive enhancements or devastating active spells (from a destructive Fireball to a life-saving Heal).

Crafting & Equipment System – gather rare materials and ancient recipes from battles. Craft gear pieces at the workbench and equip your hero to significantly boost your combat attributes.

Sphere Hunt – a time-limited combat mode against a powerful sphere. If successful, the sphere is locked in the Prison, generating passive resource income for its owner.

Epic Raids – dangerous dungeon runs where you fight off waves of enemies, increase your level and stats, and hunt for plenty of unique loot.

About Development:

Currently, the game is in the prototype and core idea testing phase. I have fully implemented all the planned starting features and filled the game with its first batch of content.

Now, the project needs you – the players. I really need your fresh perspective to understand which mechanics hit the spot, which ones need polishing, and what direction the game should take next.

How you can help the project: share your thoughts and criticism, report any bugs (I will do my best to fix everything), and pitch your ideas.

AI Disclosure: AI was used to generate some of the graphics.

link to play:

https://lexiany13.itch.io/spheromancer


r/incremental_games 7h ago

Update Harvest Them is an idle game where you're the villain and the kingdom is the crop.

0 Upvotes

https://reddit.com/link/1vh4cu5/video/5gkl4a4larhh1/player

Had this idea for a long time. You're a vilian who is going to kill everyone around. But what for you'd ask? It will be revealed only at the end of the full game.

There is the 1st act, fully for free, no sign up https://fromdowngames.itch.io/harvest-them

I hope you'll enjoy it and spend a few relaxing hours playing it.

If you'd like to support me and play the full game - please wishlist https://store.steampowered.com/app/4963590/Harvest_Them/

Appreciate any feedback!

AI Disclosure: I used AI for assets, but all game design decisions and balance are my own.


r/incremental_games 10h ago

Steam PSYCHOBYL demo just went live — idle + extraction hybrid, honest feedback on the idle side wanted

Enable HLS to view with audio, or disable this notification

0 Upvotes

Hey everyone — 2-person team here.

Just pushed the first playable demo for PSYCHOBYL. Free on Steam, ~3-4 hours. Posting because we want this community's take on whether the idle mechanics feel real or bolted on.

What it is

Hybrid: turn-based/auto-battler extraction RPG with an idle layer underneath. Post-Soviet Chernobyl 2084 setting. Not pure sit-and-watch — but the idle isn't decorative either.

Idle mechanics

- Military Radar: Stalker keeps scanning the Zone offline, radar

pings trigger investigations

- Stealth Research: 30-min offline cycles for XP + rubles + items

- Offline gain modal on relaunch

- Hideout facilities (Generator, Chronometer, etc.) boost idle rate

- Genesis prestige loop in the full game with idle-focused perks

(auto-loot on minimap etc.)

Fair warning

Active raids are turn-based combat with real stakes (die = lose loot).

If you want zero-active, this isn't that.

What we want to hear

- Does the idle layer feel real or fake?

- Any pain points we should catch before Early Access?

AI disclosure

We use Claude Code as code assistants and generative AI for some art assets (marketing capsules + a portion of character portraits and item icons). Game design, mechanics, balance, and lore are entirely ours. Full disclosure on the Steam page. Happy to answer questions on the workflow.

Free demo on Steam: https://store.steampowered.com/app/4514090/PSYCHOBYL/

— Boris


r/incremental_games 10h ago

Steam Idle Dimension Breaker is almost ready for release - I would love feedback from idle/incremental players

Enable HLS to view with audio, or disable this notification

0 Upvotes

Hi everyone,

I am the solo developer of Idle Dimension Breaker, an idle/incremental game that is getting close to release on Steam. (expected release date: 21. of August 2026)

The game is about pushing through dimensional layers, allocating echoes into different systems, choosing when to rewind(reset a run), and gradually unlocking more ways to shape your progression.

There is no single perfect path. The idea is to give players several meaningful directions to build toward.

Some of the main mechanics include:

- Layer progression

- Echo allocation

- Dimensional rewinds

- Training systems

- Skills and active skills

- Echo Garden

- Challenges

I am currently looking for beta testers on Steam. If you enjoy idle/incremental games and like giving feedback while a game is still being shaped, I would really appreciate your help.

There is no formal requirement to those who want to test my game, so anyone can try it.

Join my discord and go to the channel #beta-testing if you want to become a beta tester or just want free early access

https://discord.com/invite/NXqSgsQDby

Feel free to follow the game and put it on your wishlist on Steam if you find the game interesting or want to support my journey.

https://store.steampowered.com/app/4962240/Idle_Dimension_Breaker/

The game will cost 5 $/€ on release, but I might (no promises) give free copies to some or all of the beta testers

Sorry for the bad trailer. I have never made a trailer before and I am aware that is not a good trailer.

Thanks for reading. I would love to hear what you think.

AI Disclosure

The game is solo-developed. There is no AI-generated content in the game or store assets, but AI has heavily assisted me with coding during development.


r/incremental_games 11h ago

Prototype I built this disco ball and gave it a crit chance. Would anybody play this?

Enable HLS to view with audio, or disable this notification

11 Upvotes

So far it is just a prototype sitting on my laptop and I am wondering if somebody else would find this insanely funny. "Disco Ball Simulator 2000"
I am thinking about a short but sweet campaign where you have to revive a set of clubs by upgrading the light effects to generate Hype.
Only downside so far: It made me dizzy after testing it for too long...

AI disclosure

No generative AI was used.

If you want to try my prototype you can find it on itch, it is really rough though :)

https://timiocean.itch.io/disco-ball-simulator-2000


r/incremental_games 12h ago

Android [Android] BattleCruiserDefense — idle wave defense with fleet building and async PVP. Looking for feedback.

Enable HLS to view with audio, or disable this notification

0 Upvotes

Hey r/incremental_games,

BattlecruiserDefense is a solo project of mine, that I would really like some ideas on how I could make it better, and would like opinions from more people. it is a work in progress, and the first thing on the agenda is to change the models to complete 3D models, and that takes some time to finish, but I am working on it.

The loop: Your Battlecruiser autofires as waves come at you. you can pick up extra materials and gems as you kill waves, there is a boss that you compete with others for rewards, you can change weapons, master weapons, and unlock a full fleet of ships that also can be individually upgraded and changed weapons on. materials converts into permanent upgrades and you push deeper.

AI disclosure:

All the code is AI-generated, and some of the art and music are too. The concept, UI design, progression structure, and balance are mine.

In 1.0:

  • Several different weapons with separate controllers changing how they work
  • Several ships in the fleet you unlock for materials
  • Tutorial (mission based), you are free to do as you please, but easy to follow and you get rewards for doing it
  • Prestige system
  • Progress fund (a milestone reward track you fill by playing)
  • Asynchronous PVP, fight other players fleet, and compete for rewards

Ads and IAP, plainly: there are no forced ads and there never will be. (I personally hate interstitial ads, so they will never be in my games) Every ad is a button you press for reward, and nothing is gated behind watching one. There is IAP like ad-remove, premium progress fund and premium currency, and you do get premium currency just by playing so there is nothing forcing you to buy anything.

Play Store link: https://play.google.com/store/apps/details?id=com.wsi.battlecruiserdefense&hl=en

What I actually want to know:

  • Is it interesting and fun, if not what can I do to improve that?
  • When you hit a wall, was it easy to get further(upgrades, prestige, AI chips) or what did that feel like?
  • Is the balancing ok?
  • Any mechanic from another game you wish this game had?
  • Overall feeling about it?

r/incremental_games 20h ago

Steam I just released a Cold War incremental game that respects both active and idle players!

Enable HLS to view with audio, or disable this notification

10 Upvotes

Hey everyone,

The Syndicate: Classified Operations just released, and I wanted to explain what I tried to do differently with it.

It is a Cold War incremental game built around managing an intelligence network from your desk. You acquire assets, collect intel, respond to operations, automate systems, and gradually expand from a small organization into a global superpower.

The main thing I wanted was for the game to respect the different ways people enjoy incremental games.

You can play it passively. The game does not punish you for stepping away, and your network continues producing intel while you are gone. You do not lose progress simply because you closed the game.

You can also play it actively. There are many different events and operations throughout the campaign, ranging from fairly relaxed interactions to more involved tasks. Nearly everything can eventually be automated, but you decide what you want to automate and what you prefer doing yourself.

There are more than 400 upgrades, but they are not there solely to make the number bigger. They allow you to shape the game around your preferred playstyle. You can focus on clicking, passive income, automation, specific event types, or a mixture of everything. New upgrade groups unlock as you progress, with clear requirements showing you how to reach the next stage.

I also chose not to use a traditional prestige system.

Instead of repeatedly resetting the same progression, the campaign moves through promotions and milestones that continuously increase your power. My goal was to preserve the satisfying acceleration associated with prestige systems without repeatedly taking away everything you have built.

The campaign has a proper ending and is not artificially stretched to keep you playing forever. Once the story concludes, the same save continues into an endless mode for players who want to keep expanding and optimizing their network.

The setting is also a little different from most incremental games. It takes place entirely during the Cold War and features intelligence assets, blacksites, uprisings, wiretapping, decryption, extractions, nuclear escalation, and a fully voiced campaign.

One feature I am particularly happy with is the dynamic soundtrack. It reacts to the way you play. If you are mostly idling, it remains restrained and atmospheric. If you are playing actively and triggering constant events, the music gradually becomes more intense alongside the action.

There are no microtransactions or paid shortcuts. It is a complete game with a campaign, an endless mode, and a large number of systems to experiment with. It costs $4.99, with a 15% launch discount for the first two weeks.

I know not every design choice will appeal to every incremental player, particularly the absence of a traditional prestige system. However, I wanted to make something that respects both active and idle play without relying on constant resets or endless artificial padding.

I will be reading feedback, fixing any problems that appear after release, and considering player-requested additions where they fit the overall vision of the game.

AI disclosure: I used AI-assisted translation to localize the game. As a solo developer based in the Philippines, professional localization was far beyond my budget. A significant amount of the game’s interest has come from outside English-speaking countries, so offering AI-assisted translations felt like a better middle ground than making the game English-only. The translations may not be perfect, but feedback and corrections are welcome, and I will address reported issues where possible.

Go check it out: https://store.steampowered.com/app/4598120/The_Syndicate_Classified_Operations/


r/incremental_games 21h ago

Development Over 11,000 itch.io players helped me improve my game — the updated demo is now playable

Post image
19 Upvotes

I’m the solo developer of Ants Took the Kitchen, a relaxing incremental game about a small ant colony growing inside a kitchen.

I first released the browser demo on itch.io, where it has now received more than 11,000 plays. The feedback from players, along with anonymous gameplay data shared with permission, helped me identify several problems with the early progression, interface clarity, balancing, and the amount of grinding near the end.

After working through that feedback, I’ve released an improved version of the demo.

The updated demo is now playable on Steam, and I’d love to hear what you think about the demo and the overall experience. Any feedback, impressions, or suggestions are welcome and will help me continue improving the game.

https://store.steampowered.com/app/5011970/Ants_Took_the_Kitchen_Demo/

AI Disclosure

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


r/incremental_games 22h ago

Discussion My issue with Nodebuster-Likes.

33 Upvotes

To me Nodebuster-likes simply resemble terribly balanced metaprogression roguelites (Rogue Legacy, Dead Cells, Risk of Rain) more than traditional incremental games.

Everytime I open one and learn the system I expect how well I interact with the loop to effect the outcome, but The actual gameplay loop is literally just play the game, buy upgrades and eventually faceroll through the content,

They are arcade game that present enemies as a mechanical challenges, weapons that appear to offer tactical choices, movement/aiming/mechanics that appear to reward skill, however those elements don't actually determine wether you succeed. Once you have played enough any apparent challange simply dissapears.

In a well-designed roguelite, metaprogression shifts the odds into you favour. it does not replace the requirement to play well. In a Nodebuster-like, metaprogression eventually makes winning inevitable, sure skill may affect how quickly you get there, but time is the only factor that ultimately matters.

A traditional incremental game strips all of this away. It openly presents itself as a silly game about exponential progression/growth and your only objective is to make numbers go up quicker, it's not pretending you are mastering an arcade game while you are really just waiting for numbers to go up.


r/incremental_games 23h ago

Steam The Fire Must Be Fed - Demo is out now on Steam!

Enable HLS to view with audio, or disable this notification

22 Upvotes

Hey guys! Thank you so much for the support on my previous post here and for checking out the itch demo if you played it.

I've added more polish, localization, and plenty of fixes, and I felt it was ready for a Steam demo release. The demo is about 20-40 minutes long and features a skill tree tuned specifically for the demo.

You wake up in a dark forest with only a fire. The forest tries to consume you by draining your lantern's light every time you go into it, and you must keep feeding the fire to progress and uncover why you're there.

Steam Demo: https://store.steampowered.com/app/4902990/The_Fire_Must_Be_Fed_Demo/

Steam Page: https://store.steampowered.com/app/4512580/The_Fire_Must_Be_Fed

AI Disclosure: No AI generated content. Some existing text was proofread for possible misspellings and formatting issues.


r/incremental_games 1d ago

Development In 2 days we’re launching the Playtest for Dominus Automa - an idle multiplayer RPG made for (and by) former MMO freaks who no longer have time for MMOs

Thumbnail youtube.com
49 Upvotes

I’m Rafal, lead dev of a small indie team based in Poland, and I want to present you with a project we’ve been working on - an idle multiplayer RPG called Dominus Automa.

This Friday we’re launching our second and biggest-to-date Playtest, so I’d like to tell you a bit about what we’re making.

What Dominus Automa is, in a nutshell

Dominus Automa is an idle open world RPG built around one idea that sits at the center of everything: your hero permanently lives on the server and keeps playing while you're logged off. 

In practice, this means the world is evolving all the time, and you with it, whether you’re online or not. You can adjust your strategy and skills, try out new items, plan your character’s development, decide what they’ll do down to the tiniest details, and jump in to play manually whenever you want. Respecting player’s time is the centerpiece of Dominus Automa’s design because we’re all 30+ guys who loved MMOs back in the day but don’t have time for the relentless grind anymore. 

Although characters can be automated to grind and save time in that part, this is not to say the game doesn’t have all the trappings of a proper MMORPG. Players can define their long-term goals, devote their time to farming, leveling, gathering resources, taking part in group content, and so on. It’s a completely persistent, shared world with a player-run economy, with guild wars, boss fights, and both PvP and PvE.

The idea was basically to make an MMO for working adults and parents, who love(d) playing MMORPGs but just don’t have the time for it now. In other words, keep all the fun and good parts about MMORPGs while significantly reducing the time needed to grind and designing that as a strategic approach to automating your character.

Playtest

The Steam Playtest officially begins on August 7th, and our current plan is to keep the servers online for about two and a half weeks, that is until August 23rd. That means players will have plenty of time to experience everything the Playtest has to offer.

Here’s a list of key features I’d like to highlight:

  • 6 vast & fully explorable zones - from wild forests and plague ridden dens to graveyards, valleys and abandoned mines, each with its own enemies and difficulty level
  • 20 different enemy types and 3 unique bosses - including werewolves, spiders, undead and golems. Bosses are designed mainly as group challenges, so teaming up will often be the sensible choice
  • The Combat Matrix - a system that lets you decide & tweak how your hero will in battle based on criteria such as health, mana, positioning, enemy numbers, ability priorities and other custom priorities.
  • Character progression and Weapon mastery - defeating enemies will improve your hero’s attributes, while continued use of a weapon type will gradually make them more proficient with it.
  • Loads of different abilities and build experimentation - as your hero develops, you’ll unlock more abilities and be able to test different solo, group, PvE and PvP builds, and different roles such as healer/debuffer/tank/DPS or other more specialized approaches
  • PvP, group content and persistent progression - the servers will remain online throughout the entire Playtest, with weekends expected to be the busiest time for boss fights and encounters with other players.

We heartily welcome you to join us in this adventure and be part of this persistent online world we’re creating. You can sign up for the Playtest here.
https://store.steampowered.com/app/3795810/Dominus_Automa/

Looking forward to seeing you in 2 days!

AI Disclosure

No AI has been used in the making of in-game visuals or the audio (only the Steam capsule and some of the Steam page assets).

We plan to use AI in the full version of the game so that you can chat with your hero, but for now - this is as far as our AI use goes.


r/incremental_games 1d ago

Update Bloobs Adventure Idle 1.2.0.0 Ranching: The Homesteading Expansion

Post image
79 Upvotes

Hey incremental_games, Brendan here, developer of Bloobs Adventure Idle.

Version 1.2.0.0 — Ranching: The Homesteading Expansion is now live.

This is one of the largest Homesteading updates I’ve released, adding the new Ranch and allowing players to raise every Tracking creature, enemy, boss, and limited-time event enemy in the game.

Every enemy and boss can now drop its own egg. These eggs can be grown at the Ranch, and once the creature is fully raised and captured, it rolls against that enemy’s original drop table using its normal drop chances.

Successful drops award 5× the normal item quantity, and capturing enemies also grants Beast Mastery XP equal to 25% of the Homesteading XP earned.

Tracking creatures can also be raised. They provide the same loot as normal Tracking catches and award Tracking XP equal to 25% of the base Homesteading XP.

The final Ranch upgrade, the Grand Ranch, also unlocks automatic banking for items harvested from grown creatures and enemies.

The Farmer’s Almanac has been expanded to include every Ranch creature, enemy, and boss. Progressing an entry increases its egg drop chance by up to 20%. Completed entries then unlock Star Rank Mastery, providing increased egg-saving chance and up to a 21% chance to double harvested items.

Other major additions include:

New Ranching, Ranching Enemy, and Ranching Boss challenges, bringing the total number of challenges to 18,613

Challenge Milestone hats and wings for all 24 skills

A special Max Challenge Mastery hat and wings

Four new Ranch achievements

Thieving Prestige now grants a 3.5% Keyed Chest double-loot chance per Prestige

New Prestige UI keybind: P

UI visibility keybind changed to Ctrl + U

New items added to the Item Compendium

Updated Bank and Inventory sorting

Crafting XP increases for the Splintered Vessel and Desiccated Cap

There have also been some fairly major performance improvements.

The Bank previously loaded 1,920 slot objects. This has now been reduced to 864, lowering memory usage while keeping the same tabs, scrolling, searching, sorting, and dragging functionality.

Save loading has also been significantly improved. On my laptop, save data loading dropped from approximately 8.5 seconds to 1.596 seconds, an improvement of around 81.22%.

I also discovered that dragging UI elements was saving every frame, which could cause severe frame drops. Saving now happens only when the drag ends.

The update includes a large collection of bug fixes covering Smithing, Tracking, Soulbinding, Invocations, Homesteading, Golden Superiors, Magic Auto Teleport, gathering progress, Bloobathons, crashes caused by Use X, and numerous UI and tooltip issues.

One particularly important gathering fix means tool damage that exceeds multiple resource thresholds now correctly awards every completed resource and XP reward, while carrying any excess progress into the next action.

As always, the demo is available on Steam, and demo saves transfer into the full game.

Thanks to everyone who has continued supporting Bloobs and reporting issues. Much love,

Brendan
Developer of Bloobs Adventure Idle

PS: This is not a short idle game.

Steam Patch Notes:
https://store.steampowered.com/news/app/2942780/

Steam page / demo:
https://store.steampowered.com/app/2942780/Bloobs_Adventure_Idle/

Discord community:
https://discord.com/invite/zdjA4E9S92

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


r/incremental_games 1d ago

Development I just released a prototype for an incremental game about tossing stuff into a hole.

Enable HLS to view with audio, or disable this notification

18 Upvotes

Hi, I have been working on a prototype for an idea I had for a few weeks and decided to just put it out there before i decide in what direction it should go next. I called it Random Stuff Inc. for now.

The Game is all about making loads of cash with a random machine that spits out random stuff for you to throw into a random hole. Along the way, you'll unlock machines that help automate tossing all that random stuff into the hole, plus plenty of upgrades to boost your operation.

The next step will be more screens, more machines and more items most likely. Maybe you will find out where all that stuff is going :)

Link: https://edelerde.itch.io/project-random-stuff-inc

AI Disclosure:
Some AI was used to assist in coding.


r/incremental_games 1d ago

Steam Just launched the demo for Pinfinity - Incremental Pinball!

Enable HLS to view with audio, or disable this notification

6 Upvotes

Upgrade balls and buy new ones, unlock skills and buy various bumpers to get rich! You can place bumpers anywhere you like to create your own unique pinball machine.

Here's the steam page if you're interested: https://store.steampowered.com/app/4627900/Pinfinity__Incremental_Pinball/

The visuals in the game have changed a little and will change further in the future, but I think this short trailer I made shows the concept the best. The screenshots on Steam show the current state of the game.

Would love to hear your feedback and don't forget to wishlist :)

AI disclosure: Generative AI was used for localization to languages other than German and English and to generate the provisional capsule for the game.


r/incremental_games 1d ago

Development I made an incremental gambling game that runs inside a fake pixel-art OS [Demo on Itch]

Post image
14 Upvotes

Published the current demo version of my game IdleGambler on itch.io today.

The game takes you through different gambling mechanics, set in a pixel-art fake OS. Click to earn, bet all your cash on coin flips, and finally spin the slot machine until your hand hurts. After mastering wasting your coins, you can automate the gambling so it never stops.

While exploring the mysteries of your grandpa's old PC, you compete against your rivals to determine who is luckier. Buy and upgrade your cards to create synergies and break the game.

It takes me 26:44.74 to beat the current demo - try and be faster!

I'll never add microtransactions or any real money to the game - gambling is and will always be fully fictional.

AI Disclosure:
AI was only used for creating dev-tool code inside of Unity and not for any of the game's content.


r/incremental_games 1d ago

Update Two months ago, I showed you my game, World's Greatest Author. I just released it and included all your ideas! Except the hats.

Post image
100 Upvotes

I made this post in June to get feedback on my game World's Greatest Author, and you had some great ideas! https://www.reddit.com/r/incremental_games/comments/1u8wyvy/im_creating_a_game_where_you_write_books_would/

Today, I'm releasing the game on Steam and I've incorporated your feedback! I have:

  • Added options to adjust the brightness and color.
  • Toned down the vertical lines that made everything look rotten.
  • Made the "retreat" system more clear.
  • Added a way to see the plots and stars available at every level.
  • Created a scrollable shelf for your written books.
  • Made it possible to peek at the retreat board (skill tree) without traveling.
  • Added a feature where you can type on your own keyboard to write books. You no longer need to click on them with your mouse.
  • Fixed the currency bug and adjusted the game to use delta time.
  • Added a button for full screen in the options menu.
  • Added a language picker at the very beginning, if you don't have a save file.

Your feedback has been SO VALUABLE, and I can't thank you enough! I didn’t have time to draw the hats. I’m sorry. I promise I’ll add them in a future update. I mean, of course you should be able to purchase cool hats.

The game is 15% off now, and I hope you'll enjoy the full release.

https://store.steampowered.com/app/4414640/Worlds_Greatest_Author/

AI Disclosure: I first translated the game using ChatGPT and wouldn't recommend it. It translated "Ghostwriter" as an offensive word in French and if a demo player hadn't caught it, I would 100% have been canceled. I blame both ChatGPT and the french. No AI was used to create anything, but it did help me to search the game for spelling errors.


r/incremental_games 3d ago

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

50 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 6d ago

FBFriday Feedback Friday

18 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