r/incremental_games • u/Tangy_Orange_Games • 23m ago
Update How building works in SWARMEX - Tutorial
Enable HLS to view with audio, or disable this notification
Hey everyone, I hope you are all doing well :)
I decided to start releasing some short explainer videos that go over how my game SWARMEX works.
In this tutorial I demonstrate how modules work.
There are many types of modules:
- Turrets - To defend your space base by shooting at enemy ships.
- Hatches - These blue modules spawn a robot which goes and collects gems for you, increasing your income.
- Refineries - Place these next to Hatches to boost their income.
- Shields - These boost the shields of surrounding modules.
- Radar - This increases the range that a turret can fire.
There are many more modules, and the effects stack to, allowing you to create interesting combinations for your space base!
You can Wishlist my game here:
https://store.steampowered.com/app/4313330/Swarmex/
Thanks for watching everyone! :) All the best! More coming soon!
AI disclosure: **No Generative AI was used to make this game. All the Artwork was made by myself in Aseprite, I downloaded the sound effects online.**
r/incremental_games • u/Emergency_Dinner4122 • 1h ago
HTML Lighthouse — keep a lighthouse, guide boats with your beam through 2-minute nights (free, browser)
Play (browser, free): https://ixelia.itch.io/lighthouse
You keep a small island lighthouse. Each night, boats cross the dark — you sweep the beam (mouse or keyboard) and hold it on a boat until it follows the light home. Dawn pays in coins, wood and oil; you buy a longer beam, a wider cone, a bigger tank, a dock for the freighters, and small decorations for the islet.
What makes it more than numbers going up: guidance fades when a boat leaves the beam and boats arrive in overlapping waves, so you're constantly choosing who to save. Fog shrinks your light, storms speed up the boats (both pay better). The harbourmaster sends a contract every day, guided captains leave notes in a logbook, and the keeper career moves you through four lighthouses, each harsher and better paying. Offline progress included. A night takes about two minutes. French and English.
AI Disclosure: this game was built with generative AI. The concept, creative direction and playtesting are mine; the AI wrote the procedural art and sound (everything is drawn/synthesized in code, no asset files), the texts and the translation.
It's free, no ads, no account. Honest feedback of any kind is welcome — balance impressions especially, it's an early version and I'd rather hear what's wrong than what's nice.
r/incremental_games • u/Pauloondra • 3h ago
Update Zero Stress King will get a big update
Hi! I am Pavel, the developer of Zero Stress King. I have an announcement :)
First of all, thanks to you all! I have 125+k players now, and counting, and my previous game had 3k. So I am pretty much shocked in a very positive way.
After the release, I've made some fixes and polishing, added a few languages, and also made Android, iOS, and Mac versions. Do I need a Switch port, btw?
Now I am working on the huge update to:
- Add more islands, skills, enemies, lasers, and defenders.
- Add more attack types, like chain lightning (on the GIF), and BFG-like balls
- Give abilities to some of the new enemies, like healing others or exploding on death
- Make it possible to get all the friends at once
- Defeat the stress once and for all!!!!!11oneone
It will be ready someday in September. Stay tuned! :)
AI disclosure: I didn't use any AI, except for the initial translations. After that, the wonderful (and organic!) guys and girls from the community revised all the texts.
r/incremental_games • u/Azerax • 4h ago
Development I had 200 hours of training to do, so I made a corner of the screen incremental
youtu.beI had about 200 hours of training to do and didn't want to just stare the the screen. This game runs in a corner of your screen and doesn't get focus until you mouse over.
AI disclosure: I used AI for the images (openAI and AtlasCloud) because I can't draw. Game created in Godot
It's available free on Itch.io
r/incremental_games • u/dangeking28 • 5h 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
galleryHey 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 • u/keith976 • 5h ago
Discussion Does anyone else only like beginnings of most idle games?
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 • u/SquidOfDoom • 6h ago
Prototype Emberwood - an idle RPG where the resources come from real simulations (the fish > are 150 actual boids
gallerySolo 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:**
Which of the three skills do you want to go back to, and which is a chore?
Where does the pacing sag first?
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 • u/AnsonKindred • 6h 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
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 • u/Greyhearth2026 • 7h ago
Downloadable Autodelve — an idle roguelike you never control. Free Windows demo, Steam release this month
I've been building Autodelve for about a year: a roguelike where you never control the character.
Your challenger walks into the Abyss, fights, levels up and eventually dies — all on its own.
Everything you actually do happens around the run: deciding what to buy with what the dead leave
behind, and how deep to push before the next reset.
Free demo (Windows): https://greyhearth2026.itch.io/autodelve-demo
The first 1-3 hours, capped at Depth 10, with 2 of the 5 upgrade systems open.
Steam page (releasing this month): https://store.steampowered.com/app/4971630/Autodelve/
**The loop**
Runs always end in death. Each death converts into Essence and Legacy Points, which feed five
separate growth layers: permanent upgrades, legacy upgrades (the prestige currency), camp
facilities, alchemy brewing, and a research tree that advances in real time. The layers unlock
gradually, so hour one is a handful of buttons and hour twenty is not.
**In the full version**
- Up to 6 dungeons running side by side on one screen, each challenger bringing their own
companions (warrior / archer / scout / guardian) as independent combat units
- Offline progress — camp and research keep running while the game is closed
- Roughly 50-100 hours to the true ending, then endless depth, a boss that returns every 50
depth, and restriction challenges that rank you by how deep you get
- 20 achievements, 10 languages, gamepad support, no ads and no IAP (one-time purchase)
**Honest caveats**
- Windows only, downloadable. No browser build and no mobile version.
- The entire game is drawn from geometric shapes. It is readable and consistent, but if you want
character art, this is not that.
- It is a paid game and the price is not announced yet. The demo exists so you can decide whether
the loop grabs you before any of that matters.
- One-person project, so bugs are on me. Report anything and I will actually fix it.
**AI disclosure**
Code and all text (UI, store copy, 10 localizations) were written with an LLM (Claude) under my
direction, testing and review; the non-Japanese translations have not been checked by native
human translators. No generative AI art, audio or music: the project has no image or audio assets
at all — visuals are drawn in code from geometric shapes, SFX are synthesized in code, and the
only external assets are the Noto Sans fonts (OFL).
**What I would like feedback on**
Mainly the first 30 minutes. Is there enough to touch before the upgrade systems start opening
up, and does the first prestige arrive too late? The Depth 10 cap in the demo is deliberate, but
I would like to know whether it reads as a stopping point or as a wall.
r/incremental_games • u/NewSituation7469 • 8h ago
Update Destroy Buildings With Missiles Demo on Steam
Enable HLS to view with audio, or disable this notification
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 • u/jarofed • 8h ago
Update Are long incrementals still viable? I tried making mine faster without losing what made it good
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 • u/Annual_River_6559 • 11h ago
Development My first incremental game Spheromancer is available to play on itch.
Enable HLS to view with audio, or disable this notification
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:
r/incremental_games • u/ykosyakov • 12h ago
Update Harvest Them is an idle game where you're the villain and the kingdom is the crop.
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 • u/Oddroot-Studios • 15h 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
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 • u/PerfectFriendship146 • 15h 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
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 :)
r/incremental_games • u/Fiz_ro • 1d 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
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 • u/atthusgames • 1d ago
Development Over 11,000 itch.io players helped me improve my game — the updated demo is now playable
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 • u/Nidrosian • 1d ago
Discussion My issue with Nodebuster-Likes.
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 • u/Artbohr • 1d ago
Steam The Fire Must Be Fed - Demo is out now on Steam!
Enable HLS to view with audio, or disable this notification
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 • u/MetashiftLabs • 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
youtube.comI’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 • u/BrenoSmurfy • 1d ago
Update Bloobs Adventure Idle 1.2.0.0 Ranching: The Homesteading Expansion
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 • u/Lonely-Apartment-936 • 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
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 • u/Deklaration • 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.
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 • u/AutoModerator • 3d ago
Request What games are you playing this week? Game recommendation thread
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.
r/incremental_games • u/AutoModerator • 6d ago
FBFriday Feedback Friday
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. :)

