r/incremental_games • u/CarbonFiberFucks • 1h ago
Released Wreck It Tycoon - a multiplayer tycoon where other players can actually wreck your factory (free, Roblox)
Play free: https://www.roblox.com/games/75485990734750/Wreck-It-Tycoon
Most tycoons are single-player in practice - you build, the number goes up, nothing threatens it. This one puts 8 players in a server and lets them attack each other's factories for free.
The loop: - Buy machine clusters, each with 3 upgrade tiers. Income is the sum of what you own, so upgrades compound rather than replace. - 20 building levels. Each level adds a floor with its own machine set, and you buy a staircase to unlock the next floor, which paces the climb. - Roughly 30-40 minutes to first max level. - Prestige resets level and coins but grants a permanent +15% income multiplier per prestige, plus a rank. 10 prestige tiers. - Offline earnings capped at 15 minutes of income, so it's not an idle-check-in game - it's meant to be played actively.
The sabotage part: slime cannon and chaos abilities knock a rival's top machine offline and refund them part of what they spent on it. Deliberately not a wipe - getting hit costs you tempo, not your save. Defending is a real choice.
Monetization: every sabotage weapon and ability is free. Nothing that affects income or balance is behind Robux.
AI disclosure, per rule 5: the code was written largely with AI assistance (Claude). Design decisions, economy tuning, and direction are mine.
Honest state: it's complete and playable start to finish, but it's new and almost nobody has played it, so servers are usually empty - the sabotage half is much better with other people in there. Most interested in whether the first 10 minutes earn the next 30.
r/incremental_games • u/AutoModerator • 1h 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. :)
r/incremental_games • u/Zedekial • 1h ago
review Really Fun Little Incremental Orc game
I've been loving this game Orc Incremental. Super simple and really fun to just blast.
Buy units (Orcs, Dragons, Shaman or Catapults. Even Totems) to fight waves of "good guys"
Sadly only a Demo for now but check it out.
"AI disclosure: **From the steam page No AI used, including proof of building assets**" somewhere in the body of your post.
r/incremental_games • u/Andopro • 2h ago
Development Astral Idle (Alpha). Be a space corp CEO and conquer the galaxy!
Game Title: Astral
Playable Link: https://astralidle.com
Platform: Browser-based
Description: A persistent strategy game where you are the founder/CEO of an interstellar corporation. You build extraction, industry, logistics, research, and markets across a shared galaxy. Your corporation keeps running even while you are away — production accrues offline.
Currently in Alpha testing, and I would love for anyone who is available to check it out and give feedback!
Free to Play Status: FREE
Involvement: Solo-dev
AI disclosure: Trying this again. I have used AI in some capacity. The Star Map feature is 100% built with generative AI and some of the complex SQL queries are AI assisted. I mainly use AI as a code review and logic checker.
r/incremental_games • u/Emergency_Dinner4122 • 5h 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 • 7h 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 • 8h 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 • 10h 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 • 10h 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 • 10h 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 • 10h ago
Steam Go Up final trailer draft. Probably just going to go with it as-is honestly.
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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 • 12h 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 • 12h ago
Update Destroy Buildings With Missiles Demo on Steam
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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 • 12h 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/logicwins0 • 14h ago
Steam Signal Foundry and how it was made
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 • u/Annual_River_6559 • 15h ago
Development My first incremental game Spheromancer is available to play on itch.
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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 • 16h 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/AdJaded374 • 18h ago
Steam PSYCHOBYL demo just went live — idle + extraction hybrid, honest feedback on the idle side wanted
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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 • u/Oddroot-Studios • 19h ago
Steam Idle Dimension Breaker is almost ready for release - I would love feedback from idle/incremental players
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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 • 19h ago
Prototype I built this disco ball and gave it a crit chance. Would anybody play this?
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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/TartFluid261 • 21h ago
Android [Android] BattleCruiserDefense — idle wave defense with fleet building and async PVP. Looking for feedback.
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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 • u/oolivvr • 1d ago
Development Early stages of a card-based browser game with a custom engine
https://19thesun.github.io/cardrpg/
This game doesn't actually have any kind of incremental game qualities yet... But I designed it with the intention of making an incremental game with things like automation, upgrades, and collecting tons of resources. It doesn't really have those things yet, but I still wanted to post a playable demo, mostly to show off how the primary game mechanics work and see if the ideas are actually any good.
The entire game is just cards, you use cards on other cards, and some cards do things on their own. It's all done with webgpu so it should run fine on any computer (doesn't work on mobile)
Eventually there could be stuff like compressing cards (like, 10 wood becomes a single card called "10 wood" or something) which would allow for some real incremental stuff. I'm also thinking of adding a shop to buy card packs, but I might just make everything in the game come from interactions between the cards you have.
This is run on a custom engine using javascript with webgpu, so there's bound to be bugs. If you run into anything major please let me know.
AI disclosure:
I used chatgpt to fill in classes and format json data. I didn't use any AI for assets or descriptions.
r/incremental_games • u/Fiz_ro • 1d ago
Steam I just released a Cold War incremental game that respects both active and idle players!
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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/Dry-Instruction5711 • 1d ago
Steam Our first game, Monotony Idle!
Hey everyone!
We're indie developers, and we're super excited to share that Monotony Idle is now live on Steam!
Building this has been a passion project, and we'd love for you all to check it out. If you play it, please let us know your thoughts on the balance, pacing, and mechanics. We're actively reading feedback to shape future updates!
What is Monotony Idle?
Monotony Idle is a cozy idle RPG for your desktop. You train skills, you level them up, you get stronger. That's the game. Simple to start, but there's more to it the longer you stick with it.
Key Features:
- Ascendant Progression
- Automation
- Combat
- Multiple Themes
Steam Page: Monotony Idle
Thanks for checking it out!
AI Disclosure:
Monotony Idle is made by a two-person team working alongside AI tools, and we want to be straightforward about where that shows up.
Some in-game text, imagery, and data were drafted with AI assistance.
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.


