r/incremental_games • u/jungleeggplantoyster • 17h ago
Meme I have mastered the ancient art of finding incremental games on itch.io
4 clicks. That's all it took. Scientists hate me.
r/incremental_games • u/AutoModerator • 2d ago
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 • 5d ago
This thread is for people to post their works in progress, and for others to give (constructive) criticism and feedback.
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r/incremental_games • u/jungleeggplantoyster • 17h ago
4 clicks. That's all it took. Scientists hate me.
r/incremental_games • u/Pure-Map-6717 • 6h ago
A year ago, I posted the first version of my game in this subreddit. The feedback and the ideas I got back then made me believe I could build a good game out of it.
One year later, yesterday, I launched A Dark Cave on Steam. It's a story-driven mostly text-based incremental game, so quite a niche game. But the number of people who enjoy the game and gave me positive feedback makes it feel like it was a success.
I'm really grateful to everyone who played the game and gave me feedback along the way. Many people spent a lot of time giving me extremely detailed feedback or helped extensively with the localization and asked for nothing in return. This game exists because of you.
Thank you!
Steam: store.steampowered.com/app/A_Dark_Cave
AI disclosure: AI has been used in writing parts of the code, not for game assets like images, music & sounds.
r/incremental_games • u/sfrast • 23h ago
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Hello guys,
Few months ago I posted about a small game I prototyped and released online (you can still play the alpha here : https://sizzling.mazz.lol/)
The initial post (you can find it here : https://www.reddit.com/r/incremental_games/comments/1uw4zw3/exploration_based_incremental_concept/) got lots of positive feedbacks and this really encouraged me to keep going in order to produce a full blown game with much more content and mechancis
Today I got the approval mail by steam and this is such an amazing feeling, I made a trailer dedicated for this "announcement" step, I hope this will trigger your itch to want to know more about the game !
Steam page is available here : https://store.steampowered.com/app/5008130/Sizzling/
To resume the game in a short list :
- Game loop is kept with painting cells by rolling over them
- Upgrades that lets you go further (basic upgrades, no skill tree, no nodebuster like)
- Charms that lets you beneficiate from one shot bonuses
- Favours that modify the way you play (and you'll need to adjust your playstyle depending on which section of the game you're playing or what you're farming / what you're aiming), favours make you take decisions on what you carry and what you decide to leave out
- Sizzling rings that kills you, you need to expand your territory over runs to push it back
- Unique sites that unlock favours / key items / equipment to progress
- 12 unique minimaps that have their own rules
- Combo / mechanics you need to discover in order to progress further
- More secret stuff that I won't spoil here (though you can spot some sneak peek in the trailer)
The game loop stays the same as the alpha one, I expanded the discovery side / incremental side further, added variants gameplay mechanics, etc..., the game still need active gameplay but if you optimize every generator you encounter then I guess you could progress as well (though I didn't design the game to be an idler)
If you have a few seconds to check out the trailer and steam page to wishlist it, that'd be amazing and motivate even further (if you're interested in the game of course !)
Thanks a lot to all the people that played the alpha version and especially to people who made feedbacks about it, this truly helped to shape the game to where it is today, I plan to release it in 2027, but from today's content I'll release a demo build soon, so you guys can test it earlier and hopefully share others feedbacks, those are really precious and motivating to keep developing the game !
I'm also looking for beta testers in order to test the upcoming demo and make feedbacks / balancing on it, if you're interested in that, you can DM me, thanks in advance !
The game has no demo on steam yet but alpha is still playable online (see link above, also you'll have the occasion to test the main loop of the game and compare visually with the announcement trailer how much it changed since then!), so I don't know if this post will be allowed for now, if not then I'll remove it and repost once the demo build is ready
Again, thanks to this community for motivating game developers and sharing feedbacks, this is truly inspiring and keeps me motivated working on this passion project !!
AI Disclosure : Like the alpha build, I used AI to optimize/enhance few heavy load algorithms (world stream generation with offloading out of main thread to avoid hiccups on world chunks management, simulation for offview inks production where thousands of generators can tick per seconds, also some shaders merging that I couldn't get to work on my own, those are the dissolve + fog veil), I also used AI to translate steam page text content (base english texts are mine), I didn't do the in game texts translations yet, I'm currently working with a translator agency to handle this side so they do all localizations
If you have any questions or if you want to join beta testing, let me know, I'm happy to share details !
I wish you all a great day !
r/incremental_games • u/Healthy-Rent-5133 • 13h ago
https://store.steampowered.com/app/4964120/Fantasy_Idle_RPG/
Yo, I have released the sequel to my first idle game. 'Fantasy Idle RPG' uses the same engine with some tweaks to make it generally better, such as level locked cards, and more focus on card chains.
The theme is fantasy tropes and memes. All the cards are hand written by me including my questionable sense of humor.
Disclaimer: don't expect a deep and confusing experience here, this is a simple casual game, that goes as deep as scroll cards, read the fluff, have a laugh, watch numbers go up, save the princess from the evil Chad.
I hope u like it.
Note: There is a free steam demo with a limited amount of cards, buttttt... If u want to play for free, enter the save string 'I am a pirate' and load it, and enjoy the game fully for free, you dirty rogue.
Supports 11 languages! (English, German, French, Spanish, Chinese, Japanese, Korean, Russian, Italian, Portuguese, Hindi)
enjoy
Al disclosure: I did not use Al in writing this game. I used the same engine as Idle Trillionaire, which coded up before Al was a thing (as my final proiect in CS50 actually)
r/incremental_games • u/lechiffrebeats • 1h ago
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demo on steam (200+ players already): https://store.steampowered.com/app/5136840/ChillTank/
AI disclosure: for lokalisations, lots of coding & some promotional parts. Fish, Music, sounds & Maps are humanmade
r/incremental_games • u/International-Ask833 • 2h ago
Three heroes walk a cave and fight on their own. You tap to enter, then you can put the phone down.
No energy timer. Gold still ticks while the app is closed. One job when you come back.
Android, free, English.
https://play.google.com/store/apps/details?id=com.idleparty.app
AI Disclosure
Art is owned pixel art. Combat and copy are original. I use AI coding assistants while developing. The GIF is a phone capture, not generated footage.
r/incremental_games • u/AutoModerator • 10h ago
Want recommendations of the best mobile idle games that fit a particular genre? Want a list of games that have cloud saving? Cross-play? Multiplayer? Games that involve slimes? Want help finding that one game you played back in 2016 but can't remember the name of? This thread is for you!
If it'd normally break Rule 1 or shouldn't be a full thread per Rule 9, it's fine here. Except for referral links. Nobody wants to deal with referral links.
When asking your question, see if you're able to answer any of the other questions asked too.
Previous Help Finding Games and Other questions
Previous recommendation threads
If you're looking for autoclickers, check out our list on the wiki.
r/incremental_games • u/Imoyokan • 21h ago
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Hi! I'm a Japanese solo dev, and I've been developing a game called BEAM Inc.
It just launched on Steam!
Thank you so much for all the feedback you shared here — thanks to you, the game has become so much better.
I'd be really happy if you gave it a try!
Game Link : https://store.steampowered.com/app/5048900/BEAM_Inc/
AI Disclosure: No AI Used
r/incremental_games • u/iwantsumcrusha • 15h ago
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A few months down the line since first sharing and a finalised demo is here!
Since then the whole games had a graphics, sound & music pass, plenty of bugs squashed & a whole bunch of quality of life adjustments. Looking ahead to the full version I'll be adding more power systems & zones to round it out further.
Windows, linux & web versions available (download versions strongly recommended!)
Web version & download on Itch.io
AI Disclosure: no AI was used
r/incremental_games • u/Thick_Tomatillo4536 • 2h ago
Hi everyone!
I’ve released the first playable alpha of Earthward Somehow, a space incremental about restoring a damaged ship and finding a way back to Earth.
You actively shoot asteroids and drifting wreckage, collect resources, and process them through crushers, furnaces, and an assembly bench. Those materials go into repairs and upgrades, gradually unlocking faster production and automated transport. You can also walk around the ship and read incoming transmissions as the journey unfolds.
AI Disclosure
I’m developing this game solo, using generative AI as part of my workflow. AI was used extensively for artwork and visual assets, coding, and assistance with writing and translations. I make the final design decisions, choose and review what goes into the game, and test and iterate on its mechanics and balance.
What’s playable
This is an early alpha, so expect rough edges and balance changes. After reaching the current story endpoint, you can keep gathering and upgrading.
Play here: [ITCH.IO LINK]
I’d especially appreciate feedback on the early progression: does repairing the ship feel rewarding, and where does gathering or production start to drag?
If you stop playing, knowing what made you stop would be useful too. Thanks for trying it!
r/incremental_games • u/Content_Audience690 • 23h ago
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Gravend is a long, hand drawn incremental RPG. Around 1500 pieces of art done by my wife u/flythruthechaos
The core loop is about the following:
Exploration: Click the compass or use hotkeys to walk to a tile, determine if you get murdered or you're strong enough to do the murdering. Cleanse the tile, defeat the Lurker (boss of the tile)
Talk to people in towns to get quests. Buy things from the shops in towns, things are useful and nice to own.
Find Temples, unlock new jobs, new jobs unlock new systems. Use the new systems to become strong enough to keep exploring until you can reach the corners of the map. The map is 15x15.
Extermination: The first run, NG0 as I usually call it, people generally want to clear everything, this usually involves figuring out a build that can clear a tile, hunting that tile until everything is dead.
Choices Matter: So there is a decent amount of Lore and Story wrapped up in the rest of the game (I think we're at about 30k-40k words of dialogue but it's a VERY slow drip)
There's a pivotal sidequest that opens up a moral path early on. There are basically five moral paths that play entirely different from each other (which is to say what Jobs and perks you'll have access to as well as some of the minigames and THEIR rewards being locked).
Obviously on the next run you can choose differently.
There are also a number of pieces of equipment (gear) that are choices, which is to say that you can't get all of them in a single run, and getting them will sort of shape your build.
It's been about 3 months since I made a post on here, but I thought I should since we have a wiki now, it's still get much a work in progress though. We have 990 articles currently but myself and dedicated players from the Discord are working on improving it.
If you have played before but haven't played in a while the game is potentially a lot different, especially if it's been a long time, I did a push a while back to make it so people could basically 'main' a job for most of a run so you didn't have to rely on any sort of meta strategy. It's been a massive effort to balance the game in such a way that most of the jobs are a lot stronger than they used to be.
Links:
AI disclosure:
AI has been used for a handful of internal tooling things, I wrote about this perhaps too extensively in some of the previous posts over the past couple years. Things like reading stack traces, parsing logs, helping build powershell scripts to crawl the TSX files to use regex to look for hardcoded colors so I was able to replace them all manually with the palette theme.
If you're interested in my dev process, around 90% of the code is entirely my own DSLs that allow be to do data driven design where I can basically just drop in yml files to content churn. It's going to make a huge difference when we eventually make it to steam because modding will be as simple as dropping in a yml file, or editing one.
r/incremental_games • u/Whole-Department-710 • 2h ago
Hi! I make small browser incrementals. RINSEWICK is the one people have liked most so far, so I would love feedback from this sub.
The loop: you get a short shift with a pressure washer and a tank that lasts a few seconds. Point the mouse and the hose sprays by itself: grime comes off and stays off, the picture underneath slowly comes back, and every speck pays. When the tank runs dry, spend the shine on the upgrade tree and go again.
Play the free demo (first two jobs) in your browser: https://kqmigqkqri.itch.io/rinsewick
The full game is $2.99, and 50% off in the itch.io Halloween Sale until Nov 4.
What I would most like to know: does the first shift hook you, and where (if anywhere) does it start to drag?
AI disclosure
r/incremental_games • u/Crazy_Wasabi3357 • 2h ago
I made Autowander, a free pixel-art idle RPG where your hero adventures on their own: clans, auction house & PvP arena
"AI disclosure" I've used generative AI to help me with the code and French/english translation !
Hi everyone! I’ve been working solo on Autowander, a browser idle/semi-idle RPG, and it’s now playable.
How it works: you pick a map and press play. Your hero explores, fights, gathers and loots by themselves. Your job is everything around it:
It’s free, no download, and runs on desktop and mobile. You create an account with just a username and password (no email needed) and your progress syncs across devices.
👉 https://autowander.autowander.workers.dev/
It’s an early version, so I’d really love feedback, especially on balance and progression speed. I’m reading every comment!
r/incremental_games • u/Xenodermus_Games • 20h ago
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Steam link: https://store.steampowered.com/app/4359740/Ascended_Snake/
Generative AI Disclosure: No Gen AI used.
r/incremental_games • u/Rafolidev • 1d ago
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AI disclosure: No AI was used in the game at all
r/incremental_games • u/tinyfleet • 8h ago
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▶ \*Play on* Itch.io for free\** TinyFleet on Itch.io
TinyFleet is a free web browser-based cozy driving + fleet management game. You start with one car, pick up passengers & cargo, and haul them between towns and cities & across islands and continents to earn your first $s.
AI disclosure: Generative AI was used to code nearly all of this game, including graphics & text. The 'a.o.huge' tracks on the soundtrack are made on Suno, whereas the 'Attention' tracks were recorded by my brother with no use of AI (give him a listen on Spotify!)
▶ \*[Download the free app for Windows or Mac](https://tinyfleet.up.railway.app/) *[version 0.7.1]\**
▶ \*or Play the latest version on* Itch.io for free\** TinyFleet on Itch.io
I'm the solo dev and I'd love feedback, especially on what's confusing in the first ten minutes. Please let me know what you think!!
r/incremental_games • u/Legi00n4 • 3h ago
What if the constraints from 1986 no longer exist?
Well, they don't - hence we can go wild with the amount of blocks and balls. How wild? All the way to infinity.
You might wonder if the grey blocks can be destroyed as well?
Yes they can - enjoy! (especially the banger chiptune playlist)
AI disclosure: game project and its assets were created by Skynet for Godot (Claude Opus 5.5, I requested it to create the game as a project which can be imported directly to Godot.)
r/incremental_games • u/RattrickGamess • 13h ago
Hello!
I just released get scrubbing!, a tactile active/idle incremental game with a satirical story: you lost all your money on a sketchy mobile casino app ("Lucky Snake") and now you're washing dishes at the sink to pay off a very polite loan shark.
How it works:
- Tactile Scrubbing: Drag your sponge to clean sauces, grease, and burnt crust. Reach 90% clean and the rest snaps off with a satisfying clean flash!
- Debt vs. Upgrades: Every tip you make can either pay down your debt or buy better tools, helpers, and new dishes in the shop.
- Multitasking Phone OS: Answer the Boss's calls, manage upgrades, or gamble on Lucky Snake without pausing your work at the sink.
- Relapse & Prestige Tree: Clear your debt, and unlock permanent upgrades across 4 branches, 20 dish levels, and the Utility Room dishwasher!
- Languages: English and Brazilian Portuguese support.
👉 Play / Download here: get scrubbing! on itch.io
(Feedback on the scrubbing feel and pacing is greatly appreciated!)
AI disclosure : Ai was used for graphics, code and some sound effects.
r/incremental_games • u/shadowxdgamer • 12h ago
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Made this incremental game based on the famous stacking game.
Play --> Earns coins --> Buy upgrades
And added some twists of mine changing shapes and bombs ;))
i don't wanna spoil too much better play it for yourself and see
game link : https://shadowxdgamer.itch.io/stack-it
AI disclosure: AI was used for code generation to speed up the development and some asset creation
r/incremental_games • u/viridianguitar • 11h ago
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Hi all!
I love idle games and I began making my own for fun with certain things that I wish other games had. It's been a lot of fun! It's only on Google Play currently but I'm looking to expand. Heavily inspired by games like Runescape. Just felt like sharing!
Thank you 😊
Plot:
The World Soul Tree "Aelthorn" is dying, and a darkness has taken root at its heart. Make your way to the final boss to cleanse the corruption.
https://play.google.com/store/apps/details?id=com.aelthorn.idle
AI Disclosure: The only AI used was coding assist.
r/incremental_games • u/NutterButterW • 15h ago
Byte-Sized Tycoon. A terminal style idle game.
I’m the developer. One person, no team. The iOS and Android apps are built with React Native. The web version you see below uses the code just compiled for the browser. I mostly build my apps using AI tools.
The idea: you start with one upgrade. Bytes begin to accumulate. You reinvest those bytes into hardware to grow faster.
What I tried to do
- Two reset layers. Breakthroughs are a reset. They give you multipliers and let you keep going. Prestige is a reset. It turns your run into Quantum Bits. These Quantum Bits then scale the economy.
- Intrusion events. Hostile processes appear on the screen. You have 30 seconds to squish them. If you fail they eat 10% of your balance. It breaks up the waiting part.
- Auto-Buy Daemon. Once you’ve saved a Quantum Bits the game can play itself during long runs.
- 20 achievements. A lifetime stats page. When you unlock all 20 you’ve effectively beaten the game.
Monetization, simple: free. No in-app purchases. No banner ads. There’s a rewarded video for a 3x production boost. There’s also one ad on reset. Both are behind a frequency policy. That’s the ad space.
AI Disclosure:
Every line of code in this game was written by AI. Claude. I used a pipeline I built myself. Different roles handled planning, building, fixing and QA. I don’t write code by hand.
What’s mine: the project briefs, the game design (mechanics, economy shape, progression curve) the ad frequency policy, every play test and every release decision. Including what got cut.
Try it without installing anything:
https://booleanbros.com/apps/byte-sized-tycoon/play/
It stops after the run on purpose. The reset layers are where the genre really lives. That’s where the game becomes deep. The store version behaves the same.
iOS: https://apps.apple.com/us/app/byte-sized-tycoon/id6792836682
Android: https://play.google.com/store/apps/details?id=com.booleanbros.bytesizedtycoon
Two things I genuinely don’t know and would love feedback on:
I’ll be, in the comments.
r/incremental_games • u/Old-Teacher9686 • 15h ago
The common assumption in Cookie Clicker appears to be that the baker transitions from an innocent baker to a self aware god fueled by a hyper capitalistic obsession with baking cookies through the early game to end game respectively. However, early game upgrades, flavor text, and mid-game grandmapocalypse mechanics suggest that the baker possessed their cold, self aware nature seen in the end game from the very beginning of the game.
The Baker and the Player are shown to be two separate entities working in a symbiotic corporate partnership where The Baker handles the physical engineering of the empire by providing the player with in-game upgrades to optimize cookie production, while the Player acts as the reality-bending "final Executor" of the baker’s proposed in-game upgrades and decisions who acts purely to make the numbers go up for their own entertainment.
First of all, The Player's tools exist canonically in the Baker's world, Right from the start, the baker is clearly shown to already use highly unusual and logically nonsensical methods to produce cookies, such as clicking a giant, floating cookie to endlessly manifest cookies into existence. Along with this, The very first building the player is available to use in the game are literal computer cursors that directly hover over and click the giant cookie. These are digital tools belonging to us (the player). Meaning The Baker is somehow manufacturing physical manifestations of our own UI tools to automate the clicking.Equally important, Early game upgrades such as the plastic mouse directly affect OUR clicks on the giant cookie, meaning that the baker is directly providing the player with in-game upgrades that directly optimize and upgrade the Player's mouse, interface, and cookie production.
Second of all, When you bake your first 5 cookies, a ticker tape appears on top that specifically reads: "Your first batch goes in the trash. The neighborhood raccoon barely touches it.“ This means that the Baker lost the cookies themselves as a physical material, but the Player’s own reality-warping UI preserved the abstract value of those cookies as in game currency anyway.
Third of all, When the Grandmapocalypse triggers as a mid game event, the Baker engineers complex solutions and hand them to us as in game upgrades. They design the elderly Covenant upgrade to stop it, but also offer the player with in game upgrades that weaponize the Wrath Cookies for their high-risk-high-reward progression mechanics, by giving the player a choice in their play style by offering the elderly covenant (wich tends to be more beneficial for an active play style) while also offering upgrades that fuel the grandmapocalypse by allowing for more wrinklers and wrath cookies to be present (wich tend to favor an idle play style), and on top of that giving them the ability to revoke and activate the elder Covenant at any time, the baker actively ensures both they and the player can maximize their cookie production from the player’s unique play style. This directly establishes a clear corporate dynamic where The Baker acts as the calculating architect providing the player with in game upgrades who proposes the decisions and builds complex contraptions like the late game JavaScript Consoles that rewrite reality, while The Player acts as the final corporate decision maker, choosing which in game upgrades to apply based entirely on what optimizes the cookie production.
In conclusion, The Baker was never “just an innocent baker” from the start; they were deliberately exploiting a higher-dimensional entity (you,the Player) for their own capitalistic benefit. They provide us with complex in game upgrades, buildings, and moral compromises. We accept their offers without hesitation because we see them as in game upgrades in an incremental game that is their universe, deriving entertainment purely from watching the numbers go up. Together, the Baker's calculating engineering and the Player's final decisions create the ultimate, terrifyingly optimized multiversal corporate empire.
Purely For the sake of discussion, what are other times where other incremental game narratives have established a fourth wall breaking dynamic between the player and the fictional characters of the respective game?
r/incremental_games • u/MazeStepsStudio • 18h ago
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Hi everyone! Solo dev here. The free demo of Pebble to Star went live on Steam today, and you can also play it in your browser.
Steam: Steam demo
Browser (itch): itch demo
The idea: you start as a gray 1-bit pebble and grow by pulling in whatever drifts past. What you eat decides what you become, and the screen gains color depth as you grow.
- Pull comets and meteors in by hand, or switch on idle and let gravity do it
- Elements you collect buy upgrades on a star map with several branches
- Pick a destination (ocean world, iron planet, gas giant...) and a checklist shows what's still missing
- Events with choices: a Mars-sized embryo grazes you, you get a moon, and your whole surface melts
- Civilizations can appear on living worlds, and one big impact can knock them back to a dark age
- Prestige (full game): Big Bounce the universe and keep your periodic table
It's semi-idle: it plays itself while the game is open, but there are no offline earnings. The demo goes from pebble to the moment you ignite as a star, about 20 to 40 minutes. 11 languages.
Thanks to everyone who tried the browser version on itch.
Two things I'd love to hear:
AI disclosure
This game is a solo project; the developer made it with the help of AI tools:
- The game's content and text were conceived by the developer and written up with AI assistance (drafting and polishing); the other languages were translated with AI assistance. If a translation reads oddly, please let the developer know.
- All visuals and sound are rendered and synthesized by code.
- That code (the shaders and the audio synthesis) was written by the developer with the help of AI coding tools; no AI image-generation or audio-generation models were used.
- The store capsule artwork was commissioned from a human artist.
The game does not use AI to generate any content at runtime.