r/incremental_gamedev • u/Ok-Tax-4457 • 4h ago
r/incremental_gamedev • u/No-Exercise8319 • 7h ago
Downloadable 15 years ago I fell in love with incrementals on Kongregate. Today, my own is finally out — an active (not idle) incremental adventure where quests gate your progress
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r/incremental_gamedev • u/ShippuJinrai • 2d ago
Steam My steam page for my incremental game just got accepted
r/incremental_gamedev • u/ToughUsual7159 • 2d ago
Steam After 3 and 1/2 years of development and moving across the country five times finally got my steam page up
I've had a few runs across itch.io and Galaxy click in the past, but I've made some massive under the hood improvements in the last few months And I feel that with the feedback from those and the actual refinement I've had time to do lately, I finally felt refined enough to activate my steam page and start getting the word out there!
It's a full stat idle RPG/ incremental Auto battler with Team Building as a core progression loop. I mean inspiration was games like soda dungeon, tap Titans, and Brave Frontier. I love to get your feedback on the steam page as this is entirely new for me, and see metrics are really hard to gauge how good my steam page actually is.
r/incremental_gamedev • u/OkLaw619 • 1d ago
Downloadable Hardware Constructor - A 2D CPU company management/tycoon game where you design processors and compete in the hardware market
galleryr/incremental_gamedev • u/Creaspace • 1d ago
HTML I tried to turn Infinite Craft into an actual incremental (worlds, rarity tiers, and a daily puzzle)
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Hey everyone! Over the past few months, I've been working on a little browser game called Fuse Infinity.
It all started when I became totally hooked on Infinite Craft, but then I hit that familiar wall: after crafting a few hundred items, the excitement fizzled out. Since anything can combine with anything, no single discovery ever felt special. I wanted to keep that thrill of "combine two things, get a third" while adding some incremental systems that would actually bring me back for more the next day.
The core gameplay loop is pretty straightforward (just drag two elements together, and an LLM generates a third—complete with a name and emoji), but I've built some cool features around it:
- Worlds. Instead of just one big pool of items, you start in a themed world (like a kitchen, magic realm, lab, or cosmos) with its own unique base elements. You can unlock more worlds, and when you combine elements from different worlds, it triggers a "collision" that's marked separately—usually something a bit cursed. This gives the discovery process some structure instead of just being one big, indistinguishable mass.
- Rarity tiers are calculated as a live percentile based on how many players worldwide have ever found each element (no fixed thresholds, so it stays relevant as the player base grows). When you pull a legendary or primordial item, it really feels like a big deal.
- World-first discovery: if you're the first person in the world to create something, you get to claim its discovery number. There's a live feed for the "wildest finds today" and a public "state of the universe" page that shows global stats.
- A daily puzzle: your goal is to reach a target element in as few moves as possible, complete with a streak and leaderboard. This adds a fun, competitive layer—kind of like golf or Wordle—that gives you a reason to come back tomorrow.
- A world-tree view (a force-directed graph of everything you've discovered) and a shareable "fingerprint" card that visualizes your entire universe as an image.
What I'm most proud of, technically, is that every combination is cached globally and deterministically. Each unique pair (sorted and normalized) only hits the model once, worldwide—after that, everyone gets the cached result instantly and for free. This way, the model cost only scales with unique new combinations!
It's browser-based, works on mobile (touch drag), no signup, free.
AI disclosure: the elements are generated by an LLM (that's the "combiner"); I also used an AI assistant while writing and debugging the code. No AI-generated art.
Would love feedback from this crowd specifically — mainly whether the daily + rarity actually create a reason to keep going, or if it still collapses into "make everything once and bounce."
Play here: fuseinfinity.com
r/incremental_gamedev • u/Daterbro • 2d ago
Steam I’m making a no-code tool for creating clicker games — now available to wishlist on Steam
galleryr/incremental_gamedev • u/diggyducks • 4d ago
Steam Launching the Steam Page for our first game: Cheese, Please! - an incremental bullet hell about mining space Cheese
Two months ago, my friend and I left our full-time jobs to dive into indie game dev. We are very excited about every step of this new journey. We know that indie game dev is very hard, so publishing our first Steam page is truly a huge milestone for us.
Cheese, Please! is an incremental bullet hell with some roguelike elements. You can upgrade both from a permanent Skill Tree and temporary Weapon & Perk during each run.
Here our Steam page: Cheese, Please!
We'd love to here your feedback on our Steam page. Is the idea of randomize weapons on each run is interesting enough for an incremental game? Does our page demonstrate that well enough?
We have very little experience in making a Steam game, so hope we can learn a lot of new things from you guys.
r/incremental_gamedev • u/Leading-Ninja7225 • 5d ago
Steam My game, Idle Harmony, is officially "Coming Soon" on Steam!
After months of development, the Steam store page is finally live.
What is Idle Harmony?
An idle music-building game where you don't just chase numbers—you build living musical compositions.
🎵 Procedural Audio: Unlock notes, rhythms, and unique instruments.
📈 Strategic Balancing: Manage musical tension to maximize efficiency.
🎧 Creative Freedom: Watch loops generate income and download your melodies.
Every single wishlist helps immensely with Steam's algorithm and visibility. If you love incremental strategy or indie games, please consider adding it!
Wishlist it on Steam! I would appreciate the support!
r/incremental_gamedev • u/JamboNo59 • 5d ago
WebGL Minion Colony - Announce Trailer
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Minion Colony is an incremental colony sim with auto battler elements sprinkled in.
This was my first time having a serious go at making a good trailer. So many parts of the indie process that you don't realise the amount of work at first!
You can play the demo for free on itch.io right now and a Steam demo is coming soon.
AI disclosure: No Generative AI was used at any point in the development
r/incremental_gamedev • u/h1p3rcub3 • 5d ago
Downloadable Dice shepherd: Physics based incremental
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r/incremental_gamedev • u/ginesortiz • 7d ago
iOS I'm creating an IDLE: CodeBastion
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Hi everyone! I've been working for a couple of months on a small game called Code Bastion.
It borrows ideas from different clickers and incremental games like Universal Paperclips, Civilization, Kingdom Two Crowns, A Dark Room, and many more.
You start with a small settlement and gradually turn it into a self-sustaining city. You gather resources manually at first, assign citizens to jobs, construct and upgrade buildings, manage production chains, food, storage, happiness, population, stamina, seasons, and city focus.
Progress is driven through a large ability tree covering economy, construction, society, military development, exploration, and new technologies. Unlocks are gradual: new resources, buildings, professions, passive production, expeditions, defense roles, microprocesses, and better ways to grow your settlement.
The closest comparisons are probably A Dark Room for its gradual discovery and expedition feel, Kingdom Two Crowns for city growth and defense pressure, and Civilization for its tech tree and long-term planning. It also has the incremental “one more upgrade” loop from games like Universal Paperclips.
There are daily tasks, a weekly campaign, longer city goals, streak rewards, and temporary bonuses. Random events can bring traders, migrants, caravans, technical discoveries, plagues, strikes, mine collapses, heat waves, and other situations that need resources or preparation to resolve.
Once you expand, you unlock procedural expeditions across a generated map: recruit villagers from camps, train soldiers, assign expedition and defense roles, craft provisions and tools, explore dangerous terrain, find loot and treasures, then research those treasures for permanent rewards.
There is also a defense system with timed incursions, passive guards, preparation, crafting weapons and protection, and different outcomes depending on how ready your city is. On top of that, small unlockable microprocesses offer compact side activities with their own rewards and progression.
The visual style is inspired by old terminals and command consoles: dark screens, monospace text, sharp panels, status readouts, and subtle interface animations. I wanted it to feel like you are operating a growing settlement through a low-tech futuristic command system, rather than using a traditional city-builder UI.
It’s a mobile-first (iOS and Android) but I'm also working for an iPad version and a desktop one
If you want to keep in touch: https://forms.gle/3W2NbMXsqyHn7VFXA
r/incremental_gamedev • u/Arefnue • 7d ago
Steam Building an incremental game around the dopamine of rare drops.
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I've been working on an incremental game where the main progression comes from forging increasingly rarer turrets.
Instead of buying linear upgrades, every forge has a chance to improve your build with better stats, higher rarity, and unique traits. As you progress, new systems unlock to expand the gameplay.
Does this core loop look satisfying? I'd love to hear your thoughts.
r/incremental_gamedev • u/Grindveil • 8d ago
WebGL Looking for a Game Development Collaborator (Passion Project)
r/incremental_gamedev • u/PhoenixShadowborn • 9d ago
Design / Ludology What makes a good Prestige system?
r/incremental_gamedev • u/Capital-Connection84 • 9d ago
Design / Ludology Average graphics or no graphics?
When you play game you prefer no graphics like "your chronicle" or basic graphics?
r/incremental_gamedev • u/TristanUckie • 10d ago
WebGL How would you help players understand an auto resolved fight without animating the whole thing?
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Hello fellow devs!
We are making an idle RPG called Ale & Axes of which the first version is already live and playable. The core of the game is where you send a squad of 3 raiders on a raid against 3 enemies for a period of real time (e.g. 12 hours or 4 days). The combat is processed automatically in the background.
When the raid comes back you reveal the result, and right now we show two things: per-raider stats like damage done, healing done, and damage blocked. And a full turn-by-turn combat log. Check out the video to see this.
This works pretty well and gives a quick overview which of the raiders and enemies performed best and which ones survived. And the players who enjoy reading logs really like it. Still I get the feeling that a lot of people do not fully take in what happened in the fight. They see whether they won or lost, but the reason behind it does not always come across.
One obvious fix is to animate the fight fully, show the attacks landing. However we do not have the resources for that, and to be honest, even if we did I am not sure it is right for an idle game where players may have 12 or more raids going. Most raids are pretty straightforward and only for the boss and world boss raids it may be good to show a full replay.
So I am after ideas from anyone who has dealt with something like this before (on a small budget). How would you make an auto resolved fight readable, without a full animation?
Some things I have been thinking about:
- A short, simplified summary of the key moments, rather than a full replay
- Doing more with the stats, like calling out an MVP or the turning point of the fight
- Some kind of timeline or bar that shows how the fight swung back and forth
- Light icons or animation on the log itself, so it reads less like a wall of text (we already made it so that in the combat log "secondary" stuff is hidden by default and the most important stuff is highlighted clearly)
Would love to hear any suggestions on how to take this to the next level without spending too many resources! Thanks!
r/incremental_gamedev • u/TechnicalAd2541 • 10d ago
HTML lawn mowing incremental prototype, now live!
i would love to hear your feedback! still trying to figure out the economy and more content. https://numbergoesup.itch.io/mowmoney
r/incremental_gamedev • u/SignalMap2750 • 11d ago
Steam Our incremental farming game is getting bigger and bigger...
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We are just two indie developers enjoying our first incremental game, RoboFarm. It was a challenge to handle all those robots, growing plants, and mechanics without overloading the CPU.
Testers welcome: https://store.steampowered.com/app/4212040/RoboFarm_Demo/
r/incremental_gamedev • u/IronyGames • 11d ago
Meta How do you balance your numbers?
Hi! I'm slowly developing an incremental of my own. I have the engine pretty much done, the generators have incrementing prices, generate currency, and appear after a certain currency is met. I also have prestige currency generation done and an upgrade system.
But I'm struggling to create the actual generators themselves. Not sure how much should they cost, of how much currency should they output, or even when should they be unlock along the game session.
It feels like I'm doing aimless hours of trial and error. What's your strategy or guidelines to structure generator unlocking and how the prices and generations feel satisfying?
r/incremental_gamedev • u/WickedMaiwyn • 11d ago
Android "Blade Rising" - conquer ALL 1000 Floors of Evil in NEW incremental pixel RPG as Dachshund!
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Hey r/MobileGames ,
I'm solo-dev of "Blade Rising" incremental pixel RPG ( bladerising.com/play )
Conquer Floors of Evil as a Dachshund Knight on the way to Ascention!
- 1000 Floors of Evil
Your main quest is to defeat ALL Floors of Evil. Each gives you Prestige that you can Ascend for over 100+ permanent Boons.
10 unique regions of Prestige Tree, each with inner progression. Secrets to explore.
- Global Events
"Weekly Boss Hunt" is currently running to grab up to 100 Prestige each week
- Gameplay First
I'm indie solo dev. I value game design as a core, most important thing. Games should be fun, engaging and intresting from first session till meta progression.
- Truly Free
No paywalls. No ads in core gameloops. No pay to win.
"Start with One Strike, Hit for Millions!"
google play: https://play.google.com/store/apps/details?id=com.bogigames.bladerising
www: https://bladerising.com/play
discord: https://discord.gg/yeZmD7tDc
I've released it in early access ~3 weeks ago, currently available for FREE at google play (iOS and PC soon, but not yet)
I develop it from beginning with close relation to players and early community ;)
Currently I'm teaming up with an awesome artist Hunter Art ( https://hunter-art.itch.io/ ) to step up art in "Blade Rising".
Feel free to ask anything and ofc go save the universe of "Blade Rising"!
r/incremental_gamedev • u/Own_Business485 • 10d ago
Design / Ludology Has this idea been tried? (player)
So I have been a lover of incremental games, but I still think the genre is in its infancy, until someone creates a game that perhaps changes the genre forever. So I, as a player, have a question...
Is there any kind of incremental game where the player unlocks content that completely changes the main aspects of the game?
-
Like one example could be a player reaches X goal, and then unlocks a minigame, which said minigame becomes the next most effective way of gaining incremental points.
Or like, if you played cookie clicker: way into the content you would unlock "dungeons". Which, said dungeons didn't significantly alter gameplay (at least when I played years and years back) but it DID introduce a new way of interacting with the game.
Are any devs working on a project like this, or know of a game like this?
The closest I think I have come to a project like this is "Crusaders of the Lost Idols", which introduced "characters" that impacted how you would organize your team, introduced more "items" and combinations of organizing your characters and etc. Which, may not be huge for changing up the game, but the strategy elements really added a good amount to the game to keep it fresh.
Thanks.
r/incremental_gamedev • u/Dig_Core • 11d ago
Android Working on a mobile incremental inspired by "To the Core"
Hey everyone, just wanted to share a project I'm currently working on.
I’m a big fan of To the Core on Steam and decided to build a mobile game inspired by it. I want to keep that same satisfying digging and upgrading loop, but I'm adding enough completely new mechanics so it stands on its own as a distinct game rather than just a clone.
I'm building it specifically for mobile from the ground up, so I'm tweaking the pacing and session lengths to match.
Still in early development, but i love to share some screenshots struggling with balancing and linking resources and game progress
r/incremental_gamedev • u/carllacan • 11d ago
Design / Ludology Circle upgrade buttons or boxes with text?
Hey all, I'd like your thoughts on a little something.
The upgrades in my current project are presented as circular buttons in a tree. Some of the early feedback I'm getting though is making me think that it would be better to have boxes showing a description of the upgrade, it makes for better visibility and makes it easier to see what you can get and get excited.
And now that I think about it this style of upgrades tree is the one I usually see in Nodebuster-likes, while buttons in incrementals are usually more text-based. Am I right to think that this is an expectation in this genre? Should I redo it as boxes? I can still reuse the circular buttons for prestige upgrades, which are fewer i number and are read less often.
r/incremental_gamedev • u/bit_dev_0 • 12d ago
Steam Quick question: How long should an incremental game demo be? (steam)
If we assume the game could be finished in 3–4 hours (like “Execute”)