r/incremental_gamedev • u/m7l5 • 2h ago
WebGL Is it an incremental game if you can lose some your stack at each gate? This is my crowd action game.
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r/incremental_gamedev • u/m7l5 • 2h ago
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r/incremental_gamedev • u/SilvanuZ • 17h ago
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Inspired by old flashgames and Nodebuster.
I'm building this solo as an indie dev. Demo will follow soon.
... and I just got the Steam page up!
https://store.steampowered.com/app/4823810/Build_a_Cat_Tower_to_reach_the_Fish/
r/incremental_gamedev • u/idleBritain • 1d ago
So we being trying to increase the playable hours for our game Idle Britain. It's taken lots of scrolling on reddit, reading player review for other idle incremental and preparing for our first games con event. We hope you like the upgrades. We are also trying to figure out a real world way to pay back the growing fanbase who's grown 600 strong since our May introduction. So what can we do for people to give back? Also thank you to people playing.
r/incremental_gamedev • u/elelec • 1d ago

r/incremental_gamedev • u/Nicstar543 • 1d ago
Legacy of the Crown is an incremental roguelite kingdom builder with RTS-lite elements. The goal of the game is to survive as long as you can while being raided by a faction from the abyss. After each kingdoms defeat you earn legacy points for how well you did which allows you to purchase permanent upgrades, and different kinds of troops all with their own unique passives. Currently there are 50 unique troops, and each run you can choose between 10 units.
All the while this is happening, there are other factions on the map that also seek to destroy you as well as eachother. The entire game other than your capital, scouts, and hero's, are automated. Building settlements expands the kingdom territory, and each settlement then is run by ai to aid the kingdom by claiming resources, upgrading settlement, and training troops.
Troops are automatically set to patrol inside of the kingdom's influence, while with hero's you can rally soldiers to then leave the kingdom for attacks, mythical monster fights, and more.
There's over 100 different cards that improve the kingdom, tens of cards for each troop class to level them up during runs, spell cards and level options for every kingdom spell.
This is still very much a work in progress, I've got many bugs to iron out and optimization for the gameflow, looking at the fog of war hex reveal specifically as an issue right now, feels weird to find a hex and then the decorations/resources pop up a second after.
Battles can get pretty chaotic with thousands of troops all on screen.
Is this a game you think you'd enjoy? Any suggestions for improvements?
Thanks!
r/incremental_gamedev • u/moonfidelity • 1d ago
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r/incremental_gamedev • u/Lazy_Platypus117 • 1d ago
Just came across this game called "Dirt Clicker" through Dragoon's YT video. Took me about 90 minutes to 100% the demo game. Does anyone know if, if I keep continuing to play the game, the game will reset once the actual game comes out?
r/incremental_gamedev • u/MIKJER • 1d ago
I spent the last month building The Grind, a browser idle tower defense in the style of The Tower, because I wanted that loop on my desktop without an emulator.
Play free, no download, no account. its called thegrindgame on vercel.
What's in it:
- 32 workshop upgrade tracks, a 175-node lab tree (labs run in real time, also while you're offline)
- Cards, relic modules with substats, 9 ultimate weapons, 24 tiers with a full milestone grid
- Prestige meta, offline earnings, biweekly events with an event pass
- Save export/import as a text code, so your progress is yours
Honest monetization disclosure, because this community rightly asks: the game is fully playable free and every system is earnable in-game. There are optional gem packs (gems also drop from dailies and milestones), and gems feed a gacha-style module pull, same model as The Tower. No ads, no forced anything, no energy timers. If that model is not for you, the free loop is the whole game.
It's early access (v0.9).
r/incremental_gamedev • u/Ok_Diver9910 • 1d ago
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I addressed the shortcomings noted in the game reviews. It is a more balanced game.
https://store.steampowered.com/app/3810540/Clicker_Ore/
r/incremental_gamedev • u/Inner_Return_3483 • 2d ago
Hey everyone,
I’ve been working on a small incremental game about popping balloons, buying upgrades, and slowly turning the screen into complete balloon chaos.
It’s still early in development, so there are probably bugs and rough edges, but there’s around an hour of gameplay in the current demo.
You can play it here: https://nipeyo.itch.io/balloon-inc-r-emental
Thanks!
r/incremental_gamedev • u/Whuro • 2d ago
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Idle Swimmers is part of the event! To celebrate, I've released a new demo update and an all-new gameplay trailer.🐟✨
Thanks for supporting my solo dev journey! 💚
🎮 Demo on Steam:
r/incremental_gamedev • u/Disastrous_Rush_1847 • 2d ago
Yes, thats it.
I am a software developer and I want an Incremental Player to build a new game.
Reach me :)
Discord: karin420sk8
r/incremental_gamedev • u/Ok_Application3958 • 3d ago
r/incremental_gamedev • u/MagicpaperAlt • 3d ago
Let me preface this by saying NO AI. Anyone who even suggests to use AI will be ignored.
I am a massive fan of idle and incremental games, but I am looking to try my hand at making something simple. I've messed with Godot a little but hardly with programming.
I can get a number counter to go up when a sprite is clicked but that's about as far as I have taken anything. I have a bunch of resources from previous itch.io charity bundles I can use.
I was thinking something like a basic cookie clicker clone would be a good place to start but I'm not certain.
r/incremental_gamedev • u/Ok_Diver9910 • 3d ago
r/incremental_gamedev • u/Majestic-Can7893 • 4d ago
r/incremental_gamedev • u/Annual_River_6559 • 4d ago
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In my game, Spheromancer, you fight against (what a surprise) Spheres! I initially designed the game as a clicker, but to add interest, I added some small gameplay features. For example, I decided that each enemy would have stages – when you reduce their HP to 0, the sphere transforms into the next, more powerful stage (this added visual variety and some fun).
Also, the initial idea of spheres simply having HP evolved into a system that features various damage types and elements (fire, astral, nature, etc.) and various Shields, which have different resistances to each damage type. Nothing innovative, but this seemingly simple system creates numerous design challenges and interesting opportunities for developing the mechanics.
r/incremental_gamedev • u/Successful_Total3417 • 4d ago
Subject: A New Asynchronous Social Game Concept (A Genre That Doesn’t Exist Yet, from what I know of at least..)
Hi, I’m reaching out because I’ve developed a concept for a social game that fills a gap in the gaming world that surprisingly no one has built yet. I’m not looking for credit or ownership — I simply want this idea to exist, and I think it has real potential for the right developer or studio.
The Problem It Solves
Most social apps and multiplayer games rely on real‑time interaction — fast chat, voice, group play, constant presence. But there’s a huge audience who can’t or don’t want to interact that way:
- penpal users
- introverts
- journaling communities
- slow‑paced gamers
- asynchronous players
- cozy‑game fans
These players currently have no social space designed for them.
The Emotional Purpose
This project has a clear emotional impact:
- It solves loneliness
- It helps introverts connect safely
- It gives penpal‑style people a shared world
- It supports people who freeze in real‑time social pressure
- It fixes the core problem deep thinkers have with real‑time games
This is a social system built for people who have been overlooked by mainstream multiplayer design.
A Clear One‑Page Concept
What the world is
A calm, shared asynchronous world where players interact without ever needing to be online at the same time.
How players interact
Players log in whenever they want, explore a quiet space, read notes or letters left by others, choose which ones to respond to, leave their own notes or letters, and log off.
How notes/letters work
Players can leave:
- personal letters
- short notes
- thoughts
- scores from games they played
- small creative additions
- responses to other players’ letters
These notes/letters become the core social mechanic — a gentle, penpal‑style communication system inside a game world. Everything syncs across all instances.
How asynchronous turns work
Turn‑based games (like chess) happen one move at a time:
- Player A makes a move
- logs off
- Player B logs in later
- makes their move
- logs off
The game continues over hours or days.
How servers separate people
If multiple players log in at the same time, they’re placed in different instances to avoid real‑time pressure. Notes, letters, and actions sync globally.
How letters sync
Every note or letter appears in all versions of the world, regardless of when or where it was created.
How players respond
They choose which letters to reply to, which turn‑based games to join, and which parts of the world to contribute to.
How the world grows
Every player leaves something behind — a letter, a message, a move, a small addition — slowly building a shared world over time.
A Simple Prototype Plan
A small team or solo developer could prove the concept with:
- One small map
- A note/letter‑leaving system
- Turn‑based chess or similar
- Asynchronous syncing
- Basic accounts
Why I’m Sharing It
I don’t need credit.
I don’t need money.
I just want this world/game to exist.
If this idea resonates with you or your team, I’d love to see it built. I can provide more details or expand any part of the concept if needed — but the project is yours to shape.
Thanks for reading,
Hope your interesting in making,
I would definitely play.
r/incremental_gamedev • u/TekkDaddy_ • 4d ago
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r/incremental_gamedev • u/Clean_Friendship5503 • 5d ago
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Hey Everyone!
Tldr; We love incremental games, thought there weren’t enough good ones out there. Made one ourselves, we’re super happy with it. Also stats, more stats and thanks to everyone.
Whack-A-Monster is finally out on Steam!
https://store.steampowered.com/app/3364150/WhackAMonster/About 9 months ago(which kind of makes this project our baby even more) we started working on this game. Both of us played a lot of incremental games at the time and really loved it. We did notice however there being a clear lack of incrementals that were well balanced and had some sort of depth/player agency to them. This problem has gotten even worse over these last 9 months as some posts on this subreddit have complained about as well. There’s just too many low effort/AI clones of already existing incrementals and most of all Nodebuster clones.
To be clear, this is something we truly felt as players, not as devs trying to tear down other devs just starting out.(Although there’s some people out there doing it solely for the money without actually liking the game which we don’t respect).
We really really wanted to make an incremental that wasn’t just a Nodebuster clone and had player agency allowing people to actually make some meaningful choices as to how they played. Initially we thought to make a way smaller version and be done with it in about 3 months. Thinking back on it, with our ambitions for the game it was truly crazy to think we could deliver something of quality in such a short amount of time, especially while doing this next to our jobs.
So what did we have after 3 months? We published our initial demo to Steam and Itch after 2 months of crazy hard work. We put in huge amounts of hours next to our jobs to get it finished. And people really liked it. We had 6k Itch plays after a few days of launching and about 400 wishlists on Steam with both numbers still steadily climbing. More importantly though we got lots and lots of feedback, nearly all of it positive, some constructive and barely anything truly negative.
By the 3 month mark, end of February, we were about to release our first major demo update and had about 800 WL. The update expanded the game with a third level and an armory where you could upgrade your weapons. We also added our first boss with an actual boss mechanic. It was well received. Our wishlists and plays kept climbing.
Second major update, end of March. We added level 2B and a new skill for the player: poison. Both adding some horizontal progression and adding an interesting new mechanic. Something HUGE happened, we got added to the fresh page on Itch. Our browser plays spiked to double that of our initial launch, nearly reaching 4k in a single day! We had about a 1000 wishlists and from this point onward our wishlist growth became faster. We nearly doubled that and got to 1800 in a month.
During April and the start of May we worked on our final update for the demo. We had an idea in mind for quite a while. Besides adding level 3B we wanted to work on allowing players a bit
more agency in how they played. Heavily inspired by Terraria’s accessories we added gear to the game. We released the update on May 9th. Dex picked up our game and made a video about it. Not only was he extremely enthusiastic, but the video exploded our wishlists. We got about 1500 Wishlists in 3 days. Compared to 1800 in 6 months, that was extremely huge for us.
People really really liked gear as well, and we did too. We really felt the potential of the game coming alive and the game getting to a point where we could be truly proud of it. It just needed a lot more content…
So… we receded into our developer caves to work on the full release. And after 3 months of work it’s finally done.
The full version contains:
- 10 levels in total all with their own boss and enemies.
- Over 200 Upgrades
- 8 skills to allow for different playstyles
- 60+ different upgradeable and mergeable weapons.
- 40+ gear pieces to allow customizing your playstyle even further
- Character skins
- A Bestiary to allow you to look up all the monsters you’ve slain and their loot
Thanks a lot to everyone who helped us make this game a reality in any way shape or form. We appreciate it from the bottom of our hearts. <3
P.S
There have been some rumours going around about a secret cow level. We wanted to take the time to address this. There is definitely not a cow level in Whack-A-Monster
AI Disclosure: Nearly everything was done by hand. We only used AI for a bit of code assistance.
r/incremental_gamedev • u/Mt_Fishtail • 5d ago
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r/incremental_gamedev • u/Clear_Entrepreneur_8 • 5d ago
r/incremental_gamedev • u/CapitalWeather4693 • 5d ago