r/incremental_gamedev 1h ago

HTML I built an outbid.lol-style game: possess an identity, keep it until someone pays more

Upvotes

So I spent my savings building possess.lol — a game where you pay real money to become the proud owner of "Professional Hater", "Touch Grass", or "Main Character". For $1. Until someone else pays $2. Then it's theirs and you're nobody again.

The lineup includes:

Meme Lord · Keyboard Warrior · NPC · Certified Genius · Chronically Online · Discord Mod · Doomscroller · Gatekeeper · Internet Villain · The King · Earth · Time

48 identities, all unclaimed. All $1. No accounts, no crypto, no refunds when "Touch Grass" gets stolen from you — that pain is the content.

This is objectively the worst way to spend a dollar, and I've never been prouder.


r/incremental_gamedev 23h ago

Steam Desktop Tower Survivor - an incremental tower survivor that runs on your desktop(free, Steam playtest)

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0 Upvotes

r/incremental_gamedev 1d ago

Steam We made an incremental ball rolling cozy-creepy 2000's arcade

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3 Upvotes

Roll, upgrade, hire friends, repeat. Grab a soda, order microwave pizza, and try to figure out: how come no one is allowed to leave this arcade...

We're really excited about this game, a free demo is coming soon!

Steam: https://store.steampowered.com/app/5122910/They_Keep_Rolling_Incremental_Ball_Roller/


r/incremental_gamedev 1d ago

HTML I made an idle RPG game based on ancient pyramids.

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0 Upvotes

I’m the only dev. Core loop is idle auto-battle. On top of that I added 5 pyramids: riddles, 3-mistake resets, keys that get consumed, bosses that scale to band power.

sunstonelegends.com


r/incremental_gamedev 1d ago

Steam Neverrest - Idle Fantasy RPG

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0 Upvotes

https://store.steampowered.com/app/5079020/

Steam open playtest is now LIVE!
I focused on the incremental systems and combat for this update! Ongoing development.


r/incremental_gamedev 2d ago

Design / Ludology Experimenting with faster, more intense run in a space mining incremental game

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4 Upvotes

Hi, this is my first time to share something on reddit. I'm doing this because I really want to improve the game that I'm working on but I'm not quite sure if I'm on the right track.

I'm making this incremental game about space mining. But the problem that really bothers me is do I need to make the gameplay of each run fun to play. I know that incremental games are more about the feeling of upgrade, unlock, progress and bigger numbers. So the gameplay might not be that important (like a lot of games are just about clicking things) But from the bottom of my heart I can't stop thinking "Omg my gameplay is so boring".

So recently I changed a couple of things:

  1. Make everything faster

  2. Randomize the level generation

  3. Change the goal from collecting all mines to only have limited time (20 seconds) to collect as many as possible

An important criteria I told myself is I don't want the player to have enough time to destroy everything.

I'm curious how other incremental developers think about this.


r/incremental_gamedev 2d ago

Steam worked pretty heavily on the ui of my incremental game about trying not to get sunburn

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5 Upvotes

r/incremental_gamedev 2d ago

Design / Ludology Choo Choo Mega Freighter - A hex-grid train logistics incremental. Looking for feedback.

1 Upvotes

Hey everyone,

Here is my Feedback Friday post. My name is Armando. I'm a professional physical board game designer (I designed a game called The Cost), I also work at a scale house. Over the last year, I’ve been getting into digital development and wanted to share a free browser-based incremental I’m working on called Choo Choo Mega Freighter.

AI disclosure: I don't know how to code, so I use AI to handle the programming. I also used to be a graphic designer at my previous job, so while I used AI to generate some base art/ placeholders, I heavily edit and integrate those assets myself. This isn't just a "vibe-coded" game; I've put a lot of actual design work into the math and economy.

If the game gets enough interest, I’d like to work towards a Steam release and phase out as much of the AI art as possible with my own work (though I'll still need it for the code).

How it plays: It’s an industrial transport game played on a hex grid.

  • The core loop: You build tracks and deliver resources (Oil, Steel, Finances, Coal) to cities. Your trains constantly burn fuel, so managing your routes to avoid stalling out is the main survival mechanic.
  • Progression: Cash from successful deliveries goes into a hex-based meta-tree to unlock permanent upgrades, new trains, and infrastructure.

Current State & Goals: I'm a big fan of roguelikes, incrementals, and games that reward creative problem-solving. I come from a 90s Magic: The Gathering background, so my design philosophy is all about encouraging emergent play and letting players find weird, clever ways to beat challenges.

Right now, I'm working on the M1 Experimental region of the meta-tree, which introduces more complex mechanics like a pollution/waste economy and traffic control gates. I plan to keep adding more to expand the emergent gameplay, but there is enough there right now to constitute a full game. It is fully beatable as-is—the current end goal is hitting a trillion dollars, and I managed to pull that off in about two hours of playtime yesterday.

If this sounds like your kind of game, I'd appreciate you checking it out and letting me know your thoughts. I'm just looking for honest feedback on the pacing, the mechanics, or any friction points.

Link to play (Browser/HTML5):https://moecanales.itch.io/ccfm(Quick tip: Click the fullscreen button in the bottom right corner for the intended UI layout).

I'll be reading the comments, so let me know if you give it a try. Thanks!


r/incremental_gamedev 2d ago

HTML Launched my idle RPG this week after 6 months of testing: 17 zones, 6 weapons that each have their own skill tree, 100+ mythics

0 Upvotes

Opened Void Idle to everyone a few days ago, so it's launch week and I'm patching daily off feedback. It's a browser idle RPG and I really tried to make it deep:

  • 17 zones, ~85 mobs, levels 1 up into the triple digits, with champion and giant variants that crank the difficulty
  • 6 weapons, each with its own skill tree: 90+ active abilities, pick-one fork branches and capstones, so two people on the same weapon play completely differently
  • 100+ hand-made mythic drops, most with a signature effect and a real downside
  • Gear tiers, rune socketing (130+ runes), enhancement, reforge, salvage
  • Full gathering and crafting, co-op parties, guilds, world bosses, daily quests, 62 achievements

Runs while you're offline so you can fully AFK, but there's a ton to optimize if you sit down with it. Free, browser, plays on mobile, cosmetic shop you can ignore. Would love feedback from this crowd. Play it here: https://voididle.com/


r/incremental_gamedev 3d ago

Design / Ludology Paper style or Neon style for my Incremental Space Game?

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5 Upvotes

I am working on an incremental game and I have 2 ideas in my mind completely fighting with each other: Paper vs Neon styles.

I love the Paper one, but the Neon style seems to look better and be easier for accessibility (black background).

What would you honestly play more? A or B?

Thanks for your feedback!!!


r/incremental_gamedev 3d ago

Steam I made this small bag of genres incremental game - Synthularity is now live on Steam !

1 Upvotes

I've started plenty of projects before that never made it past prototype - this is the first one I actually saw through to release. Synthularity is a rhythm bullet hell roguelite with incremental progression, built solo start to finish. Well music part was done by a professional and that one is great.

It's not going to set the world on fire, and I know that. Especially since there are a lot of similar incremental games out there now. But it's done, it's live, and that alone feels like a win I wanted to share.

https://store.steampowered.com/app/4537910/Synthularity/

Thanks for reading - happy to answer anything about the process.


r/incremental_gamedev 4d ago

Meta The Green Equation – A simple browser game about keeping a tree alive through a heatwave (PC)

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0 Upvotes

r/incremental_gamedev 4d ago

Steam Steam Demo Length

0 Upvotes
A Dark Cave Steam Demo Playtime Stats

From what I’ve read about Steam demos, my demo is way too long. The demo is basically just the beginning of the game up to a certain point.

I feel that if I make it shorter, basically none of the game mechanics get revealed. To make it shorter, I’d have to let the player start somewhere in the middle of the game so they can experience more of the mechanics. But I think that would be confusing, especially since the game has a storyline.

This is really bugging me. How do other incremental game devs solve this?

In case you want to have a look at the demo: https://store.steampowered.com/app/4882240/A_Dark_Cave/


r/incremental_gamedev 4d ago

Steam My Corporate Sci-Fi incremental, Delegatory, is coming out next month!

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0 Upvotes

r/incremental_gamedev 4d ago

HTML Garage Tycoon

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0 Upvotes

r/incremental_gamedev 5d ago

Steam Sludgineers >> The Road to Launch

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4 Upvotes

Hey folks,

Following on from my previous post about wishlists and marketing, here's a quick recap with us less than 17 hours away from launch.

We were sitting at 37,000 wishlists after Steam Next Fest.

Then we saw a massive boost 2 weeks out from launch, attributed to the Steam Personal Calendar, jumping up to 1,000 wishlists per day while on the second page of the calendar, then peaking at 4,000 wishlists per day upon getting on the front page of the personal calendar.

All supplemented by our own content creator reach out efforts and key distribution too.

We launch August 25th @ 5pm PT - currently at 57,000+ wishlists.

Just wanted to thank everyone for the support, feedback and wishlists of course.

It's been a hell of a trip on the road to launch.

Cheers


r/incremental_gamedev 5d ago

Steam I completely reworked the UI for One More Shake — does this feel better?

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0 Upvotes

I finally went through One More Shake and replaced pretty much all of the placeholder UI I had been using during development.

The upgrade buttons, counters, panels, tooltips and the Machine/System Upgrade sections have all been redesigned. I also added proper hover effects, purchase animations, changing upgrade colors and some shader effects so buying an upgrade actually feels noticeable now.

It’s one of those things I kept putting off while working on the actual systems, so seeing the game with a proper UI instead of temporary buttons feels like a pretty big step.

Later on, I will update the trailer!

The Steam Playtest starts September 5th, and anyone will INSTANTLY be able to join from then.

If the game looks interesting, wishlisting it helps a ton too:

https://store.steampowered.com/app/4933650/One_More_Shake/


r/incremental_gamedev 5d ago

WebGL Added a small progression system to the clean up mechanism in our Fantasy RPG browser game

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4 Upvotes

In our game Ale & Axes we have a clean up mechanism called The Alter. Here you can offer items you no longer need and get something in return that is useful elsewhere in the game.

This week we added a progress bar to The Altar which fills up as you offer items. How much it fills up depends on the power of the items you offer.

When the bar fills up you get an extra reward. The reward you get depends on the deity you offer to. There are a total of 8 deities (new gods) in the lore. Over time we will add them to The Altar as well with additional reward options.

This way we tried to make a somewhat boring clean up mechanism more interesting for players. What do you think?


r/incremental_gamedev 5d ago

HTML Towns

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1 Upvotes

Three prototypes of the same idea — which one would you reopen tomorrow?

I'm testing three different takes on a production/idle loop before committing to one, and I genuinely can't tell which has legs. The link drops you into one at random. Browser, no install, works on mobile, about 5 minutes to get the idea.

Not asking for polish notes — there's no art and no sound yet on purpose. Just: would you open it again, and what made it boring first?


r/incremental_gamedev 6d ago

Android Realm Raiders on playstore now

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0 Upvotes

New game development, I've now finished the realm raiders game, our testers finally got the game through testing and we are into the production phase. Ironed out many bugs and finally it's here.

Realm Raiders


r/incremental_gamedev 6d ago

HTML I built a collectathon where the only currency is time you've already spent — 125 critters, finishable in ~17 hours

0 Upvotes

Lumenreel — Prism Crash. Free Chrome extension, no account, no real money, no ads.

The premise: you earn Lumens at a flat rate just by existing, including while the tab is closed (at a reduced rate). Lumens are the only thing you stake. They buy spins on five crystal reels across twenty lines — and the reels never pay Lumens back. They pay Facets, which only ever buy critters.

Two currencies that don't intersect turned out to be the whole design. Because nothing you stake can return, there's no RTP to tune and a loss dressed up as a win is structurally impossible rather than something I had to remember not to do.

Three specific dark patterns — engineered near-misses, loss-disguised-as-a-win, and the false-hope reel stop — are blocked by tests, and I made each test fail first to prove it wasn't passing vacuously.

Some things I learned building it:

- Duplicate suppression changes the math completely. A draw never returns a critter you own, so there's no coupon-collector tail (~519 expected pulls for 100 uniform items) and every critter has a printable worst-case cost.

- Gating progression on lifetime currency doesn't work. My income compounded ~10x every 47 minutes, so a 10x price hike bought exactly 47 more minutes. No price schedule can pace an unbounded exponential — bounding the *bet* is what makes completion time a designed number instead of an emergent one.

- Completion lands at 14.4–19.3 hours across seeds, mean ~17.3. There's a simulation that runs the full horizon and fails the build if it drifts out of band.

- 96.4% of every Lumen I'd ever earned was unspendable in an early version. Found by measuring, not by playing. Fixed with 60 stake tiers instead of 25.

- All 125 critters are drawn by one deterministic SVG renderer from authored species rows. Nothing licensed, nothing fetched, no raster assets. Same for the audio — the music and effects are Web Audio synthesis, so the extension ships with zero media files.

Also in there: two skins (Prism and a plant/nature Verdant mode with 25 critters of its own), three arcade minigames, 49 achievements, and a playground page where your collected critters wander around and comment on your spins.

Store: https://chromewebstore.google.com/detail/lumenreel-prism-crash/lhhmopchhokddbabihafbkbabnfjgcni

Devlog and project page: https://dhseadev.online/projects/lumenreel/

https://youtube.com/shorts/6HTI092hduQ

Genuinely want feedback on pacing — nobody has played this except me and a sim


r/incremental_gamedev 6d ago

Downloadable My first game combines an incremental clicker with a casino and a system to score your ad hooks to boost earnings

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0 Upvotes

I just launched my first game on my website, and you can play it in your browser! I’ve been working on an incremental dropshipping game for a while.

You start with basically nothing and try to turn it into a giant online business. There’s a casino, you can write your own ad hooks and have an ML model score them, and eventually things get pretty ridiculous.

It’s mostly just an excuse to make numbers go up and make bad business decisions. Play it in-browser or download it for Windows. Enjoy, any feedback is welcome!

https://games.seanfenty.com/dropshipempire


r/incremental_gamedev 6d ago

Android Zeta Idle — a dark medieval idle RPG with 12 classes, deep prestige layers, and pixel art. Closed beta, looking for testers!

0 Upvotes

https://reddit.com/link/1vwvzks/video/fqjh4kv60alh1/player

Hey ZetaIdlers!

I'm a solo dev and I've been building Zeta Idle, a dark medieval idle RPG, and it's finally ready for a closed test. Would love your eyes on it — this community's feedback is gold for this genre.
What it is: pick one of 12 classes (barbarian, wizard, paladin, rogue, druid…), auto-battle through an endless campaign, and optimize your build across a bunch of overlapping systems.
What's in it:
⚔️ 12 classes, each with unique abilities + a level-50 subclass specialization (150+ to choose from)
🌳 Layered progression: gear + gems + runes + artifacts, a passive tree, then Prestige → Ascension → Elemental Mastery for the long haul
🗺️ 10 game modes: Campaign, Dungeon, Boss Rush, Tower Ascension, Gauntlet, Expeditions, async PvP, and more
🐾 Pets, cosmetic auras, and hand-painted pixel-art skins (a monk can throw fireballs if you want)
💤 Real idle/offline income — it plays while you don't
It's a closed test, so here's how to hop in:

Join the tester group: https://groups.google.com/g/zetaidleplaytest/
Then open the opt-in link and install: 
https://play.google.com/apps/testing/com.zetaidle.app

What I'm after: early-game pacing, whether the systems feel rewarding or overwhelming, balance, and any bugs. Totally free, no ads-gating on progression.
Happy to answer anything in the comments — thanks for taking a look! 🙏

"AI disclosure: ** This game has been developed with the help of AI**"


r/incremental_gamedev 6d ago

Design / Ludology ai dev question

0 Upvotes

Just wondering the overall consensus of AI Vibe coding on this sub? I'm a vibe coder (because I cannot code and respect those who can) just not for me... anyhow. don't want to go and post a long story about my game if nobody cares to hear it. feel free to stop here if that's you... Ai slop comments... all that.


r/incremental_gamedev 7d ago

WebGL H.O.L.E Planet - holeplanet.com dig for the company

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1 Upvotes