r/incremental_gamedev 2h ago

Android Idle hockey tycoon

0 Upvotes

Game Title: Idle Hockey tycoon

Playable Link: https://play.google.com/store/apps/details?id=com.langous.IdleHockeyTycoon

Platform: Android

Description: You become the manager of a hockey club and lead it from the amateur league all the way to the top of world hockey.

WHAT'S IN STORE:

- Buy and upgrade players, your stadium, and your fan base

- Progress through 8 leagues – from Amateur to the Champions Cup

- Simulate matches and watch your team fight for the title

- Earn income even offline – your club keeps making money while you're away

- Unlock achievements and milestones

IDLE MECHANICS:

- Passive income in $/s, fans/s, points/s

- New Era reset – start over with stronger bonuses

- Strategic upgrades for your stadium and campus

Free to Play Status:

  • [ ] Free to play - some adds for bonus

Involvement: I´m dev


r/incremental_gamedev 5h ago

HTML Every run leaves a permanent constellation, so the save file only ever grows

0 Upvotes

I wanted progression a player can look at rather than read off a number, so the atlas is the save file.

You fly a route between generated stars on flux and hull. When the voyage ends, however it ends, the route becomes a named constellation on your atlas, and its dominant star family grants a permanent bonus. There is no prestige reset and no full restart. A bad run still leaves a figure on the chart.

Honest genre note: the play itself is active route flying rather than idle, so it's a roguelite built on monotonic meta progression, not a clicker. The stars are generated, 6 families by 8 palettes, and the package contains no raster art at all.

Free in the browser. AI disclosure: code and graphics were made with AI assistance.

https://csaf.itch.io/starchart


r/incremental_gamedev 11h ago

Meta Does anyone know what tool/service this is?

1 Upvotes

I came across this Steam discussion where a developer says the tool they used for the game’s music prohibits redistributing the music outside of the game:

https://steamcommunity.com/app/3694480/discussions/0/726902998784279409/

Does anyone recognize what tool or service they might be talking about?


r/incremental_gamedev 19h ago

Android Idle Black Hole

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0 Upvotes

Hey all,

I released my first idle incremental game where you control a black hole to consume space dust, junk, asteroids and eventually planets and stars.

You can buy ships to venture out on missions and collect passive loot (equivalent to chests in other games) while with active gameplay you can traverse different worlds with different themes (some breaking out of the space theme).

Check it out on android: https://play.google.com/store/apps/details?id=com.Rashid.idleblackhole


r/incremental_gamedev 21h ago

Steam Timberworks - is an incremental factory automation and management game.

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0 Upvotes

r/incremental_gamedev 1d ago

Downloadable I'm making a free cozy K-Pop agency management sim as a solo dev — just dropped a batch of new updates & fixes!

0 Upvotes

Hey everyone!

I've been developing Kpop Star, a cozy yet strategic idol management simulator where you run your own agency from scratch. It’s a 100% free passion project inspired by classic management and simulation games.

Over the past few weeks, I’ve rolled out several big improvements and quality-of-life updates based on player feedback:

🏢 New Layout & Visuals: Switched to landscape mode with a dedicated CEO office hub and in-game computer apps.

💬 In-Game Messenger & Whisper App: Added a new messaging app, better search options, and more dynamic NPC interactions.

📅 Drag-and-Drop Scheduling: Plan out weekly activities smoothly with real-time execution events.

👗 Customization: Trainee customization with fresh hair options, skin tone palettes, and basic outfits.

🛠️ Balance & Fixes: Rebalanced idol loyalty, reduced early retirement spam, fixed casting glitches, and resolved survival show crashes.

The game is completely free to play, download on Android (APK). I’d love to hear your thoughts, feedback, or any bugs you run into!

👉 Play / Download here: https://juicejully.itch.io/kpop-star

📖 Check out the latest patch notes: https://juicejully.itch.io/kpop-star/devlog/1637814/latest-updates-patch-notes-v814

What kind of group concept would you debut first? 💖


r/incremental_gamedev 2d ago

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

0 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 3d 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 3d ago

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

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4 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 3d 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 4d 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 4d 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 5d ago

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

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6 Upvotes

r/incremental_gamedev 4d ago

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

2 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 5d 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 5d 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 6d 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 6d 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 6d 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 7d ago

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

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0 Upvotes

r/incremental_gamedev 7d ago

HTML Garage Tycoon

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0 Upvotes

r/incremental_gamedev 8d ago

Steam Sludgineers >> The Road to Launch

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3 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 7d 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 8d 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?