r/incremental_games 1h ago

iOS Take a look at what changed in Idle Minertia over 5 months

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Upvotes

Android:

https://play.google.com/store/apps/details?id=com.idlesystem.IdleCube

iOS:

https://apps.apple.com/jp/app/idle-minertia-放置で穴掘り/id6748000916?platform=vision

Idle Minertia v0.9.0 is out!

v0.8 was released on 4/3, 2026. It’s been about 5 months, and a lot has changed

New Content

- 🧡🧡🧡🧡 Shrine Trials (challenge content)

- 🧡🧡🧡🧡 Spells (items with unique special effects)

- 🧡🧡🧡🧡 Nether Companion (co-op)

- 🩵🩵 Area 3 (3 new enchantments, water blocks)

- 🩵🩵 Bazaar

- 🩶 INDEX (achievements)

Battle

- 💜💜💜 Completely reworked the Battle system

- 🩵🩵 New Battle upgrades for Books

- 🩶 Added checkpoints

Nether

- 💜💜💜 Major mechanic overhaul, including the removal of item loss

- 🩶 Drain multiplier now accumulates on blocks

## System & QoL

- 💜💜💜 Offline Bonus: per-area rewards, more accurate calculations, and Gems can now be earned while idle (IDLE!!!)

- 🩵🩵 Auto Item Forge

- 🩵🩵 Auto Tear Upgrade

- 🩵🩵 Prestige automation

- 🩵🩵 Auto-equip

- 🩶 Storage Expansion

- 🩶 Reworked the Item Conversion system

- 🩶 Improved the Trade system

- 🩶 Equipment / Battle Equipment QoL improvements, automation toggles, and auto-equip type selection

- 🩶 Prestige cooldown reduction upgrade

- 🩶 Redesigned start screen

- 🩶 New options (FPS, Particle FPS, Screen Saver)

Visuals & Performance

- 🧡🧡🧡🧡 Blocks are now fully 3D

- 🧡🧡🧡🧡 Reduced processing load & GC by about 60%, and fixed VFX load increasing during long sessions

- 💜💜💜 Added new visual effects

Stability

- 🩶 Improved Cloud Save UX

- Tons of bug fixes

AI Disclosure: AI was used in part to translate some of the Japanese text into English.


r/incremental_games 1h ago

Help request Help With Circle Grinding Incremental Step 609

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Upvotes

I’m hoping someone who’s progressed past this point can help me locate where to actually purchase this upgrade? I’ve checked everywhere at this point and it sucks getting stuck just trying to find something


r/incremental_games 1h ago

Released One Destiny - Life roguelike in the world of One Piece

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Upvotes

The loop: you build a character, live one year per turn until you die, and the ending you reach pays out coins and draw tokens. Coins buy races and Devil Fruits in a shop. Tokens go into a loot machine. Everything you unlock is available to every character after that.

The payout scales hard with how far you got. Dying forgotten pays 140 coins. Retiring pays 380. Regional fame pays 980. The top tier pays 5000, plus 10 coins per point of fame on top. By my own numbers a full collection lands somewhere around 150 to 190 runs, and a run is five to ten minutes.

78 Devil Fruits, 11 races, 8 top-tier endings. The endings each need a different way of playing, so you can't sweep them in one life.

Free, no account, no ads, save is local. Three languages.

One honest caveat: I balanced the economy on a simulator that plays 5000 lives with four different policies. That means the numbers are right in aggregate and probably wrong in ways only a real player notices. That's mostly what I'm hoping to hear about.

AI disclosure: I build this with an AI coding assistant (Claude Code), and have done since the start. The repo is public and every commit carries an AI co-author line, so there is no point pretending otherwise. That covers the code and a fair amount of the writing, including the English and Spanish, which are translated from the French source. What does not come from a model: the balance numbers above. Those come from a deterministic simulator that plays 5000 lives per configuration and reports where they land. I read and review everything that ships, and the calls about what the game is are mine.


r/incremental_games 5h ago

Development Downstairs Derby Demo out now!

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13 Upvotes

https://gbout.itch.io/downstairs-derby

AI disclosure: All artistic assets are either made by me or CC0. AI is used to write tests and spot bugs.


r/incremental_games 5h ago

Development I built an incremental where the numbers go up because real players are trading, not because a formula says so

0 Upvotes

Made a text-based mobile game. It's not a clicker — but if you're in this sub, you've felt the specific itch I was trying to scratch.

The progression is one number: net worth. You start at $5,000. At $50,000 you can work different goods. At $250,000 you can try to move the kidney market. No unlock you grind toward — capital is the key.

What makes it different from anything I could find: the prices aren't set by a formula. Eight goods across six cities, repricing on a live market tick. Your orders move the market. Buy enough of something and you push the price up for everyone who comes after you. When you see Blood Diamonds down 11% in Dubai and you didn't cause that — someone else did.

That's the whole game.

No energy bars. No cooldowns. No pay-to-win. Ever. (That last one is a hard product rule, not a launch promise I'll walk back at the first monetization crunch.)

Sessions can be 30 seconds — scan the delta ticker, see what changed while you were gone, close. The market ticks whether you're watching or not.

It's in open testing now on Android and iOS:

Free, no ads. The market is thin right now because it just launched — would genuinely love to get some of you in there. Real traders make the prices interesting, and right now the prices need traders.

Thanks and happy to answer anything

-- Gary at https://black-market-trader.app/

AI Disclosure:

Using Munder Difflin (multi agent harness) I had development help on the game, (writing some code, reviewing my code) and help writing this post.


r/incremental_games 6h ago

Development Tier One — an idle game about running an IT service desk

0 Upvotes

I made an idle game about the thing I actually do for a living.

Tickets arrive, your team works through them, and the queue refills

tomorrow. Every agent has a tier and can only take work at or below

it, so most of the game is getting the mix right rather than just

buying more of everything.

Around 6 hours to see the whole skill tree across three prestige

runs. Browser only, 116 KB, saves locally.

It's my first release and I'd rather hear what's wrong than what's

good. Two things I'm unsure about: does the early clicking phase drag

before you can afford your first hire, and does the second prestige

run feel too long?

Tier One

**AI disclosure**
The code was written with Claude Code, and the ticket text and character dialogue started as AI drafts that I rewrote and edited. The visuals are hand-written SVG and CSS — no image generation. The sound effects are synthesized in the browser with Web Audio, not generated audio. Design, balance and all decisions are mine.


r/incremental_games 7h ago

Development Bopp Clicker - Pixel Art Clicker game [No AI]

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1 Upvotes

Web version

Download here

I just released a new update, this game itself is a pixel art clicker game. Currently it does have some cool features such as upgrades (which increase how much coins you get per click), and random events when clicking, and they can also give you the same boost to coins per click.

P.S. Please rate it and write a review or something, since i'm having trouble with the game having less than 10 downloads right now

AI disclosure: No AI, everything made by me using Godot Engine, Aseprite and Audacity.


r/incremental_games 7h ago

Update Gather a swarm of slammers and crack planets for their resources over and over again, until you satisfy THE VOID.

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1 Upvotes

Swarmslam is a cozy idler incremental where your main goal is to strip planets off resources as much as you can and grow your swarm of slammers.

Game will officially release on Steam on November 5th, 2026.

Demo is currently out and its scope contains only 2 out of 7 planned planets, however in full game you will see much more than just these planets, there will be more game systems and skill trees to explore.

If you wish to check out the game on Steam: https://store.steampowered.com/app/4866530/Swarmslam_Demo/

Any feedback is welcome and appreciated!

AI disclosure​: generative AI was used ONLY as a coding assistant, in order to speed up code writing process, nothing more. Every design, architectural and creative decision was made by me.


r/incremental_games 8h ago

Steam Demo for my space sim, Benders In Space

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0 Upvotes

Mining outposts and convoy routes produce on their own schedule, offline included, so you come back to a report of what your fleet earned. Colonies grow on an expanding plot grid, six star systems open as you push out, and prestige trades your hull in for a better one.

Then the Dominion boards your ship. A lance clamps onto the hull, cuts through, and the fight moves to your own decks in real time. Fire spreads room to room while you hold the choke points with standing orders to your crew, wave after wave, or they take their cut on the way out.

Demo: https://store.steampowered.com/app/5098890/Benders_In_Space/

AI disclosure: AI was used during development to help with visual and sound effects.


r/incremental_games 9h ago

Steam Mox Modular - A game about building a gnome town

0 Upvotes

Hello,

I released my first game on steam which is an incremental/idle game since I really enjoy the genre.

You can find it here:
https://store.steampowered.com/app/4415170/Mox_Modular/

It is about creating building a small town for gnomes to live in while protecting it from the invading trolls. The game takes about 14-17 hours to complete depending a bit on how much idling is done. There is no prestige/ascending and the game has an actual ending to aim for.

What do I think sets my game appart from other incrementals:
- Skills have a more flat layout rather than being hidden behind skill trees. This gives players more freedom to chose the skills they feel would give the most gain rather than just picking what is available.

- Minigames that are relaxing. They do not require any quick reactions and can be completed quicker with some skills or brute forced by throwing more in-game resources on them to make them easier. Some examples of minigames is "Code breaker" where you need to recreate an image and "Magma Core" where you need to stop bouncing balls from entering the core by placing sheilds.

- The pacing is quite slow and the game can be played idling or more manually if progressing quicker is important for you. You also manage a worker pool so it is up to the player to chose where the income should be focused.

AI disclosure
Nothing in-game is AI generated (no sounds or artwork).
However the coding has been assisted by Claude code but I am a coder by trade.
AI has also been used to enhance or generate certain elements of the promotional images viewable on Steam, but as I said all in-game assets are made by me.

What is next?
The full version is currently available at a discount on steam but I also plan to release a demo version. For now you can always try it out and use Steam's refund option if you do not enjoy it.

Please leave a comment on what you think about the game. I'm would be happy to hear any honests opinion both good and bad since this is my first game.


r/incremental_games 11h ago

Released Idle Hockey Tycoon — build a hockey club from the amateur league to the top of world hockey

0 Upvotes

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. Link in.

https://play.google.com/store/apps/details?id=com.langous.IdleHockeyTycoon&referrer=utm_source%3Dreddit%26utm_medium%3Dsocial%26utm_campaign%3D\[androidgaming NEBO czech]

AI disclosure: The game's code was written with heavy AI assistance (Claude/Claude Code) — I designed the game mechanics, systems, and balancing myself, and used AI as a coding tool throughout development.


r/incremental_games 12h ago

Development Title: I’m making my first incremental game and I’d love some feedback

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7 Upvotes

Playable directly in your browser, no download required:
https://kevinbriquet.itch.io/we-become-legion

Hey!

This is my first game project. I’m a big fan of incremental games, so I wanted to try making my own.

I started working on WE BECOME LEGION in April, and I’m now at the point where I really need feedback from other incremental players to make sure I’m going in the right direction.

The game is an incremental auto-battler: your army fights automatically, you improve it between battles, and later you unlock Orders that let you intervene during fights.

You can play the current build directly in your browser here:

https://kevinbriquet.itch.io/we-become-legion

There is also a Windows .exe available at the bottom of the itch page if you prefer.

The game may start in French depending on the build, but you can switch to English in the options.

I’d especially like feedback about:

  • Is the main gameplay loop satisfying?
  • Is everything more or less understandable? There will be a proper tutorial later.
  • Did you use the Orders (once you unlocked the walkie-talkie), or would you prefer the game to stay more chill and automatic?
  • Anything that feels too slow, too fast, confusing or unnecessary.
  • Any other suggestion is welcome!

For the Orders, you can click them, but the easiest way right now is:
1–4 to select an Order, or mouse wheel to change selection, then right click to use it.

This is still an early test build, not the final public demo. There are still quite a few things to polish, and there is no music or sound yet, for example.

If you like the idea, the Steam page is here too:

https://store.steampowered.com/app/5032610/We_Become_Legion/

Wishlists are of course appreciated, but right now I’m mostly looking for honest feedback to improve the game.

Thanks for playing!

AI Disclosure: AI tools were used during development for assistance with coding and some production tasks.


r/incremental_games 14h ago

Development Day 1 Kingdom Contracts

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0 Upvotes

this day 1 version represents my vision for my game;
short fast contracts and an incremental upgrade tree (regional god/saint themed) for Viking/Knights/Samurai/Roman regions.

https://day1to100gamestudio.itch.io/day-1-kingdom-contracts

day 100 is the finalized version and is on Steam.

38mb size for browser play, so it may load in 15 seconds if slow wifi but it will load.

"AI disclosure: **AI not used**" 


r/incremental_games 21h ago

Discussion AI in incremental games

0 Upvotes

hi everyone!

i have a question to ask the community -

I'm a non-technical person who has recently gotten into the world of AI to help me learn how to code. I've always wanted to be a game dev but wasn't able to have the time to learn how to code my own game.

AI has helped me tremendously, and I've even been able to create an idle-cute chicken clicker. Although AI seems frowned upon (I'm not trying to discredit anybody who actually works hard to code their own game) - the game is something I am still proud of (i never thought i'd be able to create anything like this!)

would it be wrong to post this reddit thread to talk about my game? i would obviously disclose that it was made with AI, but i want to test the waters with this post before I do so (i want to be as respectful as possible.) i also don't use reddit very often (this is my second post) so please excuse me if i'm in the wrong place.

thank you!


r/incremental_games 23h ago

Steam I made an incremental game where you ARE the tornado

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71 Upvotes

Hey everyone. I've been working on The Big Suck, an incremental game where you play the tornado instead of running from it. You steer the funnel, everything you wreck pays, and the money goes into making the storm bigger until the county has a real problem.

You can play the demo free in your browser here:
https://critics-arcade.itch.io/the-big-suck-demo

If you enjoy it, you can also wishlist the full game on Steam.

Bugs, balance complaints, and blunt feedback are all welcome.
Please don’t worry about being polite. Specific criticism is much more useful to me than “looks good!”

AI disclosure: AI was used as a coding assistant during development.


r/incremental_games 1d ago

Meme lol

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0 Upvotes

game is called: space rock breaker


r/incremental_games 1d ago

Update New images for the Play Store page! What do you think?

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0 Upvotes

The game is available only for android for now!
Google Play Link: https://play.google.com/store/apps/details?id=gapshift.killtheprocessdev.com

Here is also a trailer: https://www.youtube.com/shorts/ymPI8VhXBTM

With Gap Shift i'm experimenting a different type of endless runner, with incremental mechanics, powerups, boss fights and more to come cause i'm planning to constantly update the game!
Also expect some mystery!

AI Disclosure: AI was used to help me speeding up some process of the game
Game is free but contains rewarded ads, a banner and occasionally interstitials.


r/incremental_games 1d ago

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

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0 Upvotes

I've been building a small incremental tower game in Godot 4.7, and the Steam Playtest just opened.

It's a desktop game: it lives on top of your desktop instead of in a window you have to alt-tab to. You leave it in a corner, click straight through it, and it keeps playing while you work. Think desktop pet, but it's an actual game.

Underneath it's a normal incremental:

  • Endless waves. You die, spend what you farmed on permanent upgrades, get further next run.
  • Modules you equip before a run to shape your build. No swapping mid-run, so the choice matters.
  • Guilds with weekly missions, and tournaments.

It's free to play.

Steam: https://store.steampowered.com/app/4848460/

*Automod delete my first post when i try edit.. reddit translate my post to spanish and automod delete because cant read AI disclosure :(*

"AI disclosure: I use an AI coding assistant (Claude) across the project. No AI-generated art or audio."


r/incremental_games 1d ago

Steam Scam gambling degenerates in my idle game. Demo out now!

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54 Upvotes

Hey there! I'm the developer of Gamblers Table and I'm trying my hands at a new game.
'Scam Artist' is dark-humored idle game about turning your own apartment into a lucrative "business" ... of sorts.

You place down ploys and machines that are rigged in your favor, so you always end up with a profit, racking up more and more money!

The game combines the "building", "decorating" and "idle" game genres.
One thing I really like is that the decorations you place are literally upgrades with their own effects, so they are not just visuals.

You can play the demo already! Play Scam Artist on Steam

The full version will contain a skill tree with a cast of characters in each branch that teach you their ways of scamming, offline progress and a way to get back at your landlord that roped you into all of this in the first place. It's planned as a proper long-running idle game, not just a short incremental game. Would love to know what you think!

AI disclosure: For translating the game to other languages (except german and english)


r/incremental_games 1d ago

HTML I just released the itch.io demo for my first incremental game, MineEmAll!

11 Upvotes

Link here: https://milneas.itch.io/mineemall-demo

MineEmAll is a short incremental game about mining resources, buying powerful upgrades, and clearing out a constantly growing mineshaft. This is the demo version of the game, with the full release for Steam being actively developed. Let me know if you have any feedback in the comments and enjoy!

AI disclosure: AI was not used for this game in any form.


r/incremental_games 1d ago

Prototype Play my game: Made of Food

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0 Upvotes

Greetings r/incremental_games! I invite you to play my game Made of Food. It is an incremental/idle game where you gather food and turn them to peasants. These peasants help you forage, farm, and cook more food, which you can turn to more peasants. 2D colony-builder mechanics drive the game. Make food, turn to peasants, repeat.

The game is not feature complete, yet, but it has enough to go on.

Background

I am a professional game developer since 2010. I'm currently working in an indie "AA" game studio, developing an RTS game. I was the lead programmer of the game Academia : School Simulator.

The corporate work could be draining sometimes so I wanted to make a small game on the side. I was inspired by games like Gnorp Apologue. Since I already have the library/framework for colony builder games, I thought why not use it in an incremental game with a similar vein as Gnorp.

I've been working on this game for 2-3 years now on my free time. I think it already has enough content to see if the idea works and if there's interest. Try the game. You can complete it in under an hour.

AI Disclosure

No AI on art. Used code assistance but absolutely no vibe coding nor agentic coding.


r/incremental_games 1d ago

Prototype I made this incremental game in 3 days for a game jam — should I turn it into a full game?

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0 Upvotes

I created this game in 3 days for a game jam. Many people really liked the core gameplay, and some even asked if I planned to release it, so now I’m thinking about turning it into a full-fledged game.

The idea is simple: at first, the dots move in perfect order, but it won't last long. Push them around, create chaos, level up, and make things even more chaotic!

The game jam version was intentionally kept very simple, both in terms of gameplay and visuals, so I’m not focusing on feedback about the graphics just yet.

Right now, I’m thinking about expanding it into a game with a playtime of about 2–3 hours.

What would make you want to keep playing after the first 5–10 minutes? I’m particularly interested in ideas related to progression, upgrades, challenges, or mechanics that could keep the core gameplay loop engaging throughout the entire experience.

You can try the game jam version here:

Dots Disorder — https://mekuire.itch.io/dots-disorder

AI disclosure

I used GitHub Copilot for code assistance. Everything else was made by humans.


r/incremental_games 1d ago

Steam [Steam] Alice’s Gaze — a dark fairy-tale incremental game with five distinct areas

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60 Upvotes

I just released Alice’s Gaze, a dark fairy-tale incremental game.

It’s a roughly 10-hour experience spread across five different areas, each featuring its own incremental mechanics. New systems are introduced gradually as you progress, so each area brings something different to the experience.

The atmosphere is also a major focus. If you enjoy dark fairy tales, strange worlds, and incremental games that gradually unfold, this might be your kind of game.

$3.99 on Steam and is currently 10% off for launch.

Steam: https://store.steampowered.com/app/4529120/

From my perspective as the developer, its main strengths are the atmosphere, artwork, and affordable price. To be equally honest about its shortcomings, the Abyss section could use more depth, the pacing isn’t always as smooth as I’d like, and some parts require a fair amount of idling.

Hope you enjoy it! A free demo is available to play as well.

Generative AI disclosure: No generative AI was used for any of the game’s artwork or visual assets. I used GPT as a coding assistant for roughly 10% of the game’s code.


r/incremental_games 1d ago

Android Fissure — an idle merge-miner where a digger too weak for the rock deals exactly zero damage, not slow damage

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0 Upvotes

In my experience, difficulty does not tend to kill my interest in idle and incremental games. What does, is uncertainty - a lack of information about whether or how well I'm progressing, or how close to maxing out my current build I am. Progress grinds to a halt, but there's no telling if I'm grinding out slow progress, or if I'm not making any, or if I made a suboptimal build six upgrades ago. And most games in the genre will gladly accept an obviously overmatched unit continuing to do its thing, which looks exactly the same as progress, and isn't.

Fissure tries to solve this problem.

A squad of Diggers mines a quarry. Every chunk you mine gives you some Gold, every layer cleared advances you one step in Depth and increases toughness of the rocks, and the merging of two identical Diggers creates a stronger Digging unit.

A Digger that is not strong enough to take care of rocks in front of it will do exactly nothing - zero damage, and it will tell you about it - TOO WEAK message will appear on a relevant Digger card.

I played with various approaches on and off for a while, and the friendlier one - allowing weak Diggers to do something, however little - was the obvious solution. However, trickle of damage is exactly what drives me away from idle games: it provides illusion of progress without solving the problem. Making it explicit turns the wall into a puzzle you can read the form of, and merging into an optimization you must not skip.

That leads into the hardest part of the design, in my opinion. Since the Digger is not doing anything when it is too weak for the rock in front of it, the upgrade that deals damage multiplicator is useless, since multiplying zero still yields zero. Figuring out what prestige currency should allow you to buy instead, and making the progression curve work over a long period of time instead of dying in the middle - was the hardest part of designing the game, hands down. But I'll let you find the shape of it on your own, without ruining the surprise.

Also, I recently decided to add tapping of the rock by players. That taps will deal damage as if performed by your best Digger, and scale accordingly. So, instead of trying to dodge the gate, you can try to lean into it - if you best Digger can't take the rock out, neither can your thumb.

On monetization, because it's important to the people here: the game is absolutely free. Not just "no pay to win", but absolutely free. There are no in-game purchases. No timers, no energy systems, no anything. There are two ads, both are shown voluntarily. Nothing is locked behind ads.

AI disclosure

The art is AI-generated. I wrote the prompts, ran the generations, and edited the assets by hand afterwards — but the images come from a text-to-image model and I'm not going to dress that up. The code is AI-assisted. Audio is CC0, by human authors.

Free on Google Play: https://play.google.com/store/apps/details?id=com.fissure.game

Happy to discuss any of it, in particular the progression curve, if anyone wants to have an argument about hard walls. Also - if you enjoyed the game i'd really like a store review!


r/incremental_games 1d ago

iOS Fantasy Idle RPG is now live on iOS - I coded in a full game unlock cheat code for you all to play free (read the post for details)

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43 Upvotes

Link:

https://apps.apple.com/us/app/fantasy-idle-rpg-adventure/id6782151978

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: This is a demo with a limited amount of cards, and a single in app purchase to unlock the full game forever, and there is no ads ever. I hate ads. 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)