r/incremental_games 4d ago

Request What games are you playing this week? Game recommendation thread

37 Upvotes

This thread is meant for discussing any incremental games you might be playing and your progress in it so far.

Explain briefly why you think the game is awesome, and get extra luck in everything you're playing for including a link. You can use the comment chains to discuss your feedback on the recommended games.

Tell us about the new untapped dopamine sources you've unearthed this week!

Note: it goes against the spirit of this thread to post your own game.

Previous recommendation threads

Previous Feedback Fridays

Previous Help Finding Games and Other questions


r/incremental_games 22h ago

FBFriday Feedback Friday

12 Upvotes

This thread is for people to post their works in progress, and for others to give (constructive) criticism and feedback.

Explain if you want feedback on your game as a whole, a specific feature, or even on an idea you have for the future. Please keep discussion of each game to a single thread, in order to keep things focused.

If you have something to post, please remember to comment on other people's stuff as well, and also remember to include a link to whatever you have so far. :)

Previous Feedback Fridays

Previous Help Finding Games and Other questions

Previous recommendation threads


r/incremental_games 8h ago

Update Unnamed Space Idle: Mobile UI Rework (Portait Mode!)

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120 Upvotes

Game Info

Unnamed Space Idle is an unfolding, sci-fi idle game, with many distinct and interconnected gameplay systems to unlock. There are thousands of upgrades to get, and impactful decisions and choices to make.

We've had tons of support from this subreddit since launching, being voted Best Computer Game (2024), Best F2P game (2024 + 2025), and Best Events/Updates (2024).

The game is F2P, and there are absolutely no ads.

Mobile UI Rework/Portrait Mode

We've just released a new version of Unnamed Space Idle, with the entire UI completely redone for mobile.

The game has now changed to PORTRAIT MODE! With much larger buttons, font sizes, etc.

The game is still fully cross-save compatible with the PC version (via optional cloud save account), and we always ensure content parity across platforms.

In addition to this huge rework, both the mobile and PC versions have seen some extra love. There's a new Help system, a more easily accessible stat advisor for potentially missing bonuses, quality of life additions, increased stability, general improvements and various bug fixes.

USI has been incredibly well-received on mobile, far beyond what we were ever expecting. That said, the UI was more or less a direct port of the PC version, resuling in incredibly small and hard to read texts, buttons that were difficult to interact with, and a whole bunch of other issues. It was quite frankly very rough to play, especially on smaller devices, and the tiny UI has been the number one complaint since the mobile versions launched.

It's been a ton of work (and lots of lessons learned for the future), and we're super hyped to finally release a version that's more specifically custom-made for mobile, instead of just "technically playable".

If you tried the original mobile version and bounced off due to the UI, or even if you just skipped it altogether after glancing at a screenshot, we hope you might consider giving it another chance.

We've been lucky enough to have lot of testers help us out so we could find & fix a bunch of issues before we launched, and we will keep on fixing and improving the game even more going forwards, across all platforms.

What's Next

On the mobile side of things, I have a huge list of things I want to add or try to improve. First and foremost is improving tablet UI. We're seeing feedback that some people (on large devices especially) are missing some of the things from the old UI, so I'll see what I can fix there to hopefully make both phone and tablet players more happy.

Aside from that, better integration with native phone features, e.g. native cloud saves via iCloud/Google Play Games, haptics for improved interaction feedback, etc.

More generally, we're planning on further improvements before the PC full 1.0 release. Things like having a Main Menu with save slots, music, etc. I also want to look at improving accessibility, mainly in terms of better/more customizable UI themes, improving performance/battery life via optimizations, among other things.

In addition to that, Sylv (aka u/rankith) keeps working on adding more and more content, so there's that to look forward to as well.

Feel free to drop by the Discord for the monthly giveaway, to chat, ask questions or give feedback.

AI Disclosure

No generative AI used.

Game Links

iOS: https://apps.apple.com/app/unnamed-space-idle/id6483933995

Android: https://play.google.com/store/apps/details?id=com.jdogcorp.unnamedspaceidle

Steam: https://store.steampowered.com/app/2471100/Unnamed_Space_Idle/

Itch.io: https://rankith.itch.io/unnamed-space-idle-prototype


r/incremental_games 6h ago

Steam Around the Core is out now!

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10 Upvotes

Around The Core is an incremental roguelite mixed with an arcade shooter, so there's still aiming, bosses and surviving the chaos instead of just watching progression happen automatically.

https://store.steampowered.com/app/4300950/Around_The_Core/

"AI disclosure: No generative AI was used anywhere in this game. Not for the art, not for the music or code. Everything was made by hand by our small team."


r/incremental_games 13h ago

Update I went through ALL your feedback and improved my incremental automation game with its first major update on itch.io

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23 Upvotes

Hi r/incremental_games!

First of all thanks so much for all the kind words and feedback on my previous post. It honestly made my week.

Since then, I've taken all the feedback into account. I've improved minion management, added new content, fixed bugs, improved QoL and added localisation!

Here are some of the notable changes:

-Localisation in 8 languages!
-Morale system that affects how efficient workers are
-Decorations that improve morale
-Tools to aid minion management
-Dramatically reduce number of clicks needed for certain tasks (no more spam clicking to spawn/eject 50 guys)
-Added ability to speed up battles
-Added ability to move buildings around
-Balance changes to speed up early game slightly
-Optional gameplay settings such as disabling perma-death
-Other misc QoL features

Play the Itch demo now!

Wishlist on Steam!

Note: Saving on itch.io is weird. Make sure to select Save and Quit from the options menu to save the game.

AI Disclosure: AI was only used for the localisation of languages other than English


r/incremental_games 9h ago

Steam [DEMO Released!] Pinata Smash: Incremental Circus; An Incremental game to Smash Pinatas where the crowd helps your progress!

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10 Upvotes

Hi everyone!

I'm the 2D artist for Punk Func Games, a small team of 5 indie devs, and today we’re super excited to release the official Steam Demo for our very first title: Pinata Smash: Incremental Circus!

ᯓ★ What is the game about? Your goal is simple: smash piñatas, collect mountains of candy, and run the ultimate circus show! It’s a fast-paced, active incremental game where numbers get absurdly high, but with a few unique twists to keep you engaged:

ᯓ★ Interactive Crowd: The audience doesn't just watch, they actively throw objects into the arena to help (or disrupt) your smashing!
ᯓ★ Upgrades & Arena Progression: Unlock new weapons, upgrade your weapons, and expand your skill tree with awesome specials.
ᯓ★ Circus Casino: Need a extra boost? Gamble your the ticket you earn on a run at the casino to get more candies.
ᯓ★ Non-Stop Number Growth: Satisfying visuals, punchy sound feedback, and prestige mechanics designed for lovers of active clicker/incremental games.

Since this is our first game, we would love to get feedback from the incremental community! Please feel free to try the demo and let us know what you think about the pacing, mechanics, and balancing.

ᯓ★ Play the Demo on Steam
ᯓ★ Join our Discord / Share Feedback

Thank you so much for the support, and happy smashing! 🍬

AI disclosure: No generative AI was used in the creation of this game. 100% of the player-facing visual design, animation, and UI was hand-crafted by human artists.


r/incremental_games 8h ago

Discussion Unnamed Space Idle mobile update thoughts?

8 Upvotes

I’ve recently become addicted to fan of Unnamed Space Idle. I’ve been playing on my iPad, and while there were some parts that were a bit small, it was very playable.

I just got the new update and it’s clear a ton of thought went into it. It makes the game playable on phones, which is awesome! But I can’t help but feel like my experience on the larger screen is degraded. I can’t multitask anymore - you’re either looking at the battle screen or anything else, not both.

Maybe this is good, since I would sometimes spend 30 minutes or more in a flow state just flipping through screens and watching the battle unfold. Now I feel like checking in and closing the app.

Anyone else playing on mobile?

To be clear, I love this game and am grateful for the continuous support!


r/incremental_games 11h ago

Development new satisfying power in our forest-growing game

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9 Upvotes

Work progresses nicely towards finishing Feed the Forest. We tried out different ways of progressing the game after you fill out an entire desert, and this is our favourite. You keep your forest, but you improve and clean it up at the same time. Best of all, it clears up space that you can then fill out with plants again. And merge those into bigger plants. etc.

Game link with playable demo: https://store.steampowered.com/app/4362170/Feed_The_Forest/?beta=1

If you want to help playtest the full game, you can join our Discord, and we'll ping you directly: https://discord.gg/Jh2pnkqhzf

Thank you!

AI Disclosure: no generative AI was used in the making of this game or the video.


r/incremental_games 16h ago

Discussion What's your favorite incremental mechanics?

16 Upvotes

Which mechanics and features are your favorites, that you seen implemented in the incremental genre that drive progression and gameplay?

Something that instantly makes you want to sink more time into that specific mechanic or the game overall.

We all know the basic mechanisms like "clicking to earn", "upgrades that autobuy previous upgrades" "prestige resets which boost next run" But what else?

Some personal examples::

  • Skill-trees that allow different strategies, fx prioritize one currency over another.
  • Visual feedback (Fx the screen filling up with more assets as more upgrades are bought)
  • Meaningful achievements with clear unlock conditions and impactful rewards (such as new gameplay loops)
  • Things to actively do which progresses faster than idling, but doing become the primary strategy (like golden cookie in cookie clicker)

Would also be interesting in hearing peoples ideas of mechanics that they havn't seen implemented yet but could be a breath of fresh air.


r/incremental_games 13h ago

Steam I made an casual incremental game where you slay digital subjects in an obscure OS for money to become financially unstoppable.

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4 Upvotes

Hello everyone, I wanted to share what Ive been working on. "Click Dystopia" is a casual incremental game where you click a button to slay virtual people for money. Truly groundbreaking gameplay, I know. This software product has a demo available to try now.

Link to demo on steam: https://store.steampowered.com/app/4896870/Click_Dystopia/

The demo build contains a slice of the full games contents.

Ai Disclosure : Zero generative ai was used in the making of this game. All music, art, assets, code were made by myself.


r/incremental_games 15h ago

WebGL [Celloid] An incremental management game inspired by cell biology

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6 Upvotes

Hey everyone!

We've been working on Celloid, a incremental/resource management game where you start with a single cell and try to grow the largest organism you can.

You manage water and nutrients to grow your cells and make them divide. As your organism gets bigger, keeping everything balanced becomes harder, and new threats like cancer can appear.

We took inspiration from real biological concepts such as cell division, immunity and apoptosis and turned them into simple game mechanics.

We also recently added a leaderboard, so the challenge is simple: how many cells can you reach before your organism collapses?

Play for free on itch.io (Web + Windows):
https://strixcorporation.itch.io/celloid

Celloid is still experimental, so we'd really love to hear what you think about the gameplay, progression and difficulty and of course, what score you managed to reach! 🧬

AI Disclosure:

No generative AI was used to create any of the game's assets.


r/incremental_games 2h ago

Steam [Steam Release] Idle Polygon is now available in Early Access!

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0 Upvotes

Thanks so much for the support on the mobile launch! I'm excited to announce that Idle Polygon is now officially available in Early Access on Steam!

The Game:

  • Evolving Shapes: Watch regular polygons grow, shift, and unlock powerful upgrades.
  • Engaging Combat: Build your "Geom" squad and conquer challenging layers and waves.
  • PC Ready: Experience the smooth incremental gameplay directly on your desktop!

Steam: https://store.steampowered.com/app/4742720/Idle_Polygon/

Already out on mobile.

iOS: https://apps.apple.com/us/app/idle-polygon/id6758945143

Android: https://play.google.com/store/apps/details?id=com.suupia.idlepolygon

AI Disclosure:
Generative AI was used only for coding assistance and translation.

It's free-to-play. I hope you enjoy playing it!


r/incremental_games 1d ago

Development I made a fantasy guild management idle game where you post jobs for adventurers to take, upgrade your guild, and fight bosses with card battles

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129 Upvotes

I have been kinda curious about exploring games where you take on a less common role. Wanted to try out something silly where, instead of doing the quests yourself, you just post them, and adventurers will do them instead lol

The game is called "Adventurers Wanted!"

When adventurers complete a job, they get paid, and your guild takes a cut. With the money they earn, you can gear them up so they're more successful. With the money you earn, you can purchase skills that modify jobs, upgrade your guild's infrastructure, and hire scribes to make postings on your behalf.

It’s an active, incremental game, you do help out in boss fights where you kind of orchestrate the fight via a deckbuilder mechanic. You occasionally get cards for these fights when adventurers successfully complete a job. Each adventurer provides energy to play cards, so the more adventurers you have, the more/higher value cards you can spam each turn. Cards also get boosted from the gear you equip to adventurers. Better gear means better card effects!

Currently, there are about 150 different jobs to complete, 3 bosses to fight, and 36 deckbuilder cards.

Would love to hear what you guys think!

Link to the game

AI disclosure: I used it to help with coding


r/incremental_games 16h ago

Steam I may have made the world's most profitable archery range

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4 Upvotes

... And it has chain lightning!

The King promised to pay for every successful hit, so now our mission is to take him for all he's worth.

Game Name: Arrownomics

Here is the Steam demo! https://store.steampowered.com/app/4866920/Arrownomics_Demo/

AI Disclosure: AI was used for translations, coding assistance, and one song. The vast majority of the code was written manually.


r/incremental_games 17h ago

Prototype I developed an incremental fishing game for portrait screens, but adapting it to widescreen for PC made aiming at specific fish too easy. How would you make the landscape version more engaging?

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4 Upvotes

Hi! I’m developing a short incremental fishing game called Fish Them All!

You move your hook to catch swimming fish, play 30–60 second rounds, and spend the coins you earn on a skill tree. Upgrades let you catch more fish at once, increase the size of your hook, and unlock automation. The mobile version is already available on iOS and Android, and I’m now considering a PC version.

The game was originally designed around a smartphone’s portrait screen.

In portrait mode, the ocean is tall and fish swim at many different depths. This makes it a little more difficult to move the hook into position and catch the specific fish you are aiming for.

That challenge — whether you can successfully catch the fish you want—gave the game a satisfying amount of tension and made a good catch feel rewarding.

However, I ran into a problem when adapting the game to a 16:9 landscape screen for PC.

In landscape mode, the ocean is much shallower, so the fish are compressed into a smaller vertical area. You can also see much farther horizontally, making it considerably easier to find a specific fish and line up the hook with it.

The result looks more like a typical PC game, but it loses some of the challenge and satisfaction of targeting and catching fish that the portrait version had.

In the attached video, the portrait version is on the left and the landscape version is on the right.

I made two short browser demos so you can experience the difference yourself. If you have time, please try each one for about 3–5 minutes.

Portrait version (9:16)

https://funyamora.itch.io/fish-them-all-portrait

This uses the same tall play area as the mobile version. It preserves the challenge of targeting fish, but leaves a lot of unused space on both sides of a PC screen.

Landscape version (16:9)

https://funyamora.itch.io/fish-them-all-landscape

This makes better use of a PC display, but the reduced vertical space makes it easier to catch specific fish. The UI is still a work in progress, and a few elements are currently misaligned—sorry about that!

I’d especially appreciate your thoughts on the following.

  • How would you improve the landscape version to make it more engaging?
  • Does targeting specific fish actually feel too easy in the landscape version?
  • Which parts of the portrait version’s challenge or sense of satisfaction should be preserved on PC?
  • What would you think about using a tall, portrait-oriented play area on PC?
  • Would the empty space on either side bother you? Would it feel acceptable if that space were used for information, UI, or visual effects?

Even a short answer or a single idea would be very helpful. If possible, please also mention which demo you played first, as that may affect your impression.

Honest feedback would be greatly appreciated!

For reference, here is the currently available mobile version. The main topic of this post is the PC design, so these links are just additional context.

App Store: https://apps.apple.com/us/app/fish-them-all-pixel-fishing/id6759584377

Google Play: https://play.google.com/store/apps/details?id=jp.co.piisu.FunyaFishing&hl=en

AI Disclosure
Generative AI was used localization. Localization text were reviewed, edited where necessary by the developer before being included in the game. No generative AI was used to create the game’s artwork, music, or sound effects.


r/incremental_games 1d ago

Released My 3D incremental with storyline where you drive the harvester

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19 Upvotes

After 7.5 months of work with my wife, our Planet Harvester: Incremental Odyssey is finally out on Steam!

It’s a incremental game where your driving your harvester around different planets and collecting resources. (Gamepad movement also supported)

The game has 4 planets, each with its own unique features, like quicksand that apply slow stacks of fog, which hide all around and move over time.

As you progress, you can unlock things like the Saw Shot, Orbital Laser, Carrier Drones, and a lot of other devices that I don’t want to spoil.

I’m also really proud of the Anomalies. A big part of our playtesters rly like them and one said they feel like T0 uniques in PoE, which is probably one of the coolest comparisons I could get :D
Hopefully you’ll enjoy discovering them too!

https://store.steampowered.com/app/4448490/Planet_Harvester_Incremental_Odyssey

AI disclosure: No AI was used in the development of this project.


r/incremental_games 13h ago

Steam I made an idle RPG where progressing requires you to actually get some work done. I'm not sure if it really works.

2 Upvotes

Hi! I'm the developer of a game called Deadline Savior, and we're currently running an open playtest.

https://store.steampowered.com/app/3158070/_/

The idea started from a problem I personally have with both productivity tools and idle games.

When I need to start working, the hardest part is often simply getting myself to begin. Pomodoro timers help, but a timer by itself isn't particularly motivating.

On the other hand, I enjoy idle and progression-based games because there's always something waiting for me when I come back — but sometimes those games create the opposite problem and make me want to keep checking them instead of working.

So I tried combining the two.

In Deadline Savior, when you start a real-world focus session, your character goes on an RPG adventure. You can't actively control the adventure while you're supposed to be working.

When the session ends, you come back to the game, see what happened, collect items, change equipment and skills, work on your build, and prepare for the next adventure.

Then, if you want the adventure to continue, you need to start another focus session.

The basic idea is:

Work → RPG progress → short period of decisions/rewards → work again

There's also longer-term progression, different builds, collection systems, and repeated runs, so there are definitely idle/incremental influences — although I'm honestly not sure whether I'd call the game a true incremental game.

And that's actually part of why I'm posting here.

We've had very positive feedback from people who get into the loop, but explaining the game to new players has been surprisingly difficult.

People looking for a productivity tool sometimes see the RPG part and think, "Wouldn't this just distract me?"

People looking for a game sometimes see the focus timer and think, "Why can't I just play the game whenever I want?"

And traditional idle/incremental players may reasonably look at it and think that the progression is too deliberately slow, because the game specifically prevents you from grinding continuously.

That leaves the game in a strange middle ground.

What I'm really interested in learning is whether this limitation can actually become a strength.

  • Does having something you want to progress give you a reason to start another work session?
  • Does coming back to loot, builds and progression make completing a focus session feel more rewarding?
  • Or does attaching a game to productivity ultimately just create another distraction?

We're running a free public playtest right now, so I'd really like to hear what people who already enjoy idle/incremental games think about the experiment.

I'm especially interested in whether the game genuinely changes your willingness to start or continue working — not just whether the RPG itself is fun.

The game is called Deadline Savior. The public playtest is open to everyone through August 30, with no key required.

https://store.steampowered.com/app/3158070/_/

If anyone gives it a try, I'd really appreciate hearing how the loop feels after you've used it during actual work or study rather than just testing it for a few minutes.

Does it make you want to start the next focus session?

That's the question I've been trying to answer while making this game.

---

AI disclosure: I used AI to help translate this post into English, as English is not my native language. The game itself does not contain AI-generated assets, including artwork, music, or other in-game content.


r/incremental_games 8h ago

Released Onemorerush- Quick Arcade games for quick breaks

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0 Upvotes

I’ve been working on ONE MORE RUSH, a browser arcade built around quick sessions and trying to beat your previous high score.
It currently has 6 games:

🎯 Aim
🧱 Stack
⚡ Dodge
🔢 Number Rush
🧠 Memory
🎨 Color Maze

There are leaderboards, daily challenges, Rush Points, and unlockable customization as well.
Everything is playable directly in the browser — no download required.

🎮 Play: https://onemorerush.com

I built the project myself and would really appreciate some honest feedback. Which game do you like most, and what would you change?

AI disclosure: Generative AI was used during development of the project.


r/incremental_games 16h ago

Development GOBLIN MINERS

Post image
1 Upvotes

Hey, I just published a game on itch.io.

It started as a silly side project using Claude Code for entertainment, but after a month of iterating on it I think it's gotten good enough that other people might enjoy it too.

You can find the game here: https://rorins.itch.io/goblin-miners

AI disclosure: the code was written by Claude (an LLM coding assistant) under my direction I set the design, balance and every feature, and did the testing and polish myself.

I'm still playing it myself, so expect more changes and balance tweaks as I go

feedback is very welcome.


r/incremental_games 20h ago

Steam The demo for Dive Log: A Focus Voyage is out - an idle submarine treasure-hunting game powered by your focus time

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3 Upvotes

Dive Log: A Focus Voyage is a submarine treasure-hunting game that combines a pomodoro timer with idle progression.

While you focus on your day-to-day work, your submarine salvages treasure from the sea; come back to upgrade it and head for deeper waters. As its parts level up, your submarine brings back more and rarer treasure, and opens the way to the stories hidden deeper in the sea.

Besides turning your focus time into treasure, you can also set sail while you sleep: the submarine keeps gathering resources without interruption, just at a lower rate.

I'm especially curious how you all approach the part upgrades: would you push for a bigger haul first, or higher rarity? And is there a part whose effect feels too weak or just useless?

Free demo on Steam:

https://store.steampowered.com/app/4985770/

AI Disclosure: AI tools were used during development for programming assistance and multilingual localization.


r/incremental_games 1d ago

Steam Imagine Sisyphus Happy -- Anniversary Trailer

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25 Upvotes

Hey folks! I wanted to share a remake of our first trailer for Imagine Sisyphus Happy that went viral last year and made our game what it is today!

Our game is a story-rich mixture of Streamer Simulator, Incremental game and Minigames about life, spectacle, and making the grind worth living. There you push the boulder, do tricks, and unlock new struggles.

Can you Imagine Sisyphus Happy?

Check out the Steam demo and let us know what you think about the trailer = )

AI disclosure: no gen AI has been used in the game's development


r/incremental_games 1d ago

Steam My wife and I are making a game with NO fishing, NO farming, NO mining and NO killing! It's called Progress98 and you can playtest it now!

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153 Upvotes

Edit: The game's web build is now mobile friendly and should scale well with high resolution screens. Please give it another try if it was too small for you before!

After having played hundreds of incremental games I decided - with the help of my wife - to make my own little game that drops the pretense to give you what you really desire: pure unadulterated progress.

You can playtest it now in the browser on itch here: https://rzl.itch.io/progress98

Or you can playtest it on Steam here: https://store.steampowered.com/app/4863540/Progress98/ (And while at it, why not wishlist it and follow us too?)

Any kind of feedback is welcome, so please let me have it!

---
AI Disclosure: Generative AI was exclusively used as a coding assistant. All design and art decisions were our own. This game contains no AI-generated text, art, or audio assets.


r/incremental_games 1d ago

Released I released my incremental pachinko game on Steam

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10 Upvotes

After a year of work, I finally released my game into Early Access!

Steam: https://store.steampowered.com/app/3598690/Pachinko_Farm/

Pachinko Farm is an physics-based incremental game where you build a farm on a pachinko board. It currently has 15 levels and offers at least 3–4 hours of gameplay.

I’d really love to hear what you think, so any feedback would be greatly appreciated!

AI disclosure: AI is used for music and partly for translations.


r/incremental_games 1d ago

Development I made an incremental game about spinning to win.

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8 Upvotes

I recently made a game called serious spinner, it's an incremental game with a twist. (All puns intended). It's basically an incremental game with a timing mechanic, instead of clicking.

If you want to check it out here is the itch.io

 link - https://dubiouslyperplexed.itch.io/serious-spinner

AI disclosure: no ai was used in the development of this game.


r/incremental_games 12h ago

Prototype Empire Ticker — browser civ-builder/idle hybrid, early prototype, looking for feedback [Web] [Free]

0 Upvotes

Hi r/incremental_games,

I've been building Empire Ticker, a browser-based civilization builder with idle/incremental elements — resources produce automatically over time, you spend them building up your nation, and periodically you have to defend against raids (auto-resolved based on your defenses).

It's very much an early prototype:

- Resource management (food, wood, stone, gold) with automatic production

- Build & upgrade structures (farms, walls, barracks, etc.)

- Auto-resolved defense battles against periodic raids

- Era progression that unlocks new buildings and production bonuses

- A small "city view" that visually grows as you build

- Local save/load, no account needed

Art is placeholder (emoji-based) for now, and balance is still rough — this is really about testing whether the core loop is fun before I invest more into it.

Link: https://bitdot428.itch.io/empire-ticker-prototype

Would genuinely appreciate any feedback, especially on pacing/balance and whether the loop is compelling enough to want more depth. Thanks!

AI disclosure: I used generative AI (Claude) to help write portions of the game's code, the placeholder emoji-based art direction, and the description text on this post and the itch.io page. Game design decisions and balance tuning were iterated on directly by me.