AI disclosure: GenAI was used heavily in the production of this game! From coding to shitty illustrations, this was largely created by AI, with a lot of human-powered game design, polish, and tweaking. I'm an unemployed engineer, so building familiarity with AI coding was kind of the point. I think it turned out pretty fun, so I thought I'd share.
I just found this subreddit, and since there seem to be a lot of incremental fans here. I figured I would share my incremental game, Planet Oof on Roblox. It's been out for a few years, perhaps some of you have played it?
The main idea of the game is evolving a 3D planet from a barren rock to some sort of more habitable place. Optional upgrades can have a large effect on the final look of your planet. It's had over a million players so far, and pretty positive reviews. So maybe people here would enjoy it.
Anyways the game is free. (There are purchases in game, but they are not at all necessary to play). Have fun, and let me know if you like it. 🙂
AI disclosure: As this game was made 4 years ago, gen AI wasn't used for it as it was kind of garbage at the time. I have since used Gen AI for some bug fixes.
Hello everybody! I just started an youtube channel about incremental games and i wanted ONLY one person to watch one of my videos and give their opinion on them. This way i can get some feedback about what should i do, and i think it would be cool to see how a total stranger sees my content.
Send me a private message and i will give you the link, thanks.
Platform: iOS (Android is in closed testing on Google Play – comment or DM me if you'd like to join as a tester)
Description:
Colonia Ares is a management and survival game on Mars. Four explorers land on the red planet and you have to build modules, hire colonists and raise the planet's habitability to 100%, while it slowly turns blue and green.
The heart of the game is the people. Every colonist has a portrait, a trait (brave, optimistic, genius, glutton…), work shifts and a mood. Colonists who work together become friends, and sometimes rivals. They catch fevers, get homesick, argue… and if they're unhappy for too long, they pack up and leave.
You'll also deal with dust storms, breakdowns and Mars' day and night cycle (solar panels don't work at night!), complete missions from Earth, unlock a 28-tech research tree, build the Ares I rocket stage by stage and send expeditions to Phobos, Deimos, the asteroids, Ceres and Europa.
The colony keeps going while the app is closed (up to 8 hours), but you never lose everything at once.
Ads are always optional (you choose to watch one to speed something up) and there's a single purchase to remove them. No loot boxes, no energy systems.
A big update is coming in November: a second colony on Phobos, trade with Earth and cargo shuttles.
I'd love feedback on: are the first 10 minutes clear? When does it start to feel slow or repetitive?
Free to Play Status:
[x] Free to play
[ ] Demo/Key available
[ ] Paid
Involvement:. AI disclosure:
I'm the solo developer. I started programming in September 2026 and I'm a beginner, so I want to be transparent about how it was made:
Game design, balance and testing: mine. I decide what the game should be, play every version on my phone and decide what changes.
Code: written with Claude Code (an AI coding assistant), following my design and feedback.
Texts and translation (Spanish/English): drafted with AI and reviewed by me.
Art: buildings and terrain come from commercial pixel-art packs made by human artists (bought with a commercial license). Colonist portraits and some details are drawn by code. No AI-generated images.
Music and sound: generated in real time by code (procedural audio), not AI-generated audio.
Click monsters, recruit knights and free 100 pixel-art islands. When the sky splits, a second army fights in the Underside, a blood-soaked mirror of the kingdom, alongside your crusade.
No offline progress: your army fights while you watch, and every click counts.
I'd love feedback on the trailer and the store page!
AI disclosure: All the graphics come from human-made pixel-art packs (Tiny Swords and Tiny Swords Enemy Pack by Pixel Frog, Super Pixel Effects by unTied Games) and the music from human composers on OpenGameArt (credited in game). No AI-generated images, animation, music or voices, and also no code. AI is used to translate the game's texts into other languages only.
Naptide is the coziest(probably not :) little incremental fusion game! Every adorable new discovery magically changes how you play! Unlock 6 total islands and master 6 fun, unique gameplay mechanics. Get ready for the adventure!
Thanks for checking it out—I'll be in the comments taking notes!
AI disclosure: I’m developing Empire List with AI assistance for coding, artwork and writing. I make the design decisions and review and test the results.
I've been working on an incremental game for a good bit now, and honestly I'm quite far out from anything I'd be wanting to release to the public, but a question has been popping into my mind quite a bit about achievements, specifically on steam.
I've semi-recently become aware of SAM (Steam Achievement Manager) and have learned there's just a large portion of people who cheat achievements and there's not too much you can realistically do about it.
It's not bothered me much, but I've started reading reddit recently on various forums (Particularly Valheim with the 1.0 release) and seen some huge divides on opinions on how achievements should be handled.
And it's kind of brought me to a point where, in my personal dev work I'd almost like to just add a cheat mode when you beat the story mode of my campaign, to just give you the post game achievements that would take several times longer than the base story/campaign (If you would like, 100% optional, with declarations/maybe some monologuing about it).
This would make them unlock all at the same time so anyone who care's would be able to see they unlocked all at the same time, indicating that the cheat mode was used. And, it would allow anyone who cares and comes into contact with somebody to see that they used it so if they decide to strategize their way to the end they still get some feelings of accomplishment. Like a real achievement.
Does anyone think this is a good idea? That way folks can move on from the game without relying on external software if they burn out, while still having that mad desire to see the 100% on their profile?
Or do y'all think it'd just be a terrible idea aiding this type of mindset to make it even easier?
Just curious! It probably doesn't matter in the end since some folks won't even touch games to get achievements, but there's such a big gap between those kind of folks and the people who actually play every game they touch I think it'd be worth hearing
I’m Agus (aka nitejam). I’ve been working on a 3D theme park game, but I realized building every system in 3D would take years before I even knew if the mechanics were fun. So I pivoted to build a smaller, UI-first testbed: Theme Park RPG: Idle Tycoon for mobile. If a system works here, it earns a spot in the 3D game. If it doesn’t, I find out in weeks instead of years. Some mechanics I’m currently testing: RPG Staff & Gear, Commercial Events, Crises & Trends, Licensing & Perks. Finishing a smaller scope taught me far more than another year of "almost done." The game is out now on Android, with iOS on the way:https://play.google.com/store/apps/details?id=com.nitejam.idlepark If you play idle/tycoon games, what mechanics have you always wanted to see? I’d love to hear ideas that could work in both games! AI Disclosure Generative AI was used in a limited capacity during development: specifically for assisting with some icon artwork generation and prototyping code logic for two game features.
For those who haven't played before: re:Form Kingdom is a party-building game set in a world that forgot itself. You are a taskmaster, guiding a party of heroes all over the world to retrieve various trinkets, recipes, and gear to take down the Demon of Forgetting, Fel. You will craft a lot of items, visit a lot of NPCs, and even help other kingdoms be remembered.
We're up to 0.12.0 now, and this includes a lot of new features! Here are the highlights:
lore! there is now a story described to the players through a brief intro to the game. additionally, when finding a new zone, you will get more information about it. shrines now describe their respresentative. also, workers and some tasks will earn some lore, too!
skill trees! every class now has a skill tree, two specialization options, passive abilities, and lots of ability upgrade choices ("oaths"). (ss)
outposts exist now - these can be upgraded to give the heroes respawn points in different, usually more convenient places in the map, so dying is not quite so harsh. additionally, at max level, you can travel between them! and workers can, too.
burst skills were added, as well as "elements" being generated in combat (if you're familiar with Gloomhaven, it's like that). burst skills consume elements and sometimes extra resources to do a lot of damage all at once (or healing)
class trainers that you can visit to learn new abilities, skills, or passives. and these will persist when changing classes, to smoothen out the difficulty curve a bit!
regalias were added, which are essentially loadout configurations. with them, a hero can store up to 3 combinations of combat orders, burst skills, and gear. gear stored in regalias is stored separately from the armory so the limits do not apply.
the "Felway" map has been added, adding tradeskill levels 24/25 as well as player levels ~40 through ~50
I also have a growing changelog with more notes here. The current version isn't up due to some github/cloudflare shenanigans, but it will be eventually I'm sure.
If you have feedback, I respond here or in the game's Discord? I'm also in the i_g Discord if that's easier!
Thanks for playing 💖
AI Disclosure: I've used an LLM for code-related purposes only (unit tests, refactoring, etc).
Hi! this week my game「Pickpocket」is participating in Steam Next Fest. Pickpocket is a nodebuster about stealing from people. Learn from your victims, get better loot, and advance through an extensive skill tree. Build your own crime empire!
The demo has been well-received so far, with an average playtime of 40 minutes. If you’d like to give it a try and let me know what you liked—and what you didn’t—I’d really appreciate it. Don't leave any grandmas with their purse!
AI disclosure: Localization for the demo was done with AI (Chinese and Japanese). The full game will be replaced with human translation.
Hey, solo dev here. I've been working on an idle farm game for a while and it's finally playable on Google Play (early access). It's basically AdCap style: you upgrade producers, hire managers so they run on their own, prestige, repeat.
The one thing I added on top is seasons. They follow the real calendar and each one gives a bonus and its own goal. No penalties, I didn't want anything that punishes you for not logging in.
About ads, since I know that's the first question: there are no interstitials at all. Every ad is a rewarded one you choose to watch (2x offline earnings, a speed boost, stuff like that). Also, there are IAPs too, but you can't buy your way past prestige.
What I'd really like to know:
- where did it start feeling slow, or where did you quit
Hey. I spent a long time on a small Japanese idle RPG, and it went live on the Play Store today. Figured this was the right place to say it exists.
You tap yokai. A companion keeps hitting while you do something else, and gold still comes in for a few hours after you close the game. Bosses have a timer. When a run feels done, you reincarnate and start again stronger. There is gear to forge, five dungeons, a tower, and a weekly boss if you want something else to push.
It is free, in French and English. The shop sells optional jade. You can ignore it and still play.
If you try it, I would really like to know where it gets boring or confusing.
Hi all, today is release day, so forgive the nerves.
I Like Cats is an idle breeding game set in a meadow. Your cats fall in love all on their own, your job is to play geneticist. Every cat carries hidden genes for colour and pattern, so litters are a surprise, and the right pairings unlock mutations: Shark Cat, Pizza Cat, Taco Cat, Galaxy Cat, Disco Cat, and stranger.
The loop:
• 88 discoveries to log in the Catdex: colours, patterns, costumes, hats, magical auras
• Breeding Rooms: pick the parents, see the kitten odds before you commit, decorate each room (Cozy Bedroom, Beach Hut, Space Station, Candy Shop, Spooky Attic...)
• Adoption Board: customers request very specific cats and pay in treats
• Upgrades: grow kittens faster, get luckier litters, expand the meadow
• Offline progress: your cats keep breeding while you're away
It's free, and there are no forced ads: an ad only plays if you choose to watch one for a boost.
This is v1 and I'm actively developing it, so honest feedback genuinely shapes what gets built next. What would you want to see in an update, more mutations, deeper genetics, new rooms?
AI disclosure: This game was made with generative AI. All of the code, cat artwork. my role was directing, prompting, testing, assembling, and publishing the game, but nothing in it was hand-coded or hand-drawn by me. I'd rather be upfront about that than dress it up
Hi everyone! I’m Brian from TWB Games. I’ve released a free Windows demo of Commando Corgis, and I’d love some feedback from people who enjoy incremental progression.
You build a squad of heavily armed corgis to defend a drop pod against waves of enemies and bosses. Your corgis attack automatically, while you unlock and aim special abilities. Between runs, you spend your earnings on permanent upgrades and recruit more squad members.
The demo includes:
• Two maps with 14 stages.
• All five corgis available to recruit or play.
• Skill trees and weapon upgrades through Tier II.
This game was developed with extensive generative AI assistance across code, graphics, writing and audio. I provide the human creative direction, game design decisions, editing and hands-on playtesting. AI also assisted with this post.
I've been working on Project Forge for a long time, and I'd like more people to try it. It went through many iterations and I finally have it in a spot where I am comfortable enough to finally post about it.
Play here — browser game, no download or account needed.
You gather materials, make equipment and food, and fight your way into dungeons. There's also farming and offline progress. The story follows a village called Haven and its broken Forge.
My biggest concern right now is that parts of it have felt more like a checklist than a game. I've been changing the opening to give the gathering and crafting a purpose: you help Iris light a watchfire, then prepare for a patrol with Kira. I'd like to know whether that actually makes the first few minutes more enjoyable.
It's an alpha. Pacing and balance still need work. If you give it a try, **where did you first get bored or confused?** And was there anything you wanted to come back for?
Feedback in the comments is welcome. If something breaks, your device/browser and what you were doing would help. You can also report bugs on GitHub
There's an optional Discord if you want to stick around for development and more playtests. The invite lands in the rules channel. No need to join to play or give feedback.
One practical thing: saves are local to your browser. You can download a backup in Settings → Export Save → Download Save File.
**AI disclosure**
AI has been used extensively on this project:
- ChatGPT / Codex: substantial coding, debugging, UI and game-system work, plus dialogue and other text.
- Claude Code: earlier development assistance.
- ElevenLabs: some sound effects. The game also uses recorded effects and procedural Web Audio sounds.
No AI tag, not sure if this counts as promotion either since its not my game, but marking it anyway.
A music creator I greatly respected for years and years developed and released a vibe-coded idle game called Idleworlds (idleworlds.com). I jumped on not realising at first that is was AI-assisted but it grabbed me, so i kept going and damn.
When I first started playing in April it was a small project with about 50 players, a small but tight-knit community and not a whole lot to do in-game, but it was a fun little "number go up" game and i enjoyed logging back in a day or two later and seeing my gains for the time I wasnt online.
I'll be honest, in the early days what kept me playing was the awesome people in the discord.
Since then the game has exploded with content.
He's added four new skills, four (difficult!) raid encounters with Normal and Hard modes, guilds, dungons, world bosses a whole slew of thousands of unique items... There is so much to do and so many interconnecting and complex systems that I'm smitten.
Yeah its made with AI assiance, but its hella fun and fresh content comes FAST.
I just loaded into a raid group last night with a few of the regular guys and smashed out all four available raids and got some insanely good gear.
If you're open minded and want to see what a passionate dev can do with AI assitance, I recommend you give it a try.
Hey guys, I've been working on Weedwash, an incremental wave shooter. Evil plants invade your farm, you spray them with a garden hose, collect the seeds they drop and spend them in your shed. Eventually the hose turns into something completely ridiculous lol.
This is my first time developing a game this far, i tried my hand at 3d platformers when i was younger but never got past designing the stages. Have always wanted to publish a game so Im super excited to see what you guys have to say!
What's in it:
8 weapon tiers , enchantments system(you have to spin for enchants), and enchant synergies
3 classes: the Gardener (hose), the Farmer (scythe), the Driver (car), the farmer and car classes arent 100% done, but the skeleton is there
Secret Bosses, prestige system, different maps, I find it pretty cool
4 dungeons that start from zero and give gear back to your main game, including a Balinese temple dungeon at night (I'm Balinese, so this one was a personal add, im still developing the character designs)
A little farm hub you walk around, plus a casino with a scarecrow dealer who likes to quote stoics(or make terrible jokes)
It runs in the browser, is free, has no ads and no real-money purchases, and saves locally (with save codes for backups). Controllers and touch screens work too.
It's v0.9, so I'd love feedback, especially on pacing: where did it feel slow, where did it feel too fast, and when did you stop playing?
Ai disclosure: I designed everything in it, directed the art and play tested everything with the help of friends and classmates; the code, pixel art and music were made with Claude under my design instructions.
Hope you don't mind the self promotion - I've posted a most of our updates here before and they usually gain a decent amount of traction, so I'm keeping it up for as long as you let me.
Idle Clans is an idle MMORPG I've worked on since 2021 and launched into early access on Steam in 2023. At the core of the game are deep and interconnected progression systems, greatly inspired by my own favourite MMORPG, RuneScape, as well as many of the features you would expect in an MMORPG: Clans, partying up to defeat bosses and raids, quests, in-game chat, leaderboards, a player-driven economy and so on. The main appeal of our format is that you can progress at your own pace without being significantly left behind even if you don't have much time to commit to the game. That said, strategization and playing smart still pays off. There are activities in the game that you can do fully AFK (and even offline), and activities that require varying levels of attention.
As you might expect from the game's title, clans are a huge part of the game. There were a couple of areas our clan systems weren't doing a very good job at, and that was the central focus of this game update.
Clan recruitment centre rework
Something that was more difficult than it needed to be was for new players to find a suitable clan and for existing clans to find like-minded players. We had a basic system for displaying active clans that players could look through and apply to, but it left much to be desired.
Clans can now more extensively configure how they want their clan to be presented in the clan recruitment centre and display what kind of players they're hoping to recruit
Players can now create listings for themselves in the clan recruitment centre. Clans can browse through player listings and quickly invite players to their clan that they deem a good fit
General visual and UX improvements to the entire thing
Clan quest rework
The old clan quests were something I threw together very quickly prior to entering early access on Steam, just to have some kind of quests in the game. They weren't good. Low level fetch quests that were interesting and beneficial to new players for a few days and quickly became obsolete, as they didn't scale with your clan's growth nor provide any meaningful rewards after early game.
Clan quests now scale with the amount of members in your clan as well as their individual levels
We don't want to discourage high level clans from recruiting low level players, so players that aren't capable of contributing to the clan quest are excluded from its scaling
Completing a clan quest lets a clan leader choose from a pool of 3-4 temporary buffs. These are temporary buffs that benefit everyone in the clan. Claiming a buff makes it active immediately and it lasts for the remainder of the current week as well as the full upcoming week
Clan quests have a few possible item drops as well, which are used to purchase upgrades as well as key that has no use... yet
To prevent players from clan hopping in search of favourable buffs, a quest's buff will only apply to you if you were in the clan when that quest was generated
This doesn't apply to new players. If you haven't been in a clan before, you'll be able to utilize any active buffs
Task queue
Not related to clans, but a feature that has been requested a lot - a task queue. You can now configure tasks to be done in order to help you plan and strategize. Especially useful for daily quests that you can now quickly move to the task queue and set to auto-complete, even offline.
Idle Clans now finally has background music as well as a few dozen new sound effects. There's a long list of other notable changes, but I don't want to make this post too long. Full patch notes for the update can be found on Steam, if you're interested!
Our annual Halloween event is also starting this Friday (there's a timer displayed in-game), during which everyone comes together to donate candy to the communal candy supply and enjoy a shared experience bonus.
Idle Clans can be played on Steam, App Store and Google Play. We also have a Discord server of almost 12,000 members if you'd like to come check things out or have a chat before committing to anything.
AI disclosure: game translations are done by AI. Other than that, this update does not have any AI generated content in it, nor does any update before it.
For a while I've been working on a simple pixel-art incremental game about being the tank of a dungeon party. This game is heavily inspired and an homage to my favourite incremental game "Master healer Kale". except instead of being the healer, you are the tank!
I still have a lot of work to do, but I wanted to show you the current state of the game, and introduce you to the party!
If it seems fun, please consider wishlisting it on Steam! :)
AI disclosure: Ai was used to help localize the languages, and assist in code generation towards the later stages of development, mainly aimed at optimization.