r/incremental_gamedev

▲ 12 r/incremental_gamedev+10 crossposts

I made an incremental game where you shake vending machines until they basically run themselves – One More Shake

One More Shake is a small incremental game where you start by manually shaking vending machines to make money.

Upgrade your machines, increase their value and speed, unlock more machines, and eventually automate the whole process.

If you enjoy incremental games, I'd really appreciate a wishlist on Steam!

Wishlist One More Shake:
https://store.steampowered.com/app/4933650/One_More_Shake/

u/Deep_Philosopher1426 — 9 hours ago
▲ 13 r/incremental_gamedev+1 crossposts

Anyone interested in building an incremental bundle on Steam?

Hey everybody. I'm looking to either do some 1 on 1 steam bundles, and maybe even start a growing incremental bundle on Steam of titles released recently/this year. Would anyone be interested in something like this?

Here's my game, Closed Circuit: https://store.steampowered.com/app/4164110/Closed_Circuit_Recursive_Idle/

If anyone is interested, let me know and we can discuss how to get this rolling!

u/kealsoftgames — 12 hours ago

Fellow incremental devs, can you recommend your capsule artist?

Hey! I'm trying to find a Steam capsule artist for my incremental game who can do a job for a reasonable price

Are there any developers here who worked with a capsule artist recently and happy with the results? Maybe you even saw your wishlists / CTR improve after uploading a new capsule? I'd really appreciate any recommendations!

I've already tried posting in another thread looking for a Steam capsule artist, but I got like 100 DMs and comments in 15 minutes from bots or people whose portfolios weren't even remotely relevant... Two people already DMed me in discord trying to scam for 50-100% payment upfront before even discussing requirements (accounts registered like yesterday)

So maybe you guys can help me out and recommend someone you've actually worked with?

reddit.com
u/GregTDev — 17 hours ago

Tycoon accent: work, invest, negotiate, and sell; free online game. All devices. (Except ovens, lmao)

Figured I'd just walk through what a real session of Tycoon Flow looks like instead of describing features in the abstract.

You open the game with $5,000 cash and a low-tier job paying a small daily salary. First decision is where to put the money. The bank screen pulls from 120+ procedurally generated fictional banks - different account types, different interest rates, different minimum deposit rules. You're not just clicking "deposit." You're deciding if a money market at 3.1% beats a CD at 4.4% with a lockup period given where you are in the game.

Meanwhile your daily salary is trickling in. You want a better job. To unlock the next tier you take a two-minute college test - quiz questions built around mechanics you've been using. Pass it and your daily income jumps. Fail and you retry.

Once you have more cash moving you open the investment screen. Stocks with tickers and sectors. Contract deals you can send to other companies or receive and review. Your portfolio starts to have actual shape.

The whole thing runs in a browser. No download, no account. It's early and I'm one person building it, so it's not perfect. But the core loop is there and it works. If you're into incremental games with real system depth, could you try it and give me feedback?

Specifically feedback like what needs changing, what needs to be added, if the progression feels to fast, if I should add in like the legal system for businesses and companies, and especially one thing I've been thinking about: online play.

I'm hoping to one day make it so plAyers can interact with other players easier and a lot more, that kind of thing. And if course I'm hoping to make it better. Right now it's just a beta version. Link in comments.

Edit: I'm so stupid, the names tycoon flow, and now the right link is there. The other was an earlier version

reddit.com
u/whirls_living_life — 21 hours ago
▲ 165 r/incremental_gamedev+14 crossposts

Arcadium - Space Odyssey: new Bullet Fest update is live, plus 40% off on Steam

Solo dev of Arcadium - Space Odyssey here, a space bullet heaven with a few twists: fight aliens, harvest entire planets, and explore a procedurally generated universe!

The game features quick 12-minute runs, lots of ships with unique abilities, and tons of items, artifacts, talents, relics... UPGRADES :) It plays great on Steam Deck, too.

A new update just dropped with two new ships, and the game is 40% off until the end of Bullet Fest, so it's the best time to grab it for under $5.

Steam page: https://store.steampowered.com/app/2352670/Arcadium__Space_Odyssey/

u/Odd_Particular4116 — 1 day ago
▲ 244 r/incremental_gamedev+1 crossposts

PUROMA, my incremental horror game about isolation and paranoia has a Steam page, demo soon!

Aiming to have the first playable demo ready for the upcoming Steam Next Fest, and full release around February/March.

u/trivitown — 2 days ago

Nostalgic Memory (Beta)

I got tired of incremental games packed with numbers, menus, and game modes that constantly demand your attention, so I decided to make something different.

Nostalgic Memory goes back to the simplicity of classic 90s virtual pets, where even a single stat increase feels meaningful.

You care for, play with, and train your creature through just four main interactions. That's all you need to keep it healthy and active. The idea is simple: check in a couple of times a day, take care of your pet, and then get on with your day.

I also wanted to do something with a part of old virtual pets that always felt strangely meaningful: eventually losing the creature you'd spent days caring for. In Nostalgic Memory, death isn't simply a reset. Every creature you raise is permanently recorded in Memory, and the life it lived influences the companion that comes after it.

You can also encounter other creatures in simple battles, giving the stats you've slowly built up an actual purpose and another way to keep growing.

Everything is presented through a retro handheld/LCD aesthetic, with intentionally slow progression designed around days, weeks, and eventually months rather than constant grinding.

It's meant to be a small game you can care about without becoming a game you have to constantly play.

I'm currently preparing Nostalgic Memory for release on Android. I'd love to hear what other virtual-pet fans think of the concept, especially whether you'd rather see it stay this simple or gradually add more depth over time (is not my main intention) probably the next step is add more sounds and creatures.

The app is totally free till full release, in the future after 3 days will cost 1$ continue playing

To try the closed beta you need to enter in this Google group:

https://groups.google.com/g/nostalgic-memory-testers

then download the app at the following link:

https://play.google.com/store/apps/details?id=nostalgic.memory

AI Disclosure: AI was used to assist with asset creation and coding. The game’s concept, design, mechanics, direction, and final revisions are my own

u/Karre4488 — 1 day ago

Incremental/Idle Android Games

Hello! I would love to try your games if they're of this genre, I've been looking a lot to see if there's anything but I prefer coming here and asking myself, I'm willing to try it and help you out!

Thanks in advance and hope you're having a nice day!

reddit.com
u/begentleimawriter — 2 days ago

Trying to figure out what’s actually useful for balancing an incremental game before playtesting

I've been building a small visual game balancing tool.

While making an incremental game example I realized something. I can calculate stuff like upgrade cost over production per second and use that to compare how affordable each upgrade is as the game progresses.

But while testing this I realized... That's not really a simulation

An actual simulation would need to keep track of things like how much money the player currently has, what they bought, how production changed after buying it, multiple generators, and then keep running from there.

So now... I'm curious how other incremental devs approach this.

Would you find it more useful to have something that helps analyze the progression data you already have like affordability, growth, payback, comparisons, weird outliers, etc...

Or would you rather give it a starting economy and have it actually simulate the progression?

I'm thinking both could eventually be useful but I also don't want to build a massive simulator if it's not necessary

How do you guys usually do this? Spreadsheet? Your own simulator? Just lots of playtesting?

reddit.com
u/_mrsclicked — 2 days ago
▲ 56 r/incremental_gamedev+1 crossposts

What is the next trend in inincremental games mechanics?

Incremental games seem to evolve in waves. We’ve had classic idle/clicker games, prestige-heavy systems, unfolding games, and automation/factory hybrids.

Now games like Nodebuster and Scritchy Scratchy seem to be pushing the genre toward shorter, more active, mechanic-first experiences: one immediately satisfying interaction, with rapid upgrades that continually transform or automate it.

What do you think will be the next major step after this?

Not simply a new theme or bigger numbers, but a mechanic or structure that could inspire a whole new wave of incremental games. Is there anything you’ve seen used only once or twice that deserves to be explored further?

reddit.com
u/YuriyBezgin — 4 days ago

Almost three months ago, I published my demo on CrazyGames.

I'd never published with them before, so I was completely in the dark, but I didn't have much to lose. Integrating their SDK wasn't too complicated, and passing their quality assurance was lengthy but necessary.

Once it was released, players flocked to it. The first day saw over 6,000 players, then it started to drop, but little by little I began to climb the rankings in the incremental and clicker categories. After a while, it seems to have stabilized at around 5,000 players per day.

They contacted me to offer me exclusivity for two years, but I refused because I would have had to remove my game from the other websites where it is available, and my goal is to have as many players as possible.

Getting a Steam Wishlist from there is considerably slower than with my demo on Itchio. It performs much worse, but hey, it's better than nothing, so I'm not complaining.

Finally, you'll have to integrate ads into your game, whether banners, mandatory ads, or rewards. I made them minimally intrusive; my players have accepted that's just how it is, and there's hardly any negative friction. The income isn't enough to retire me, but it's extra money I can reinvest in my game. Since you've read this far, I'll tell you: in all this time, I'm about to be able to buy my egg washing machine (€1000).

Honestly, I think it's unusual to have so many players, over 9,000 reviews with an average score of 9.4 in such a short time... I don't think that can be replicated easily.

In short, if you have a visually stunning, fun game that encourages replayability and invites players to come back another day, you can try uploading what you have for a basic launch. In a week or so, if it's well-received, you can then integrate the SDK and implement more comprehensive management.

If you have any questions, feel free to ask. This is just my experience, which I wanted to share in case it helps someone.

The game is https://www.crazygames.com/game/the-machinegg

But you can get it without ads on itchio, galaxy, viverse, and dozens of pirate websites.

u/WranglerIntrepid3817 — 5 days ago
▲ 0 r/incremental_gamedev+1 crossposts

[Steam] I made Element Idle — an atomic-themed idle game where you unlock all 118 elements of the periodic table (my first game!)

Hey everyone,

I just released my first game, Element Idle, on Steam today — and it's free.

The core loop: click an atom to generate particles, buy the Nucleus to unlock a 3-path skill tree (Proton / Neutron / Electron, 51 nodes total), and prestige to work your way through the entire periodic table, all 118 elements. Each noble gas you hit along the way triggers a different effect, so there are some milestones to chase beyond just the numbers going up.

Features:

- Full 118-element periodic table to unlock

- 3-branch skill tree with capstones

- Prestige system + offline earnings

- 15 Steam achievements

- Made in Godot 4

This is genuinely my first published game, so I'd love any and all feedback — balance, pacing, whatever feels off. I'm planning to keep patching it based on what people say.

Store link: https://store.steampowered.com/app/4906020/Element_Idle/

Thanks for taking a look!

**AI disclosure:** I built this game in Godot myself over [3 months]. I used an AI assistant (Claude) as a debugging helper during development — things like troubleshooting my Steam integration and reviewing code. The game's design, balance, and all gameplay decisions are my own.

u/SalamanderEast7639 — 6 days ago
▲ 103 r/incremental_gamedev+1 crossposts

un poco de gameplay de mi "tower defense" incremental

he estado trabajando en este proyecto de juego para smartphones llamado "terminal de defensa", dejo un pequeño gameplay de prueba (los enemigos no se alcanzan a notar mucho pero estoy trabajando en ello xD). ojalá les guste.

u/DigitalFilo — 9 days ago
▲ 20 r/incremental_gamedev+2 crossposts

I made a Godot arcade-incremental about restarting a dying cell. The particles got slightly out of hand.

I made an arcade-incremental in Godot where you break glucose, build combos and trigger increasingly ridiculous chain reactions to revive a dying cell inside a simulation.

Keeping the VFX readable when everything explodes has been mildly educational.

If it looks fun, a wishlist would help a lot:
Project: C.E.L.L.

u/Humuzz — 8 days ago
▲ 48 r/incremental_gamedev+2 crossposts

así se ve una partida avanzada en mi tower/wall defense incremental

para este gameplay traté de hacer que lo que ocurre en pantalla sea un poco más legible y además desactivé el efecto de dithering para ver si mejora algo la compresión de los videos...

además se puede apreciar variedad de torretas y modules!

u/DigitalFilo — 9 days ago
▲ 93 r/incremental_gamedev+5 crossposts

Project: C.E.L.L.’s old skill tree had a good run. It has now been scientifically replaced.

u/Humuzz — 12 days ago
▲ 0 r/incremental_gamedev+1 crossposts

Social Credit Clicker

​We're live!

​After a few weeks of development and testing (huge thanks to our ~20 beta testers from across the web!), we finally got the green light from Google to push to production.

​Click for the State, climb the social credit ranks, buy upgrades, and become Citizen #1 of the #1 State—any resemblance to an actual country is purely coincidental:

https://play.google.com/store/apps/details?id=org.thestate.socialcreditclicker

Ofc feedback is always welcome, we are relatively early in release and this is my first game so it might suck a little bit 😳

Ai disclosure:code and some assets

u/ComfortableFluid5492 — 9 days ago
▲ 3 r/incremental_gamedev+3 crossposts

After 4 months of development, Desktop Hero Rush Demo is out. This is an Idle RPG game that runs on top of your taskbar slaying monsters.

Desktop Hero Rush is an incremental / Idle RPG game where you fight waves of enemies on your taskbar while you work or do something else.

Enter dungeons to earn items, unlock skills and pets, reach higher levels, and enhance more than 100 gear items.

itch.io demo: https://playfieldgames.itch.io/desktop-hero-rush

Steam page: https://store.steampowered.com/app/4922470/Desktop_Hero_Rush/

The Steam demo will be coming in the next few days.

Would love some feedback

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

u/Acrobatic_Bad_3061 — 10 days ago

Any suggestions on how to tackle offline progress simulation?

Right now I am doing a one tick per second kind of simulation for the offline progress. Apparently, when running many offline hours, it's lengthy. How did you manage to overcome this issue - if ever encountered?

I'm having a creativity blockade here, no good ideas...

reddit.com
u/arisboeuf — 11 days ago
▲ 42 r/incremental_gamedev+2 crossposts

[Playtest] After 4 months of development, our incremental game "Piñata Smash: Incremental Circus" finally has a Steam page!

I’m part of the small indie team behind Pinata Smash: Incremental Circus, and we just launched our Steam store page!

We wanted to combine the satisfying, physical feedback of smashing things with deep incremental and idle mechanics.

We’d love for you to check out our Steam page, give us your initial thoughts,join our playtest and wishlist it if it looks like your kind of game!

Join our Playtest: 

https://store.steampowered.com/app/4918810/Pinata_Smash_Incremental_Circus/

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.

u/Smart_Priority_5304 — 14 days ago