r/incremental_games

Image 1 — Gravend: Update
Image 2 — Gravend: Update

Gravend: Update

I haven't made a post in a while, looks like it's been 3 months? Wow. Since Wanderbots made that video apparently.

Gravend

What is Gravend?

Gravend is a long game.

A long, incremental RPG.

35 jobs, 220 locations to explore, 250+ abilities, and 250+ pieces of gear.

More abilities are being added every day, which is actually why I’m making this post.

Some players have hundreds of hours now, 40-60 I should say is the barebones minimum to finish your first run.

The incremental aspect of this game might not seem obvious because it's a slow game at first, assuming you don't know exactly what to do.

I promise when you're wondering if you can push to 1e100 Monks, you'll realize that yes, this is an incremental.

It's a game that rewards thinking around corners and being clever.

Gravend is free, eventually we will make it over to Steam but I want to be done before we do that.

It might be a lot longer than that honestly, it's really hard to say and it depends on if you play blind or use guides.

You should probably play blind.

Gravend is somewhat of a puzzle game, and if you look up every answer, it's obviously going to go quicker.

You absolutely do not need to join the discord or look at the myriad of guides players have written over there to play. There's no way to soft-lock yourself at all. You can join the discord, the players are friendly and knowledgeable, and pretty good about spoilers, but I notice sometimes people join to ask for help with just one thing, and end up following guides or asking about a lot of things. The channels are clearly marked and people almost always use spoiler tags, but fair warning.

Fox and Hare Games

When we make it over to Steam, theoretically Gravend will remain free, the whole game, for as long as I can afford hosting. Steam will have achievements and cloud saves and whatnot, so hopefully people will support us but I made this game because I wanted it to exist.

Perhaps my wife and I are idealists (she's the artist) but I plan on keeping the full version online so people can play on mobile or on another tab on their work computers. Or so people who can't afford to buy a game can play.

I just had a player publish a video of a run 0 breaking the barrier in under an hour. That was incredible to be honest but that's not how you should play the first time.

One of my players said I should wait until I'm done adding abilities to make another post but I think I need to start getting some fresh players because a lot of the abilities I've added/am adding are geared towards the very very early game again. I really want to both speed up the early game and reward exploration more rather than just following the quest markers. That's how people used to play before I added all the onboarding quests.

I have shipped a daily update every day except 10 since last Halloween. I expect this to continue.

Oh right, Vanity mode is a fairly recent addition. Once you've finished your run 0 and NG+'d once, you unlock Vanity mode which is pretty neat.

In vanity mode you're locked into one job the entire run and you earn points to unlock theme colors (and eventually art, but my poor wife has such a massive backlog.)

Oh that's another thing I guess, all of the art is hand-drawn by my wife, over a thousand paintings, I've honestly lost count. There is still art missing and you'll see "fallback art" on the occasional piece of gear or item.

AI Disclosure:

AI has been used in some of my internal tooling, I actually wrote a response on another post about this today, but AI has been used to write a lot of powershell scripts for me lately to help with the localization into Simplified Chinese (AI was not used FOR the translation, a Chinese player approached me about translating the game and has been painstakingly translating all the thousands of lines of text)

But AI has helped me (help is a strong word here) to crawl all my files for player facing text in UI components so that I can make myself checklists for files that need to have hardcoded strings tokenized.

Actually I guess one more thing, if you HAVE been following the game at all, it's still not done, the story I mean. There's a LOT of story as I realized with the translation efforts, but if you're waiting for the entire story to be done, it's not done. There are just a few more beats for the final endings of basically all the individual storylines. There are quite a few of them to be honest, and tying this all together is a lot but I'm working on it.

My wife and I are also novelists, and we will finish this story in time. I was originally hoping to be entirely done with the game by December but I'm shooting for maybe next spring now.

u/Content_Audience690 — 5 hours ago
▲ 28 r/incremental_games+1 crossposts

I made a 10 min, physics-based incremental game about a black hole

I made Event Horizon for Lease for The Very Serious Juniper Dev Game Jam, and I thought I'd share it here. Let me know what you think!

AI Disclosure: No AI used whatsoever.

u/NoahDundasGames — 8 hours ago

Just launched an early demo of my mushroom incremental game on Itch.io!

It's still a pretty short experience and early days but I would love to see if any of you enjoy it and want more! If you're interested I dropped a link below: https://maxpre.itch.io/mushies-demo

AI disclosure: I do not and will not use AI art for the promotion or assets within the game. I did not use AI to generate this post, my only use of AI is the occasional help from autocomplete tools or Claude for questions as it has effectively replaced stack overflow.

reddit.com
u/charmsTM — 6 hours ago

Hivekeeper — bee-keeping idle game, looking for honest feedback

Hivekeeper — bee-keeping idle game, looking for honest feedback

**AI disclosure:** This game was built with heavy use of generative AI (Claude, by Anthropic) — both the code itself and a lot of the iterative design/balancing decisions were done through AI-assisted development.

Hivekeeper is a bee-keeping incremental: tap flowers, grow a hive economy, price your own honey on a market, and manage a hive-health system that punishes neglect. There's a mission arc that leads into a late-game twist I won't spoil, plus a prestige loop (Royal Jelly) for repeat runs.

Playable here: https://monkonline.nl/hivekeeper-game/

What I'd really value feedback on:

- Does the difficulty curve feel fair anywhere it shouldn't (there's a raid mechanic tied to how greedily you price honey — tuned it a lot but I'm too close to it to judge)

- Is the first couple minutes clear or confusing (no tutorial)

- Does the twist land

Genuinely want this torn apart rather than just "nice game" comments — that's what I'm here for.

reddit.com
u/Maronky — 13 hours ago

My take on the AI in incremental dev problem.

Let me start by losing half of you by saying I don't actually have an issue with AI used in development.

AI can and should be used in healthy ways.

At first I was really against the way the community responds to AI.

But over the last few months I have (mostly) quietly been watching from the sidelines and my perspective has shifted in a rather significant way.

I do have an issue with a lot of the posts here and I don't think these guys realize quite how bad their AI made games really are.

I consider myself a bit of an expert when it comes to incremental UI & UX.
I have been working on this type of game for years before AI was a thing. As part of considering myself an expert I freely admit that there are many ways I could improve a lot of my work too. but here are some of the ways that I like to go about making sure the experience feels good even outside of mechanics themselves.

It's important to have the following

  • Consistent spacing throughout your app
  • Notation options
  • Tooltips that explain things clearly
  • Highlighted numbers to make understanding how your choices will affect your production easy at a glance
  • Clean Iconography, these should be simple and easy to understand at a glance.

How many of these things sound like the last AI game that was posted?

Let's talk about clones.
I don't have an issue with taking a mechanic changing it up a little and using it in your game with other mechanics mixed in and your own story/balancing.

I myself have used mechanics from the start of antimatter dimensions and seen great success with them. The difference is I didn't just make a carbon copy.

If you're going to make just another fucking mining game bring something unique to the table. I'm not even saying that mechanics are the only way to do that, Write a cool story to go with the progress, Paint a shitty image yourself.

I've posted before and said I only use it for the code in my games but I am noticing that just sounds like an excuse to everyone after reading through all the lies of some of these devs who go it was used just for the code. Like no it wasn't we can see the artifacts in your image gen. We can see the double layers in your panels, we can see the stupid left side weird brace looking things on productioin panels that looked good in like 2 niche scenarios and definitely doesn't belong in your game. we can see the weird vector iconography which slightly aligns with the intent and absolutely does not scream unique currency.

Use AI in your work for all I care. BUT FOR THE LOVE OF GOD FOR EVERYONES SAKE please please please do a second, third, and fourth pass BEFORE you give it to testers, then do a fith, sixth, and seventh before you release.

Just becasue you can build and release a game in a week doesn't mean you should.

My games have taken me multiple months to make, even the short ones have taken over a month.
I've shortened that down dramatically with AI but iteration and making something good that flows cannot be done in a weekend.

Put in some god damn effort.

Rant over.

reddit.com
u/Blindsided_Games — 19 hours ago

New Game Dev Advice

Hi everyone, I am starting to make my first game and my wish is to build an Incremental game.

Does anyone have any advice or stuff that they do or do not like to see in incremental games?

I am at the very very beginning of my journey and I am keen to learn and open to suggestions.

Thanks 🤍

reddit.com
u/Angelissa_x — 15 hours ago
▲ 8 r/incremental_games+2 crossposts

Hey everyone, hope you're doing well!

I launched my Steam page yesterday for my game Crazy Bird Hunt (Steam Link). If you were as obsessed with Moorhuhn as I was back in school or even at work, I think this game might be right for you! 😄

I've been working on it for the past six months. The full release is planned for later this year, with a demo coming this summer.

If the game looks interesting to you - wishlist now!

Thanks a lot, and see you around,
Schlexii

u/HappySchlexii — 14 hours ago

A long, incremental, but above all, beautiful?

I'm a fan of incremental games and would love to find some with good longevity and nice graphics. I've played a lot of games like *NGU IDLE*, for instance, but over time, that particular art style wears me out. Any recommendations? (On Steam)AI Disclosure Statement: let my post bro.

reddit.com
u/Imaginary-Concept848 — 14 hours ago
▲ 1 r/incremental_games+1 crossposts

Seafood Tycoon - Testing out automation and upgrade mechanics before moving to 3D. How does the progression feel?

Hi guys, I'm working on a seafood management incremental and wanted to share the 2D prototype I made to test out the game loop.

Right now, it's a cozy pixel art game where you scale up from your single starting fisherman who is beachcombing by grabbing crabs and other seafood on the beach to automating a whole seafood supply chain, hiring fishing boats, running a restaurant with chefs/waitresses, and buying upgrades.
I have put a lot of stats for each character and right now there are no max limits aside from employee max counts.

What i find is that getting coins is too fast and after you unlock restaurant if you don't hire the staff for it and do it manually yourself you can get a decrease in your reputation as you need to juggle between the online store where we sell seafood order and the restaurant.

The end goal is to build the main game in 3D, but I wanted to release this 2D concept first to make sure the core incremental mechanics and upgrade trees are actually fun and balanced before scaling up the scope.

If you have a few minutes to give it a spin, I'd love to know:

  • How does the early-game to mid-game transition feel?
  • Are the upgrades priced well, or does it feel like a grind at certain tiers?
  • Is the automation satisfying once you get it running?

Here is the itch io link: https://elitehawk.itch.io/seafood-tycoon

Appreciate any feedback or suggestions!

AI Disclosure Generative AI was used in the making of this prototype. Specifically, I used it to generate some of the 2D pixel art sprites/characters to help build out the prototype faster while I focus on testing and balancing the core mechanics for the main 3D game.

u/EliteHawk3 — 12 hours ago

What’s your favorite “ohhh, I get it now” moment in an idle game?

I’m curious about those moments in idle/incremental games where something just clicks naturally, without the game needing to explain it with a tutorial.

Maybe it was the first time prestige made sense, or when automation finally felt necessary, or when a resource loop suddenly became obvious.

What game gave you that “ohhh, now I understand” feeling?

What was the mechanic, and why do you think it worked so well?

reddit.com
u/Famous_Guarantee5241 — 15 hours ago

Pongzi Scheme: Pong on the surface, a Ponzi underneath (free demo)

It's Pong, but every block you smash is a fake "investment" that funds upgrades

to smash more. Play too greedily and suspicion rises, so you cash out (prestige)

before it collapses and start a bigger scheme.

Active incremental: you're on the paddle the whole time, but the upgrade/prestige

loop is all there. Demo runs ~15-30 min to the first prestige wall. Looking for

feedback on whether the active loop holds up and where the balance drags.

itch: https://indieoffshore.itch.io/pongzi-scheme

AI Disclosure:

Most of the code and the vector/SVG art were made with an AI coding assistant

(art is drawn as code, not generated images).

Audio is synthesized in-engine. In-game text is mine; translations are machine-assisted.

u/Exotic-Kitchen-40 — 17 hours ago

Built a Idle B Mining Tycoon Android Game

Hey!
I've been working on an Android idle game inspired by Bitcoin mining.

Instead of traditional gold mines, progression is built around increasing hashrate, upgrading mining hardware, rolling affixes on rigs, hiring workers, and optimizing your setup for maximum output.

I recently redesigned the store assets and would love some honest feedback.

Give a try thanks!
https://play.google.com/store/apps/details?id=com.carnagestudio.idlebitcoinmining

Just to be clear: this is only a game. It does not mine real Bitcoin.

Generative AI disclosure: The idea for the game, core mechanics, balance, and overall design are all my own work. I used Google Gemini during development as a coding assistant to help speed up implementation. Some of the visual assets and promotional graphics were created with the help of AI tools.

u/duxop — 22 hours ago
▲ 1 r/incremental_games+1 crossposts

I made a corporate-themed incremental game! I would love feedback on the progression and replayability

Hey everyone, I recently made a small browser incremental/clicker game called Corporate Clicker: https://corporateclicker.com/

The basic idea is that you click your way through a career as a lawyer, banker, or consultant, buying upgrades as you climb the corporate ladder.

It’s very lightweight at the moment, but I’m trying to work out whether the core loop is satisfying enough to keep building on.

I’d really appreciate feedback on:

  • whether the early progression feels too slow or too fast
  • whether the upgrades are funny/interesting enough
  • whether it needs more idle mechanics
  • how I could expand the gameplay
  • whether the joke gets old too quickly

Happy to return feedback on other incremental games too!

AI Disclosure:
I’m not technical, so I used generative AI to help me code the game and implement the browser version. The concept, gameplay idea, theme, and direction are mine.

reddit.com
u/vlookup_enjoyer — 1 day ago
▲ 1 r/incremental_games+2 crossposts

I just shipped my React Native game to the App Store 🚀

Hey everyone! 👋

After months of evenings and weekends, I finally shipped my game Just Loot to the App Store.

The fun part? The entire game is built with React Native + Expo.

I originally considered using Unity, but decided to see how far I could push React Native instead.

The game includes:

• ⚔️ A real-time combat simulation
• 💎 Procedural loot generation
• 🎒 Inventory & equipment system
• 📈 Infinite progression
• ✨ Animations with Reanimated
• ☁️ Supabase backend
• 📱 Native features like Sign in with Apple, haptics and Game Center

It’s been a surprisingly great experience building a game with React Native. Fast iteration, a great developer experience, and sharing code across platforms has been a huge win.

I’d love to hear from anyone else who’s built (or is building) games with React Native. What worked well for you, and what challenges did you run into?

u/Sliycer — 2 days ago