IncrementalSocialBot

joined 2 years ago
 

Hey folks, I'm the dev of Clicker Arena. I posted a beta here a few months ago and got good feedback from everyone. I wanted to let you know that the game is now complete and will be featured in the upcoming Steam NextFest and then launching soon after.

https://store.steampowered.com/app/2658030/Clicker_Arena/

If you'd like to try it early, the beta is still available on Itch.io:

https://jamessun.itch.io/clicker-arena

x-posted from /r/incremental_games by /u/JamesSun_

 
 

Infinite Forest Idle

Free to play on Steam! Just click request access and it will automatically be granted.

https://store.steampowered.com/app/2695110/Infinite_Forest_Idle

​

https://i.redd.it/rirm1jlb5zdc1.gif

This is not a clicker game! Start your adventure and idle for a few minutes or a few hours.
It's up to you how active (or idle) you want to play.

Build and customize your own character, level up, gather gear, and create your own unique build.

Fight monsters until you're exhausted, buy gear and spend stat points, then start all over again! Or maybe there's a way to skip some zones?

In the future, your build will decide which monsters you can farm for resources. Each build will be very good at gathering a certain resource type, but it will be nearly impossible to gather other resource types. You'll have to trade with other players to get the other resources you need.

Trading with other players on the auction house will be a huge part of the game. You'll need to trade to get all the resources you need for crafting.
I will also add a Clan and Raid system.

100% Free to Play Forever - No annoying ads or pop-ups, no pay-to-win!

----

The game is currently in alpha/beta testing.

Most of the core features are done and the game is very playable. The game will release 1 March 2024, about one month from now.

​

Current features:

- Level up to grow stronger

- 3 playable classes: Warrior, Ranger, Mage

- 200+ zones to explorer with 40 unique monsters

- Get resources from monsters and craft your own randomized gear, currently there is Wood and Stone in the game, with more resource types coming very soon!

- Scrolls that let you restart automatically

​

Planned features:

- New resource types: leather, bronze, tin, copper, iron, coal, steel and more to come!

- More craftable items with randomized bonuses

- Teleport scrolls to skip zones

- Rework the return scrolls

- More zones and monsters

- Multiplayer trading

- Clans and multiplayer raids

- Clan PvP

​

Come try the game now before launch and together we can create an awesome game!

x-posted from /r/incremental_games by /u/CallMePasc

 

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 hugs from Shino 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!

Previous recommendation threads

x-posted from /r/incremental_games by /u/AutoModerator

 
 

looking for a game that i can idle in and then when i feel like it i can take active control and play the game in.

x-posted from /r/incremental_games by /u/Prior_Chemistry3037

 

Or just takes longest to finish, while being fun to play

x-posted from /r/incremental_games by /u/Several-Mud-9895

 

Been playing Obelisk Miner a good amount the past few weeks, I'm up to Obelisk 9. I can see there's still a good amount of upgrade categories I haven't unlocked yet, but so far, nothing has felt like a substantial paradigm shift, or something that allows me to blow through early levels significantly quicker each Prestige. The grind each Prestige does not feel like it's getting materially faster each go; there even seems to be a built in "max clear speed" given the short delay between clearing a level and the next popping up.

Magic Research is a great example of an incremental game that periodically evolves and things reach another level. You eventually unlock methods of generating resources that exponentially outpace prior prestiges, as well as entirely new mechanics that change the game. But Obelisk Miner has yet to hint at anything that will significantly increase grind speed, and the time from Tin to futility seems quite slow and the same length of time from Prestige to Prestige. Don't get me wrong, I'm making it further each time; but I'm not doing it any faster.

Am I missing something? Should I be prestiging more often? Is there another "level" to this game I have to look forward to?

x-posted from /r/incremental_games by /u/ETGers

 

​

It's finally here: the new Lab and Yard UI, offline progress, Neutron Stars, and more.

The amount of feedback on Idle Space Navy since the Steam release in 0.07.4 has been astounding. Much of it has been about the user interface and the game's learning curve.

Now, however, Idle Space Navy 0.09.0 gives us a redesigned, more informative user interface for the Shipyard and Lab, better Daily Rewards, offline progress, and new Neutronium stuff.

Here's the full changelog for Idle Space Navy 0.09.0 - or you can check out the new Idle Space Navy for yourself on Steam:

NEW FEATURES

  • Two new Lab-unlockable Laser weapons added.
  • Purchase Neutron Stars for instant Neutronium as well as bonus Neutronium every day.
  • Artifacts Tier 5 added for the Terran Union.
  • Two new Artifact-unlockable Terran Union Ships added.
  • Two new Terran Union Laser-type weapons.
  • Two new Terran Union Artifact upgrades.
  • The Centauri Conglomerate, the second Alien Power.
    • 8 new Artifact upgrades relating to Scrap and the Foundry.
  • Earn Time Crystals offline, and use those on in-game resources.

REBALANCES

  • Base number of waves per sector reduced from 50 to 30.
  • Shipyard costs and powers rebalanced.
  • Ship costs and powers rebalanced.

SYSTEM UPDATES

  • Replaced map management system.
    • All map coordinate upgrades purchased in Lab will be refunded.
    • Due to the new map system, all items will need to be placed again.
    • Lab IDs have been revised.
  • Revised ship and weapon unlocking in Lab and Shipyard.
  • Asteroids and related systems (except upgrades) have been disabled and will remain so until 0.11.
  • Sun Crystals replace Neutronium as the daily reward.

UI UPDATES

  • Buy 10/100/1000 added to Foundry and Shipyard.
  • Buy Up to 10x added to Lab.
  • Lab UI redesigned to match Artifact style.
  • Shipyard UI redesigned to match Artifact style.
  • Standardized UI buttons on a green highlight when active.
  • Sector Completed pop-up can be disabled.

BUG FIXES

  • Fixed funky math regarding wave reduction.
  • Fixed bug with artifact fragments not showing on startup.
  • Fixed calibration chips not being reset on artifact collection.
  • Fixed bug in XP pop-up.
  • Fixed bug in automates regarding unlockable upgrades.
  • Fixed bug in Lab’s damage level cap Artifact upgrade.
  • Fixed a bunch of other bugs I can’t remember right now.

x-posted from /r/incremental_games by /u/Arynnia

 

https://awwhy.github.io/Fundamental/

According to the setting page, I first tried Fundamental on March 27, 2023. I thought it was somewhat interesting, but... man, was it slow.

I feel like a good range of time for the first prestige of any given incremental game is between one and four hours; you want to feel that progression after the first reset and feel like it means something.

With Fundamental, the progression is... incremental.

I tried it for a day or two, got bored, shut it down, and walked away. It was too damned slow. I didn't feel anything from it. There was no flavor, only texture. Not enough to sate me.

I spent the summer finishing up Antimatter Dimensions and a gazillion Prestige Tree variations. That felt good. I chose my games wisely and they rewarded me handsomely.

Then, in the fall, on a whim, I came back. I stuck it out. I finally finished that first big reset. And then there were the Strange Quarks. Not enough to make a huge difference, just a little difference, but that was a huge difference.

It's confusing, I know. Most incremental games give you that dopamine hit of that first upgrade and you can feel it go faster, but not Fundamental. You just sort of... sense it going faster. Your brain isn't sure if it likes it. Your brain is curious, but needs more. So you ask the game for more.

In the beginning, it took a lot of work. Then it took less work, thanks to automation. Then it took more work, because the automation was inefficient. But I got more Strange quarks. And more resets. And more Strange Quarks. Finally, it all comes together. At one point, you have every stage running at once in a cacophony of resets and prestige and Quarks and it is glorious and it feels so good... and then there's that last upgrade to buy. That one last upgrade you need to clear the board and win the game.

You want to win the game, don't you?

Except that last upgrade doesn't win the game. It resets everything and everything you thought you knew about the game has changed. You're in the Vacuum State. Now, all of the stages interact. And not in a good way. It takes a day or two to get back to that first prestige, and when you do... things have changed.

The Void... you should not go into the Void. But that's what Exports and Imports are for. You can stare at the Void, but the Void stares back at you and you know what... let's not go there. Not now. So, once again, from the ground up, you start getting your old pals the Strange Quarks.

Progress is slower, yet also faster? Nothing makes sense now.

You settle into a rhythm. The rhythm takes days, the days become hours, but the hours take days to become minutes. The automation needs additional automation. The Void begins to call, and you visit the Void, in small increments... It is an incremental game, after all. Progress progresses. Prestiges prestige. Increments increment.

The cycles, they get smaller. The circle collapses in on itself. The Strangelets show you a new path. The path condenses. You become accustomed to the Strangeness. You are comfortable within the Void.

At the end of the day, Fundamental is a slow burn. The slowest of burns. But the flame burns so brightly, and you inch ever closer, and demand to be enveloped in its flame. For the flame to consume you. For the length of the cycle to drop to zero, and for the speed of the cycle to approach infinity. You are infinity. You are the cycle. It consumes you. You consume it.

Guys, I think this game has broken me.

-- Universe age: 71 days 9 hours (Real: 68 days 9 hours) -- Stage resets: 182

x-posted from /r/incremental_games by /u/EelsEverywhere

 

So I've recently graduated from the Forest to the Cave of Many Things in adventure mode, and I was curious what the general consensus is for choosing gear. I want it to be as easy as upgrading to every clothing item and weapon the area gives you, so if this is the case please let me know, but I feel like if I change out all my forest gear, I will lose all my energy power. Again, maybe all the magic buffs are worth it, I just have no idea. Trying to think about the accessories hurt by brain even more.

x-posted from /r/incremental_games by /u/jakelmao

 

Hi everyone !

The main Idle scene

The Dungeon Boss Scene

The new content : The Illusion Cave !

Small sneak peak of the UI during a mining sequence,

Short summary, the game is a classic idle rpg in castlevania pixel art style with everything automated, you just click your upgrades, rebirth, get idle rewards when afk, with a nice diablo like gear system where you get pieces with randomly generated stats (later also sets, and more)

As another week go by we draw closer to the release of my first game,
I almost managed to make an entire content within a week time and corrected a few bugs since last version, here I will show you a few screens for reminder and a few screens of the new (unfinished) content :

- This is where players will obtain relics. Instead of just having to spend gems to obtain relics like in other idle games, you will give orders to a miner to dig in a 20x20 cave (resetting every Monday), the content of the mine will be randomly generated and common to all players, so you will have to help each other to get the relics within the end of the week ! (around 200 digs maximum per week, should be enough to discover everything if players help each other properly) But be careful about traps in there ;D you will encounter monsters, traps (that will make your miner skip next move or send in a random neighbour room).

Sadly I was not able to entirely finish the content, if you try it you can only give movement orders to the miner, and see "EVENT" when entering a new room. The cave generation took me a very very long time. The UI is not finished either, and the cave does not save yet. If anyone tries the game do not be surprised :D I the server side almost finished, I just need a few more days to have it done.

Next week will be a huge week with :
- Relic update (that you will collect in the maze)
- Gear QoL update (batch sell, auto sell, filters)
- Gear Levelup and new gear stat ranges,

​

I hope you guys have fun with my game :D I am working very hard on it and taking all the feedback I can get !

And remember, it will stay f2p and power up IAP free forever !

Get your test version for android (sadly only apk I did not get my play store dev account confirmed yet, they keep refusing my identity confirmation for some reason) and for iOS on TestFlight on my itch : https://mksidev.itch.io/idle-beast-hunter

You can also follow my progress on my discord where I post every single day, alot :D I will always be there to talk and exchange thoughts about the games progress : https://discord.gg/KSkMc9H9Sr

Thank you for your guys time and support, it helps me getting the best of myself to make the game better and better !!

​

Your dev Mksi !

x-posted from /r/incremental_games by /u/Own_Lifeguard_4397

view more: ‹ prev next ›