작업 창은 여러 개, 쉬어갈 방은 한 칸 🪴 Lofi Cozy Room의 작은 3D 방을 바탕화면 한쪽에 두고, 로파이를 틀어보세요. Steam 20% 할인 중 · 11/4까지 https://t.co/6pjZARrre8 #코지게임 #스팀게임 https://t.co/uW7EKPvBrE

Game category
Grow resources and upgrades through idle or incremental progression.
작업 창은 여러 개, 쉬어갈 방은 한 칸 🪴 Lofi Cozy Room의 작은 3D 방을 바탕화면 한쪽에 두고, 로파이를 틀어보세요. Steam 20% 할인 중 · 11/4까지 https://t.co/6pjZARrre8 #코지게임 #스팀게임 https://t.co/uW7EKPvBrE

Currently, the game is obviously inspired by Runescape but I am looking to branch it into something completely different - but not sure how yet. I am open to ALL suggestions but the idea is to allow for afk/idle progression mostly while implementing active skills/dungeons/raids at some point.
3 mediaWe are Liquidity Labs Studio, makers of Mogul Forge - a free idle business tycoon you can try in your browser today.
Start small, upgrade businesses, hire executives, invest in research, unlock city districts, and use Legacy progression to build a stronger empire with each run.
Try the playable browser version: https://www.mogul-forge.com/play.html
We are also inviting genuine players worldwide to the Android closed beta through official Google Play:
Use the same Google account for all three steps. We need Android players willing to stay opted in for at least 14 days and actually explore the game. No payment, ratings or positive reviews required.
We would love honest feedback on: the first 15 minutes and tutorial, business progression and balancing, Legacy rewards, bugs or crashes, and whether optional rewarded ads are clear.
Actual game screenshots, videos and press assets: https://www.mogul-forge.com/press.html
The browser build is publicly playable; the Android release is still in Google Play closed testing. Free-to-play with optional rewarded ads and purchases. Tell us what is fun and what needs work.
8Compute is a free browser idle strategy game about growing an AI compute business. Start with a small accelerator setup, sell inference, reinvest cash, and expand the power, land, GPUs, and data-center infrastructure that let the business scale. As your operation grows, new systems and civilization decisions come into play.
This is an early playtest, and I’m still tuning the economy and making construction choices easier to understand. I’d especially value feedback on what you chose to build first and whether the payoff was clear. OpenAI Codex helped create parts of the game.
Play in your browser: https://8compute.vercel.app/
You are back from vacation. You have 99,999 unread emails.
Clean up your inbox with your cursor. Clock out or stay for overtime, your choice. Spend what you earned on coffee, a bigger monitor and an intern. Come back tomorrow and delete more.
Inbox Zero is a short, active incremental game. Each workday lasts under a minute, and every upgrade changes how the next one plays.
This is the opening of a longer game planned for Steam, where the goal is to take the counter all the way to zero. In the demo it stops at one, because the last email is the full game's final boss. The full game also has more promotions and new functions like Select All and macros. Your demo save keeps going after the ending if you want to keep deleting.
4 mediaHi everyone!
More than a year ago, I released a shoot 'em up on itch.io. It got played by 5 people in total.
I eventually abandoned the project because it clearly wasn't resonating with players.
But earlier this year, after seeing the growing popularity of incremental games, I thought, why not try turning it into one?
So I took the shoot 'em up I had given up on and completely reworked it into an incremental game, with increasingly huge waves of enemies.
I released the new version on itch, CrazyGames and Steam, and it quickly reached 10,000+ players, with very positive feedback.
The final game on Steam ended up making more than $1,000 in its first two weeks, which I'm incredibly proud of considering this was my first commercial release.
I definitely made some mistakes along the way. The game is probably way too short, and the capsules could have been much better.
But overall, it was a fantastic learning experience, and seeing people actually enjoy something I had almost completely given up on has motivated me to keep going with gamedev.
Thanks for reading!
3 mediaPump Away! is a project we're making for fun in our free time, cause we don't like having free time. We're huge fans of classic animation so we made a cartoon idler where you pump away escape a snail cop.
Don't typecast us 😎 Enjoy the demo!
I spent two months on solo game development for a new fishing factory game. Here is how I refined the concept from scratch.
After working on a project that dragged on for four years, I needed a faster, more focused workflow. This video breaks down my process for prototyping a unique mix of fishing and factory automation, showing exactly how I iterated on the core loops and 3D models to keep the scope manageable.
If you are interested in indie game design, you will see how I handled the UI elements and early gameplay testing. By focusing on a shorter dev cycle, I was able to get a playable version running much faster than my previous attempts at game development. I also share the challenges of building systems without a professional art director and why this specific approach to game mechanics helped me stay motivated.
🐟 FishOmatic (Cozy Fish Factory Automation) - Wishlist on Steam: https://store.steampowered.com/app/4395290/fishOmatic/
🌫️ Lighthaze World: https://store.steampowered.com/app/1747190/Lighthaze_World/
JOIN THE COMMUNITY: 💬 Discord: https://discord.gg/6wZPjUDNFS 🐦 Twitter: https://twitter.com/Radiobush 🌐 Website: http://radiobush.com
Subscribe for weekly Game Dev Talk Time, and let me know in the comments if you prefer working on small, focused prototypes or massive long-term projects.
0:00 The Vision Behind Fishomatic 0:38 Defining Roles And Art Direction 2:50 Designing The Land And Factory Layout 6:10 Why We Delayed The Main Character 13:00 Implementing A Dynamic Day-Night Cycle 19:46 Finalizing The Core Elements
I spent a few days finishing Idle Lore, an idle RPG clicker that plays out inside a storybook, and then submitted it to three HTML5 game portals.
CrazyGames rejected it: "the overall quality of the game does not yet meet the expectations of our platform."
GameDistribution approved the integration, told me the game could now be played by thousands of players all over the world, and then denied the submission 23 days later: "this does not mean your game is low quality. The idea of this game does have potential."
Same build. Opposite verdicts. So I stopped asking, and put it on itch.io instead, where nobody has to approve it. Next one is a driving game.
Chapters: 0:00 Two emails 0:15 Title 0:20 What Idle Lore is 0:55 Portal 1, CrazyGames 1:32 Portal 2, Wavedash 1:59 The first no 2:20 Portal 3, GameDistribution 3:20 And then denied 3:57 The turn 4:28 Deadpan Drive
Music: Juhani Junkala (SubspaceAudio), released CC0.
An incremental arcade experience where you pull adorable chicks onto giant slides, collect resources, unlock powerful talents, and upgrade your magnet to create ever-growing, chaotic runs.
play the demo https://store.steampowered.com/app/4567670/Chickn_Slide/
I spent years building my indie game around a fishing mechanic, only to realize players didn’t actually want to use it. So I went back to the drawing board and completely changed how fishing works.
Idle Fisher Demo! https://store.steampowered.com/app/4450880/Idle_Fisher_Demo/
"Desktop Slime Graveyard: Tap Reaper" free demo is now available on Steam. Feel free to add it to your wishlist.
I’ve also been working on a side project in my spare time, Aim Clicker 🎯
A simple clicker mixed with an aim trainer: hit targets, earn money, buy upgrades, build your skill tree, and prestige.
indiedev #gamedev #clicker #gamemaker #idler

Hello fellow Godot enthusiasts,
I just wanted to make a post to say that my game, Fruit Fetish (https://store.steampowered.com/app/4376740/Fruit_Fetish/), developed in Godot 4.3 is available on Steam! It released just over 24 hours ago and it has been an interesting ride to say the least... Happy to elaborate if folks are interest, but want to keep the post short. I just want to to thank the Godot community as my game would not have been possible without the incredible open source engine that it is and all the awesome people that share their knowledge.
Game Premise: Fruit Fetish is a satirical piss take on corporate culture told through a combination of crude humour and disarmingly cute pixel art style. The central premise requires you to earn Fetish Fruit Co. a billion dollars to buy your freedom. You play as Pearsly, a purpose-grown, dim-witted pear, who needs to manage the latest established store/franchise, which specialises in selling beverages made from Fetish Fruit, genetically modified self-aware fruit that love nothing more than being consumed.
Gameplay Loop: The core gameplay loop has you working against the clock to harvest, prepare, cook and sell Fetish Fruit to hungry hordes of customers, all the while playing bouncer and keeping undesirables from ruining your customers' experience. You can reinvest the store earnings into genetic enhancements and shop upgrades to optimise your cash intake in a satisfying incremental fashion. Shift by shift, learn more about the ethically/morally questionable world you find yourself in.
AI disclosure: I did not utilise gen AI in the creation of Fruit Fetish. All code, art and the majority of sound effects were created by me. Sound effects I did not create were sourced from Pixabay and I specifically chose to utilise ones from creators who do not utilise gen AI in their processes.
Much love,
Chubby Weevil

I don't really know of game's that have really mixed the tower-defense genre with the idle genre, and I'm wondering if they never found the spotlight because its never tried, or because the genre's don't click well. tower-defense is mostly known for strategic placement and upgrade synergy to clear a level. and while strategic upgrades and clearing levels is also a part here, there are no problems at all if you have to try a wave again as you build up your tower-strengths.
what do you think?
Playable Link: https://store.steampowered.com/app/4987280/Desktop_Rave_Demo/
Platform: Windows PC (Steam)
Description: This is a Music-Reactive Desktop Companion, music playing from your Windows is the source of the game's economy, each beat these little creature will grant you the currency to expand your club.
Free to Play Status:
Involvement: Im a solo dev
(repost after yesterday's wrong post format)
I'm a solo dev working on my first indie project, Max Bid. An incremental game where you bid on storage containers, then sell the goods for profit, upgrade your device for bigger payouts, and automate the process with Bidder bots.
I've been working on this for about 4 months after my 9-5 shifts, and finally reached the milestone of getting it up on Steam.
Now I'm working hard to get the demo out so people can try it.
Here's the Steam page: https://store.steampowered.com/app/5266460/Max_Bid/
Hey everyone! Last year I started prototyping small games in Godot, and this is the one that seemed to have the most potential.
I ended up posting an early version on Itch.io in May and it took off, getting almost 50,000 plays. Four months later, and my game finally has an announcement trailer!
It's an incremental RPG about becoming as legendary as possible before you die of old age. You plan your days, fight hordes in idle combat, and uncover secrets in the world. When you get too old for adventure, you'll retire, with your deeds reshaping the world the next run inherits. For example, if you spare a goblin in one life, you may meet them as a trader in the next.
You can check out the Steam page here: https://store.steampowered.com/app/4512440/Legendum/

Log Drop is a 2D physics automation incremental game with one noble goal: get more logs into the earth's core than is physically reasonable. Chop trees, build a contraption and feed the core. Every zone is its own puzzle, and the core doesn't care how the logs get there. The free demo has 5 zones plus a bonus zone - Hope you like it!
Hey everyone,
One of the Fields (levels) in my game (Coup de Grass) has a mechanic where "Overgrowth" occasionally takes over buildings and stops them from working. Then you have to cut it down before the building can operate again (and you get a bunch of rewards for doing it).
I've spent quite a lot of time tuning how it looks and sounds, but I feel like there's still something missing in there. That's why I wanted to ask you whether you have any feedback or suggestions.
Overgrowth uses Path3D/Curve3D routes with procedurally generated, simple geometry for the "vines" and "thorns". Then the growth/swing animations are done with a simple vertex shader. It was one of the first "real" shaders I created outside of tutorials, so it took me way longer to do than I'd like to admit...
Hello everyone! I just released the Demo for my second title: Roll with Splonk!
Splonk lives in the corner of your screen, on top of everything else, happily rolling dice and printing money while you watch stuff, browse, or pretend to work. Check in whenever you feel like it, dump your winnings into new dice, relics and upgrades, then go back to what you were doing while the numbers keep climbing. Roll, get rich, buy better stuff, repeat.
Minimalistic x Strategic Depth
Roll with Splonk is built around a gameplay loop and systems that are quick to pick up and feel familiar. But beneath that simplicity is real strategic depth: choosing which dice, enchants, and relics to build around, and managing your $ wisely, all take careful thought. Your decisions truly matter!
Randomly generated dice
Every die is randomly generated, so there's always a chance of stumbling onto a real gem. Stack dice that complement each other, craft a few improvements onto them, add relics and upgrades on top, and watch the numbers get completely out of hand.
Let me know if you have any questions!
We just finished the new forest for LumberBoy, our tree chopping incremental game.
It's going to be the second stage! It's a forest where spore-themed trees grow.
If you're curious about our game, give the demo a try
I’m the pixel artist on Defender of Darkness. Every defeat gives you, the Dark Lord, another chance to punish your personal goblin. Good thing the little bastard is ridiculously hard to kill.
Game page: https://store.steampowered.com/app/4869280/Defender_of_Darkness/
After almost a year of part-time development, I've just released Delegatory on Steam (with a 20% launch discount)!
Delegatory is a short (3-5 hours) round-based incremental about climbing the corporate ladder by delegating tasks to your team of interns (and their clones).
Start as a 'Probationary Delegator', and ascend all the way to "Chief Delegation Officer" by generating Stakeholder Value and meeting your corporate targets.
https://store.steampowered.com/app/4320620/Delegatory/
Interns and Active Powers
Each of your interns regularly spawns a powerup (inspired by cookie clicker's golden cookies)
While each of these powers dramatically increase your effectiveness, players who time it right can stack up several of these at the same time which can lead to some absurd numbers.
Prestige System
By unlocking the Prestigious Implant Procedure (PIP) you can install experimental implants to permanently enhance your delegation abilities, with some side effects:
Rewards and Recognition Store (Equipment and Boons)
The secondary currency "Shoutout Points" is awarded on completing high-priority tasks, and allows you to purchase equipment for your interns, and temporary 'boons' that apply to the next round.
The store itself can be leveled, increasing the quality/quantity of equipment and boons available.
Executive Demonstration
There is a free demo (covering the first ~30 minutes) if you want to check it out, progress carries over between demo/full game as well!
AI Disclosure
No generative AI used for anything
Hey, I'm the solo dev of Whispers of the Forest a cozy idle defense game. This is my first gameplay trailer.
You farm souls, draw cards, and stack up to six legendary affixes to build around the effects you enjoy. Collect and upgrade equipment, spells, and pets, then combine them to suit your playstyle. Upgrades, prestige, and other longterm progression systems help you push further into the waves. I'm continuing to add content and improve the game on a regular basis.
Available on Android: https://play.google.com/store/apps/details?id=com.Draw5.WhispersoftheForest
Enjoy!
Not much of a Demo Monday for this one, no demo and no page yet. Here it is anyway: I typed a sentence about the game and the coop under the window counted every key, 2,142 up to 2,337, hatching as it went.
Type 'n Hatch, in progress.
#indiedev #gamedev #cozygames https://t.co/9GbOaXJS0G
Made in Godot 4. A short incremental about crushing junk into scrap cubes with a hydraulic press. Free demo available.
Steam: https://store.steampowered.com/app/5187330/Compression_Quota

Hi everyone! As a biochemistry student, I wanted to combine my passion for science with game development, so I created an idle clicker where the main goal is for players to actually learn real biochemical concepts as they progress. I've always wanted to make science more accessible and fun through gaming.
To be completely transparent about my workflow, I built this project solo using Godot as the engine, leveraging AI tools like Claude Opus for the code and logic, and Gemini to help generate initial art assets, which I then thoroughly edited, arranged, and polished by hand in LibreSprite. Balancing studies and dev work as a solo creator, using AI as a tool allowed me to bring this vision to life, and I'm completely open to answering any questions about how I integrated it into my pipeline.
I also wanted to keep the player experience clean and respectful, so there are no forced ads interrupting your gameplay. The game features multi-language support, available in English, Portuguese, Japanese, French, German, and Spanish as default, and you can easily change the language directly inside the TREE section.
It is completely free and available now on Google Play: LINK . I would love to hear your thoughts, feedback, or any questions you might have about the game or the development process!
6 mediaWe finally have a release date for our game! Incremental Woods releases October 7th!🌲 Wishlist Now: https://t.co/vVbVZXO3Gf
#indiegame #steamwishlist #indiedev #dev #gamedev #wishlist #steam
When I was in school I was obsessed with a mobile MMO called Heroic Legends. I emailed the developers and told them I wanted to make apps as good as theirs one day. Then the game slowly died, the way most of them do. Updates stopped around 2014.
A couple years ago I tracked them down and asked if I could bring it back. They said yes and gave me the original art. My brother and I rebuilt the whole thing from scratch, a group of original players beta tested it and shaped a lot of what's in it, and it launched last weekend.
It's a menu-based game. You pick jobs, attack people, run guilds, raise pets. You play for a couple minutes a few times a day to get your tasks done, and it's fine to put your phone down in between.
Gameplay:
- Monster battles. Players pile onto one boss for days. It hits back, the damage board is public, and they drop the best loot in the game.
- Guilds and wars. Your guild grinds quests together to earn boss keys, then declares war on another guild and spends a day hunting their members.
- Companions. Bosses drop shards, shards hatch a creature, and it grows with you and picks up talents. Bond it with someone else's and you get a spirit egg with a mix of both stats.
- PvP and tournaments. Anyone near your level is fair game. Tournaments are server-drafted eight-team brackets with large prize pools.
- Professions. The idle half. Work a trade while your energy refills, master tasks, and get paid in the premium currency without spending a cent.
- Chat. Live village and guild chat, and you can buy the whole room a round of drinks.
It's free to play. The only thing for sale is Elixir, and nobody can spend more than $20 a month on it, hard capped on the server.
It's small right now. A few hundred people, ten guilds, leaderboards wide open. Anyone who makes a character before October 5 gets the Founder title, which proves you were here first.
Happy to answer anything about the game.
https://play.google.com/store/apps/details?id=net.heroiclegends
Hey all! It’s been about a month since I last posted Driftbound here. Still no ads or in-app purchases, you buy it once and that’s the whole game.
Last time I’d just added the storyline and endgame. Since then I’ve been adding more to actually do in the places you travel to, as well as working through the feedback people have sent over.
We also have our community at r/Driftbound
For anyone who hasn’t seen it, it’s a semi-idle space RPG. You fly between systems, mine, trade, smuggle cargo, fight pirates and gradually improve your ship. Things like mining and travelling carry on while the app is closed, so you can leave it doing something and come back later.
The biggest addition is faction wars. You can join a faction and help it take territory, work through orders, climb the ranks and go after enemy captains. It gives you a bit more reason to care about whose space you’re flying through.
Trading has changed quite a lot too. Stations now produce and need different things, so finding a good cargo run is more involved than selling everything wherever you happen to dock. There’s also a player market where you can sell things you’ve gathered or crafted to other players. That part needs a connection, but you can still play the rest offline without signing up for an account.
There are more ships now, rare equipment to forge, pets to hatch, and more people and jobs out in the further systems. A lot of the work has also been on the less exciting stuff people pointed out: awkward menus, things that weren’t explained properly, and bugs. One particularly annoying loading issue after a long time away is fixed now too.
I’ve put a newer gameplay video on this post as quite a bit looks different from the last one. If anyone from the previous post is still playing, I’d be interested to hear what you think of the newer stuff (and possibly what you'd like to see in the future)?
Hello, I'm the solo dev of "Grow!" : an incremental × survivor that goes from atoms to the entire universe.
3,000 players on Android, 4.9 on Google Play (167 reviews) and 5.0 on the App Store (55 ratings) with 10k players. I attached some of the English reviews.
I swear my mom didn't write them. She doesn't even know what a incremental game is.
I know 13k players is nothing on the scale of this sub, and Grow! is a very small indie game. But coming from someone who makes games alone in his spare time, you have no idea what this kind of reception does.
I honestly have no idea why, but Android is showing my game to way fewer people than iOS. Which is strange, because Android players have left more ratings!
So the game just isn't finding its audience on Android, and the player count isn't growing. If you give it a try, I'd really appreciate your feedback.
If you like Vampire Survivors-likes and games where you optimize a lot of stats to get stronger, I think you'll enjoy it.
It's free to play, and I still balanced the whole thing around the free experience, you can reach and finish everything without paying, the IAPs are there but never required.
Android : https://play.google.com/store/apps/details?id=com.Atopia.studio.Grow
2 mediaAdded a new weapon to my swarm game!
What do you think? What should I add next?
Joint the playtest on Steam if you want to try it out!
#indiegame #towerdefense #incrementalgame https://t.co/Vwk8u46eAO
I'm working on an FPS incremental tower defense game where you fight tens of thousands of enemies #indiegame #indiedev #gamedev #newgame #gaming #incremental https://t.co/aolyDDYV6L
My game now Vs back then - legend of idle on #steam #indiedev https://t.co/4Tk9wsYFrd
11 More days until Minimon Releases! Will you make it to the Blackcharred Caldera to face some of our darkest and spooky Minimon types? #indiedev #indiegame #featurefriday https://t.co/9Y1PJAgFib
I wanted to see what I could build in 48 hours.
Check out the demo for 100 Million to 1 here: https://t.co/z1ILSf1V5q
#indiegame #indiedev #gamedev https://t.co/ODH1mlF22J
Working on adding rockets to my fireworks game!
Check out the prototype on itch: https://t.co/Hoxf30edCA 💙
#trailertuesday #indiegames #gamedev https://t.co/yAvHJCCTqB
TL;DR: Free, ad-free incremental RPG where every death makes you permanently stronger. Solo dev, follow-up to last week's launch, shipped five more small updates and planning for much more. Come break it and yell at me in the comments. App Store Link
In the world of ELM Quest 2, portals have begun opening throughout the land, with elemental energy leaking out and infusing the local wildlife, transforming them into horrible creatures. The Guild was formed to combat this and you, a nameless Cataloguer, go out and take careful notes as you subdue hordes of enemies out to kill you.
That is my 15 second elevator pitch. You fight strange creatures, you study them, and eventually you die to one. Then you learn its habits, and it dies to you instead.
This is a follow-up to the launch post I put here last week, when only v1 was out. It has grown a lot since, from all of you trying it out and hoping on the discord for feedback. The origin of this was that I am an incremental fan who got bored waiting for a good new one to drop, so I did the reasonable, well-adjusted thing and spent months building my own instead of being patient. No studio or team. Just me with a core vision about my ideal game loop and some Matlab-honed coding skills (no the game is not made on Matlab - wouldn't that be something :D)
The hook here is that loss IS progress. Dying is not a punishment here. Every death hands you permanent bonuses that carry into the next run, almost like a rogue-like, but you'll die so often and so quickly that the loop is just baked into the game.
What makes it unique (according to our discord players):
New since last week (I looked up and realized I had shipped from v1.0 to v1.2.x):
Nearly all of these came straight out of Discord feedback, which has been more helpful than I had any right to expect. People ask and I go watch youtube tutorials on complicated apple features to implement it.
On money: it is ad-free and genuinely free. No paywall, no wall between you and progress. The only IAPs are optional support-the-dev consumables you never need to buy to win. I do this as a side hobby because I want a game I enjoy playing. I'd rather have a community of friends than your money.
Discord: genuinely helpful community over here, and it shapes where we go next.
Screenshots and gameplay are on the store page. I am a solo dev and I will be in the comments all day, so tell me what is fun, what is broken, and what you want added next.
App Store: Incremental ELM Quest 2
5 media