Game category

Idle & incremental

Grow resources and upgrades through idle or incremental progression.

Idle & incremental

22 posts in this view · 862 in the catalogue

OblomoverieReddit · Oct 3, 2026

Hi 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!

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RedditBrowser#22
Action & arcadeIdle & incremental
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ChubbyWeevilReddit · Oct 1, 2026

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

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illadann7Reddit · Oct 1, 2026

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?

victorcash001Reddit · Oct 1, 2026

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:

  • [ ] Free to play
  • [X] Demo/Key available
  • [ ] Paid

Involvement: Im a solo dev

(repost after yesterday's wrong post format)

ITshNICKReddit · Sep 30, 2026

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/

Reddit#17
Idle & incrementalBuilding & simulation
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VadeumReddit · Sep 30, 2026

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/

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Fragrant-Instance263Reddit · Sep 30, 2026

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!

Reddit#15
Building & simulationIdle & incrementalPuzzle & logic
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stonekeepReddit · Sep 30, 2026

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...

Reddit#14
Idle & incrementalBuilding & simulation
Source
hotloopgamesReddit · Sep 30, 2026

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!

Play the demo on Steam
Join our Discord

RuuRuu_PixelReddit · Sep 30, 2026

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/

Reddit#11
Strategy & tacticsIdle & incremental
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AlexColemanDevReddit · Sep 30, 2026

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)

  • Caffeinated: Doubles the 'tick rate' (progress speed)
  • Reply All: Instantly spawns emails, and pops all emails
  • Engaging Stakeholders: Tasks are attracted to all cursors
  • BrainStorm: Completed Tasks explode
  • Backdating Timesheets: Pauses the day-clock, and extends all active powers by 15 seconds
  • Remove Ethical Constraints: Doubles the effectiveness of your AutoCursor and Scrum Guns

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:

  • Retroactive forfeiture of bonus payments (money is reset to $0)
  • Possibility of memory loss (all upgrades are reset)
  • Career Support while on Procedure-related leave (you will be demoted to Rank 1)

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

GobobossReddit · Sep 28, 2026

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!

Dan58040Reddit · Sep 20, 2026

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!

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sonofbooReddit · Sep 13, 2026

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

a1phanumericReddit · Sep 12, 2026

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.

Driftbound on Google Play

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)?

Atopia-studioReddit · Sep 4, 2026

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

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tennischamp5Reddit · Jul 4, 2026

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):

  • An active dev (ha, low bar, right?)
  • Extremely deep lore (I wrote 16 parallel narrators, with an intersecting story that's doled out as you grab little journal pieces from each enemy - not a novel, but but maybe a small novela's worth of lore?). I aim for a naturalist documentary/system apocalypse vibe. More the former but it's been received so far.
  • Completely free to play and beat, with everything obtainable through expected game play. Completed ad-free cause I HATE ads in games. I'm not looking for money (there's some optional tip IAPs that were added as an afterthought, but if anything in game makes you want to spend money, come complain on the discord -> means something needs to be re-balanced).
  • Hundreds of foes and bosses with tactics, plus a collectible codex that rewards actually studying them to crack the hard fights.
  • A real active-combat layer over the idle loop: castable active abilities, and unique auras for each character to passively combo damage on foes. Idle it or play it hands-on. Latest updates really fleshed out offline progression.
  • Full VoiceOver support. Offline progress. Plays in short bursts or long grinds.

New since last week (I looked up and realized I had shipped from v1.0 to v1.2.x):

  • Big mid-game expansion, raising hero tier caps with a full rebalance.
  • Offline progress has been greatly expanded (unlocks with 5-10 minutes of play, and within a hour or two, you'll have access to the complete offline system).
  • Adaptive floor + Portal picker: portals now scale to your codex progress and you can also pick the monster grades you summon to fight.
  • Combat Rating (CR): one number comparing your effective level to the enemy's, for ease of comparisons so that you don't willingly need to bash your head against the wall (unless you want to)
  • Skill overhaul, rebalancing the way both auras and actives work, with some visual SFX added.
  • iCloud sync + save backup, Game Center leaderboards, an achievements system, and a pile of QoL (clearer combat readouts, mana tuning, codex favorites, more lore).

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

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RedditMobile#3
Idle & incrementalRPGs
Source
ItsTheSheepsterReddit · Jul 4, 2026

Hi guys,

Thanks so much for the support last week, seeing my game charting high on the app store was very surreal and it was awesome to see people enjoying my game!

Yesterday the game was finally accepted into the EU so be sure to check it out if you were waiting.

Link: https://apps.apple.com/us/app/voidloop/id6746944662

If you want more info on the game, check out the post from last week

Giveaway

Edit: All winners have been contacted, thank you to all who entered!

I wanted to do another giveaway for those who missed a code last week.

This time to enter rather than just dropping all 10 codes right here, I wanted to give everyone an equal chance.

To enter the giveaway, comment on this post with your favourite game and why (doesn't have to be a mobile game)

I will choose 10 winners tomorrow morning!

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oatdevReddit · Jul 4, 2026

Defend the Core against the corruption front in a blend of idle tower defense and survivors-like roguelite gameplay. You start every run from scratch, drafting new Glyphs and fusing them mid-battle to build a completely unique arsenal to hold back the flood.

What makes Coreshatter different is the strategic pacing layer. Every run ends in a "Shatter" that banks everything you earned into permanent Foundry and Mainframe upgrades, so the decision is whether to push deeper for bigger earnings or bank early and restart stronger. The game keeps pushing forward while you're offline, so you'll always come back to a pile of resources ready to spend on upgrades.

The game is completely free to play with optional rewarded ads, and everything can be earned just by playing the game.

Get it on the App Store: https://apps.apple.com/us/app/coreshatter-idle-td-roguelite/id6780365607

Happy to answer anything!

RedditMobile#1
Idle & incrementalStrategy & tacticsAction & arcade
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