Increlution

Survive the ever increasing pressure of time for as long as you can! A minimalistic incremental game about time management that takes inspiration from roguelite games, with a focus on meta-progression. Every generation has a better chance at survival, because previous lives influence its instincts

Increlution is a idler, time management and rogue-lite game developed and published by Gniller.
Released on October 13th 2021 is available in English on Windows, MacOS and Linux.

It has received 1,079 reviews of which 943 were positive and 136 were negative resulting in a rating of 8.3 out of 10. 😎

The game is currently priced at 3.99€ on Steam.


The Steam community has classified Increlution into these genres:

Media & Screenshots

Get an in-depth look at Increlution through various videos and screenshots.

Requirements

These are the minimum specifications needed to play the game. For the best experience, we recommend that you verify them.

Windows
  • Requires a 64-bit processor and operating system
  • OS *: Windows 7 or later (64 bit)
  • Processor: An Intel Pentium 4 processor or later that's SSE2 capable
  • Memory: 512 MB RAM
  • Storage: 250 MB available space
  • Additional Notes: If your device is able to run a modern browser (Chrome, Safari, Firefox and the like), it should be good to run Increlution
MacOS
  • OS: macOS 10.10 (Yosemite) or later
  • Processor: A 64bit Intel processor
  • Memory: 512 MB RAM
  • Storage: 250 MB available space
  • Additional Notes: If your device is able to run a modern browser (Chrome, Safari, Firefox and the like), it should be good to run Increlution
Linux
  • OS: Ubuntu 12.04, Fedora 21, Debian 8 (or later) (64 bit)
  • Processor: An Intel Pentium 4 processor or later that's SSE2 capable
  • Memory: 512 MB RAM
  • Storage: 250 MB available space
  • Additional Notes: If your device is able to run a modern browser (Chrome, Safari, Firefox and the like), it should be good to run Increlution

Reviews

Explore reviews from Steam users sharing their experiences and what they love about the game.

Jan. 2025
This is an amazing take of a semi-idle game. I can't believe I'm doing my second run and I'm no where close to being bored. A real breath of fresh air after plaing dozens seemingly similar games. The way you get to control your incremental progress is really satisfying and I can't wait for more content to drop. For anyone saying that progress between generations is fractional, it's just not true. It's all about doing specialized runs, where you can sometimes easily progress skills by up to 20-40% per generation. Can't recommend enough!
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Dec. 2024
Written December 23rd 2024 Game price at writing: $3.99 I've apparently have this game running for over 3000 hours now, and found it funny I've not had words to describe why I love the game. It reminds me a bit of playing "Choose your own adventure" books as a youth. The game is mostly text based, and is about making choices to proceed in your adventure. You are doomed to die, but every run you gain skills, and learn more about the paths you are choosing. Run again, learn a bit more, and repeat. And repeat, and repeat... but each chapter gets a little more interesting, and your skills allow you to race through previous chapters until they are nothing but a blink of an eye to get through. automation aids in this process, and after repeating actions enough times, you don't have to consciously choose to do them anymore: just tell the game you want to do them automatically from then on. Until finally you are faced with a great foe in Chapter 11 (the current end of the game) which is an encounter unlike any other you've faced in all the previous game, but again you can choose your path through, and learn, and as always, repeat, gaining skills each time, until finally you fell the great foe, and with satisfaction, you are at... the end? But no, you get to then choose some fun perks, and go again in NG+ mode. unlike most NG+ games, the repeated game is actually a little easier because of your new perks, while you don't really suffer any increase in difficulty. Instead, the challenge is trying to do it all again, in fewer loops, with smater paths to victory, until you stand victorious once again... and yet once again, you repeat.... endlessly getting just a little better... and suddenly you've been running over 3000 hours of loops... again and again, endless enjoyment, all for just a few dollars. So... do I recommend? Yes, most empathatically, yes. I don't know if the game will really get still more updates. The Dev says yes, that they have tons of plans to continue, but it has been almost 2 years since the last chapters came out, and it is hard to say for sure just how much more the game will grow, but it is so... SO much worth it already, that I don't need more to recommend this game. I hope you'll give it a try, and enjoy!
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June 2024
Good game, kinda in a sweet spot of idling to active play, more on the active play side of things. There's almost always between 5-15 minutes of idle followed by 5-15 minutes of more active play making it the perfect take a break game. As with anything I love enough to review I have a few feature requests that come out of my love for the thing. Auto Pause on completion -> there are some points in the game that it'd be useful to pause the game in order to look at or choose new paths/branches where letting all the auto jobs complete is sub-optimal and making them all manual is a pain. Having this be an option for the automations menu (even as a mid-late game unlock) would be nice 99.9% of completion for this task -> there are a few tasks where doing everything apart from final completion allows for better farming of experience, there's no way to automate this, I'd completely understand if that's a deliberate choice for making active play in some ways better but at some point the time cost outweigh the benefits, for example doing this for items in chapter 3 by the time you're at chapter 6 or 7 isn't worth it to do manually but I'd still choose to do it automatically if were an option Remove Artificial/Arbitary crafting restrictions when the story could allow -> there are a couple of times when you lose access to a craft after the reason for that recipe's removal is negated, if you're near any body of water you should be able to fish for fish, it might not be the best way to spend time but I still think access to that craft or gather option should be returned. This goes for several tasks later in the game too. More detailed generation history and stats -> Right now it's possible to look at the last few generations which is helpful sure but it could be better, seeing a graph of all generation final levels would be great, being able to click on each and see every action that generation took or attempted and in what order would be awesome (maybe filtering out resource tasks as an option too). Similarly graphing generation levels vs story progression for selected generations could be useful for trying to make decisions about pathing. For tasks that are designed to be returned to later after instinct progression being able to see the maximum % completed of a task and the instinct level that was achieved might also be useful Alternate Time Displays -> The "you reached this goal by this time" is great for some things but when I change up the path it's often more useful for me to think in terms of a given split taking more or less time, I can work it out but it's a chore. Also seeing the % change in speed could be more useful than the absolute number of seconds, great it's 20 seconds faster, does that mean I got there 10% faster, 1% faster, 0.01% faster lets me figure out if a given path has exhausted it's potential speed increases. Showing rewards/costs in Automations -> to make decisions about pathing knowing what rewards a given path has could be useful... it might be something that only shows up after the chapter is completed or something but it would be really useful for changing the path of previously completed chapters without having to pause all automations at that location to look. Auto Death -> There's no 100% idle mode that I've discovered, it'd be great if there was an Auto death feature/setting where when the game runs out of automations the character dies and restarts from the beginning maybe with some sort of penalty, perhaps the game runs 5% slower for each auto death, perhaps instinct levels gain 5% less experience for each auto death, perhaps no instinct levels are gained while this mode is active but the experience is still accumulated for when this mode is turned off, perhaps a maximum amount of time idled like this, some combination of all of these could be true (and compounding), whatever the decision it allows for walking away from the game and coming back to see some progression. Since the completions would be nearly identical it'd even be possible to simulate this for when people close the game -> do one run, track the time used and experience gained, then math how many runs could be completed (assuming no instinct levels would be gained across runs) and then give that much experience to the instinct levels I'm happy to work with or talk to the dev about different aspects of this if it would help with understanding the requests (or just chat in comments with anyone about them)
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May 2024
This game scratches an itch I did not know I had. For potential new players. This is not a traditional idle game. The best I can describe it is an incremental progress automation game with idle aspects. If you are looking for a true idler, this is not it. This is MUCH better.
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April 2024
One of the most interesting spins on the idle genre and incredibly satisfying to play.
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Last Updates

Steam data 16 November 2024 00:09
SteamSpy data 23 January 2025 00:39
Steam price 23 January 2025 12:33
Steam reviews 22 January 2025 00:07
Increlution
8.3
943
136
Online players
676
Developer
Gniller
Publisher
Gniller
Release 13 Oct 2021
Platforms