Journey to Incrementalia

Journey to Incrementalia is an active incremental auto-battler about a necromancer on a short quest. Cast diabolical spells, summon an army and open the gates of hell on your quest to break down 99 legendary walls and reach the lost city of Incrementalia.

Journey to Incrementalia is a strategy, auto battler and clicker game developed and published by Adam Travers.
Released on October 23rd 2024 is available in English only on Windows.

It has received 368 reviews of which 323 were positive and 45 were negative resulting in a rating of 8.1 out of 10. 😎

The game is currently priced at 4.99€ on Steam.


The Steam community has classified Journey to Incrementalia into these genres:

Media & Screenshots

Get an in-depth look at Journey to Incrementalia 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
  • OS: Windows 10
  • Processor: Intel i5
  • Memory: 4 GB RAM
  • Graphics: Any graphics card
  • Storage: 100 MB available space
  • Sound Card: any

Reviews

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

Dec. 2024
Clocking in at around 8 hours, this active play incremental game still manages to somewhat outstay its welcome while providing a solid, if a bit clunky, experience otherwise. Playing Journey to Incrementalia was very reminiscent of (the) Gnorp Apologue, a similar and in my opinion better, take on similar mechanics. At its core, this one is a skill tree puzzle, tasking you with finding combinations of unlockable abilities that allow you to overcome the thresholds needed to progress. You get more skill points, the thresholds rise and the challenges get more complex due to the multiplication of abilities. Gameplay feels weighty in the sense that reallocating skills requires a full skill tree reset and recreating your minion composition. Meaning it requires some planning and might be considered rather fiddly. Though, seeing ideas come together and work out is a fun feeling every time it happens. In the 8 hours of playtime, I went through roughly a dozen of “builds” and “build ideas” which, given the size of the skill tree, was less than I expected to see. From a UX perspective, the ability to hold a button down instead of spam clicking something is a delightful innovation I will now miss in other properties. If you have already finished (the) Gnorp Apologue and are looking for a cheap and fun distraction, this might be it.
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Nov. 2024
It's good, first playthrough was around 7 hours. The basic idea is that you play an idle game to get more souls and mana to summon more undead/demons to attack a wall. Also to level up some passives. And you get sidequests every few floors. Every active unit needs some amount of souls and mana to summon them, only the mana cost scales. The wall regens, and there are 99 of them. Every few walls you defeat you get access to new skills and some more skill points. Sometimes the wall has telsa towers that kill your units, but my strategy on my first playthrough was based around sacrificing and resummoning my own units (sacrificing them which returns the soul used to summon them and kills them) as fast as possible. There are a lot of legitimate strategies, but unfortunately poison is beyond broken and you can sac your units to generate a ghost on death that does poison damage with some of the passive skills, and there's an item that makes you able to sac units VERY quickly. So, in the last like 30-40 walls, when I discovered this, it was just a matter of summoning and saccing cheap units as quickly as possible and buffing poison damage as much as possible, and thankfully poison is well supported in the skill tree and in the passives you can level. There are a lot of built in synergizes for the units, some buff each other straight up, some buff everyone, some need to eat other units every x seconds to stay alive, some just make you mana that you use for the idling stuff and for summoning more units. Respecing is free and very encouraged, your build will level off in terms of damage at a certain point, and the walls get stronger faster than many builds can generate more DPS. Except poison once you can use ghosts to poison things! The game has a lot of potential, the balance feels a bit like the dev is shooting from the hip and doing things that make sense to them. Which I encourage! That makes interesting games with textures and uniqueness. But at present, the balance is just a bit too out of whack. I think if I had any legitimate feedback it'd be to make sure that poison is not double dipping, as in make sure that +% poison modifiers aren't affecting the damage of the original attack AND the damage of the DOT applied. I also think the various sources of more poison damage scale multiplicatively, and there are 4-5 of them, lots more than for any other strat I can think of. I know the game isn't meant to be super hard, but finding that strat just eliminated literally dozens of walls with minimal effort.
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Oct. 2024
Very solid incremental game! Very little idle time, there are A LOT of different spells and abilities that provide a lot of freedom and replay value. Wanna go skeletons? Sure. Dragons? Sure. Poison build? Sure. If you feel like you hit a wall, you simply need to experiment with all the different unit combinations. That said, you are looking at a 4-8 hour play depending on your efficiency. Word to the developer: this game is absolutely begging for a prestige system at 100. Heck, even if you don't want to add ANYTHING else to the game, let us go past 100 and see how high people can climb (high score leaderboard?) This game was too good and definitely still has some untapped potential on the development side. Great job!
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Oct. 2024
Very short experience. A seasonned good at theorycrafting player can clear this game in less than 2 hours blind, it took me something between like 3 and 3,5 hours late in the night in 2 sessions, I was trying stuffs and playing sloppy. The game is extremly polished and offers a nice experience. However it is VERY finite, it is a "proper" game in disguise behind an incremental game facade, and it works pretty well. The loop is very simple but satisfying and the ui is very clean.
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Oct. 2024
Great shortish (4-5 hrs long) incremental that doesn't overstay its welcome, only con would be that it feels on the shorter side but its better when its good and short than stretching it out and it becomes boring.
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Last Updates

Steam data 21 November 2024 05:27
SteamSpy data 18 January 2025 18:54
Steam price 23 January 2025 04:54
Steam reviews 22 January 2025 03:56
Journey to Incrementalia
8.1
323
45
Online players
95
Developer
Adam Travers
Publisher
Adam Travers
Release 23 Oct 2024
Platforms