Increlution strips idle games down to their essence: survive escalating time pressure across short runs that progressively unlock new mechanics and advantages. Each failed generation permanently improves your instincts for the next attempt, creating a roguelite meta-progression loop where 15-40 minute sessions build toward meaningful long-term growth. Best suited for players who enjoy active, skill-based incrementals with repetitive automation unlocks rather than passive offline gains.
About this game
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
What players are saying
▲ Recommended396 hrs
Played early access version - 400 hours played. Pure incremental game, no idling progress. The game loops take about 15 minutes in early game up to 40 min near end game. Simple intuitive user interface and automation system. Zero bugs. Thoroughly enjoyed the time spent and am eagerly awaiting more content. Would have paid more $ for this game honestly.
600 hours in and at this point still playing just because I am 600 hours in. This game has no respect for your time, isn't really an IDLE game, is sort of an incremental game. the design is plagued by repeated blocks of arbitrary repetition, e.g. Do this 500 times before it can be automated, and then do the next thing 500 times, and then repeat. Each run or generation involves waiting an increasing amount of time before the current content is reached where you again wait to complete the tasks so you can restart.
The concept of the game is solid, but the progression is slowed to give the illusion of content.
Not everyone gets on with Idle/Incremental games, but if you do then you will probably enjoy this. I've played far more games in this genre than I should have and having played this one a ton in the demo and the closed beta, I can confidently say that this is one of my favourites, and an especially great example of the "Time Loop" sub-genre of incrementals.
The dev is also great, constantly listening to feedback, improving the game and updating it. I'm looking forward to seeing each new chapter. I'm especially happy that there are no microtransactions and am happy to pay the small amount this costs.
Added a new render-buffer flush mechanic to the window manager which aims to tackle the render-buffer getting out-of-sync after minimizing the game on some Windows hardware configurations. Due to none of my testing hardware being affected by the issue, this solution is somewhat of a theoretical approach and not fully confirmed as effective, but community testing results look promising Added additional data to the save for the restart generation feature (it takes one generation to properly populate this new data for your save) It now tracks whether you had encountered actions prior to the current generation and resets that data on generation-restart It now tracks your game completion and longest life data prior to the current generation and resets that data on generation-restart The new data above should tackle some edge-case issues where chapter completion records and automated backups could fail to fire if you: "completed a chapter, restarted that generation, and completed that chapter again". These bugs were limited to informational data and did not otherwise affect progression Fixed a bug that could cause combat stalling to proceed for explorations that were no longer available, if they were still in the queue due to being manually added Fixed a bug in chapter 5 where the prevent auto-refill setting could fail to trigger after automatically filling up on eggs, if the return to the children wasn't also automated
Various hotfixes to tackle launch day issues with the QoL patch Fixed an issue in the new restart generation feature that caused story completion times to not properly reset, which could lead to incorrect displayed times (those prior to the restart). This effect was purely visual/informational, and had no impact on progression. This fix takes one or two restarts or reincarnations to correct itself in your save Fixed the top-right close button of the restart generation modal not working Fixed an issue that stopped the reverseSkillColors launch parameter from working On another note, I'm aware that some Windows players are experiencing an issue where the video-buffer appears to get out of sync after minimizing the game. I am investigating this issue, but haven't been able to reproduce this on any of my testing devices. This leads me to believe it's either related to specific outdated GPU drivers, and/or GPU hardware scheduling being disabled in Windows (Windows Config > Monitors > Graphics settings > GPU hardware scheduling), although GPU hardware scheduling shouldn't be required (and can have mild performance downsides to other applications in Windows 10). I'll continue to monitor reports on this issue and attempt to resolve it when I can.
With this update I wanted to work through a significant amount of my feedback-backlog, primarily focusing on features that were too big to "pick up" during focused-developement cycles, such as content updates. It doesn't tackle the entirely of my list, but takes care of most things that don't have roadmap-benefits to hold off until more content is fleshed out. Let's get straight to todays changes: Added an option to restart your current generation, at the cost of resetting progress obtained throughout that generation. This feature is aimed for the min-maxers among you, to allow you to correct mistakes (ex: when you misconfigured an automation) at the cost of taking a bit more time Added a new automation behavior setting for experienced players: "Override exhausted", allowing you to automatically (temporarily) adjust automation priorities for cooking jobs when you lose access to the related resource job. Aimed to minimize manual intervention of runs for the very min-maxing ones among you, as well as offer some extra optimization potential for others You can now bookmark automations, causing them to appear in a new bookmarks-tab (similar to chapter tabs). This allows you to create a quick-overview of automations you may frequently change, without having to adjust things throughout multiple tabs. This option appears after unlocking the chapter 3 automations tab (because it doesn't offer much value earlier, and could overwhelm new players) The top-bar time tooltip now displays maximum health gain for the next generation in real time The hourglass tooltip now displays related completions as well, rather than just being visible in the reincarnation screen The maximum health tooltip on the reincarnation screen now displays more detailed information as to what contributed to the multiplier (if above 1), and what you haven't completed yet. Aimed to be both informative, and a reminder when you forgot something earlier in the game Added an option to display instinct levels gai...
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