Finn Dorset's Institute For Livestock Replication is an animated clicker about expanding a sheep cloning operation through research and upgrades. The game layers prestige mechanics and farm expansion atop a familiar incremental loop, but lacks offline progression and hits steep difficulty walls that demand extended active grinding. It appeals to incremental fans with a quirky premise and polished visuals, though the pacing frustrated players expecting the genre's standard quality-of-life features.
About this game
An animated incremental game about cloning livestock. Make as many moon sheep as you can. Research technology, upgrade your operation and become a clone farm billionaire!
What players are saying
▼ Not recommended5 hrs
FDIFLR is a beautifully drawn game, but measly 5 hours in it becomes very clear that it's yet another idle game that
needs offline progression, but has none.
I've powered through the last-hurrah grind of (the) Gnorp Apologue and I've dealt with the roughness of Increlution. But here, after passing the point of less than 3 hours of active play, you're forced to leave the game running for dozens of minutes in the background between each meaningful purchase, and it seems the costs scale faster than your multi-bottlenecked income.
An idle game - let alone a desktop-based idle game with a fullscreen mode - should either engage my attention, or have offline progression. Forcing me to waste attention to keep it running in the background is the worst of both worlds.
This is, by no means, a bad game, or even a bad idler. It's just that there's nothing special about it, and it doesn't even track offline progress. If there were a "neutral" button, I'd click it, but since I have to pick one or the other, I'd say I lean towards thumbs down.
Really cute and fun idea is ruined by the horrendous time investment required for a short incremental. Upgrades are very time expensive with unsatisfying low rewards. Breaking through the soft barriers is rewarded with exponential price increases with insultingly low linear upgrades. High end content is a slog, with upgrade routes permanently closed and unhelpful, and unspecific descriptions make it confusing to accurately see where to invest your effort. Its just a waiting game that overstays its welcome. Dev shows promise, art is funny and the environment is detailed, some serious adjustment to the scaling mechanics would improve the game vastly
Performance mode: Added a "Lite Mode" option for lower-end PCs. This reduces particle effects and other performance-heavy visuals which should help stability in busier parts of the game. You can toggle it from the main menu. Major Bugfix: Fixed an issue that was causing the Moon Sheep counter to indicate more attrition than was accurate in certain mid-early terrestrial sections of the game. The number should now move in a more stable fashion and accurately reflect actual sheep losses in these areas. Minor Bugfix: -Final Space Goose upgrade now shows the normal upgrade effect. Version will now read 1.3 in the main menu.
Applied a fix for some instances of save file corruption in old game saves resulting in the player being unable to load their progress. The corrupted save files should now be recoverable. (If you were previously unable to load your game you may need to re-do progress in one of the upgrade trees) +minor text formatting fix (Version will now read v1.2 in main menu) Baaa
Major Fix -Fixed a bug where invisible upgrades could be accessed at the edge of the screen under certain resolutions. If your game is stuck in a crash loop after buying one of these, this should also now be fixed after applying the patch and you can continue that save. Minor Fixes -Fixed percentage display overlapping with other graphics in the main menu -Slightly lowered end game prices for the Clonetaculus
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