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Total Incremental Battle

Total Incremental Battle

by Tech Debt Games

Price N/A
Avg Players 0
Released Q1 2027
2DAuto BattlerClickerFantasy
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Build an army from a single recruit through layered progression mechanics, commanding units directly or letting automation handle the grinding. Multiple advancement systems unlock as you conquer stages, creating the typical incremental loop of exponential growth interrupted by strategic resets. Suited for players who want light strategy decisions mixed with idle mechanics.

About this game

Latest updates

Steam demo - we are almost there

5 days ago
We've just released a big playtest updateWe've just released a big playtest update.Some highlights:7 new unitsImproved prestige progression systemTime Machine progression systemReworked Annihilation system to make it much more interestingThe upgrades are going to be much more interesting. You'll be able to create your own unique builds to maximize the power.And each upgrade will have a mini-quest that you need to complete to unlock it.Automation systemFor the full release, we want the game to have many weeks of content. It'll be more idle and less active later on. But to keep the game fun, it'll require some automation. We've thought a lot about how to make it work, and we are looking forward to your feedback for it!Reworked challengesWhat's Next? The current version of the game is getting very close to what we want for the public Steam Demo. If everything goes according to plan, we expect to release it in 2–3 months. Before then, there are still several major improvements we want to make: Research system rework (we're not happy with the current design, and the UI needs a complete overhaul)Player profilesMore Annihilation upgradesAdditional UI improvements and polishSteam Deck controlsPvP We'll also be listening closely to your feedback, so some priorities may change before the demo launches. After the Steam Demo Once the Steam Demo is released, we'll close the current playtest and shift our focus to the full game. Later, we'll open a new playtest for the full version. Here are some of the features we're currently planning: Secondary Reset Layer A new progression layer inspired by games like CIFI and Revolution Idle. Hero Units & Itemization Hero units with equipment, forming one of the main progression systems in the secondary reset layer.Unit Evolution A much larger roster of units, each with its own evolution tree, allowing you to create unique army compositions. World System New battle modes, terrain modifiers, map obstacles, more enemy variety, and loot such as...

Steam Closed Playtest available NOW!

89 days ago
Steam Closed Playtest available NOW!We are starting a Closed Playtest for our core community.If you are interested, join our discord and see this post to apply!Major game updateCurrently the update can only be played in the Playtest.Total Incremental Battle - Playtest Patch NotesFirst of all, thank you everyone for all the feedback on Demo 1! We received a lot of great ideas and suggestions, and we believe Playtest is now much more fun and engaging to play.Making Tactics More MeaningfulOne of the biggest pieces of feedback we received was that tactics should matter more — and we agree. At the same time, we still want to maintain a good balance between the idle gameplay and tactical preparation. Requiring players to completely reorganize tactics every single stage would quickly become frustrating.With this update, we feel we’ve found a much better balance. Let us know what you think!Stage Structure Rework & Persistent OrdersOrders now persist between battles, so you no longer need to set them up every time.We also reworked the stage structure:Enemy layouts now change between stagesEach stage after Stage 10 now contains 5 floorsEvery floor within a stage shares the same enemy layoutThe goal of this rework is to make tactical setups stay valuable for longer periods of time. In most cases, you’ll only need to prepare your tactics when entering a new stage.Improved Group ManagementGroup management has been heavily reworked and now includes several new features:Collision and group overlappingCustom group sizesFormations per group New Player UnitCatapult — deals powerful AoE damage New Enemy UnitsSpear Orc — effective against Cavalry, but weaker in most other situationsArmored Orc — uses a shield to reduce incoming archer damage, but deals less damage in melee combatArcher Orc — dangerous when left unchecked, but vulnerable to flanking Cavalry Traits, Counters & Synergies Each unit now has a set of traits. For example, the Knight has the traits: Frontline, Infantry, and Sw...

Posts come from Steam's official announcements feed.

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