Tap your way through a programmer's fever dream where keyboard mashing spawns lines of code and automated systems handle the grind. This idle clicker strips programming down to its absurd essence, letting you experience the repetitive satisfaction of coding without needing to write anything real. Perfect for anyone who enjoys mindless progression wrapped in tech humor.
About this game
Yet Another Incremental Game (But This Time About Coding) is an idle clicker about... coding (thanks, Captain Obvious). Smash your keyboard, spawn code, and discover the questionable joy of programming. No actual skills required.
Players, last 30 days
Peak 11 · Low 3
Daily peak concurrent players, sampled once a night from Steam.
What players are saying
▲ Recommended0 hrs
i've been waiting for this game to come to steam for quite a while - found the web version at random back then and fell in love. i tend to be careful with buying early access games, but with this one i am excited to see where it goes from here. you definitely need to be a fan of the idle/incremental genre to enjoy this, it is absolutely not for everyone, but i personally just love it.
A really fun incremental game with a funny coding theme. You "type" code automatically, unlock new skills, and keep progressing from one programming concept to another. The progression feels satisfying, and the game does a good job of making you want to unlock the next upgrade or skill. It's simple to understand, relaxing to play, and the coding theme gives it more personality than a typical idle game. Definitely worth trying if you enjoy incremental games, programming, or both.
Here's the roadmap ### New- **Build Config**: prestige points now buy permanent *compilation flags* that survive every prestige. Six flags compete for five slots, so something is always left on the table- **Shop drag-purchase (Machine)**: components drag from the palette straight onto an empty cell, into a storage container (or its open panel), or onto a level-1 twin as an instant merge — the drag ghost is the real cube, and purchases pay the same scaled price as the buy button.- **Factory progress bar**: factories show the same cycle bar as he garbage collector a bar stuck at full reads as "blocked" (no power, or grid full).- **Project codenames**: projects are named "recursive allocator"-style instead of "*language* Project *n*" (which repeated the LV tag sitting next to it); the language moved to its own header tag.- **Storage panels QoL**: several storage panels can be open at once (stacked on either side of the grid), grid cubes can be dropped anywhere on an open panel, storages take color markers, and panels only close via their X.### Balance- **Compiler doubles per level**: 2^(level−1) instead of +20%/level — merging two compilers is now output-neutral instead of a 40% loss (the most-requested change on Discord). Compiler only: every other component keeps the linear curve, so the merge-vs-spread decision survives everywhere else.- **Stored cubes count toward prices**: component costs (and the compiler's %-of-bits) now count cubes inside storage containers, not just the grid — parking spares in storage no longer discounts the shop. Prices can jump on first load for players who used the trick; that is the fix working, not a bug.- **Garbage collector multi-merge**: one extra pair per activation every 10 levels (each merge pays its own energy), shown in its tooltip.### Fixes- **Instant project chaining**: the maxed upload upgrade still left a 307 ms floor between projects (4000 × 0.95^50 never reaches zero); at max level the next project now launches synchronousl...
### New - **Garbage collector quality-of-life**: its area of effect is drawn directly on the grid (dashed outline), clicking anywhere on its panel row swaps the collected type (not just the icon), and a timer bar tracks the collection cycle.- **Storage → trash**: stored cubes can be dragged from the storage panel straight to the trash.- **Code window controls**: manually scrolling back pauses autoscroll instead of fighting it, and the AI assistant gets its own pause button.- **Theme Pack modal**: a one-shot modal with a live theme preview greets the player at game open, selling the Themes DLC.- **End-of-demo modal** (demo builds): finishing the demo content shows a modal pitching the released game and opens the Steam overlay on the store page. ### Balance - **Achievement thresholds**: 49 achievements whose thresholds were unreachable at any realistic horizon were re-thresholded to audited ladders, and PRESTIGE_1000/2500/5000/10000 became prestige-point milestones. ### Fixes - **Typing performance**: the code window highlights the template once and reveals it as typed, instead of re-running syntax highlighting on every batch — big CPU drop at high typing speeds (reported by a Steam player).- **Achievements resync to Steam**: locally-unlocked achievements are pushed to Steam at boot — demo unlocks now reach the full game's Steam profile, and offline sessions / imported web saves catch up.- **Exact achievement trackers**: golden files now count real golden procs (agent output no longer counts), overclock bits spend is tracked per-tick instead of attributing every spend while overclocked, and PLAYED_24H measures accumulated playtime instead of wall-clock since first launch.- **Stuck saves after prestige**: prestige now purges the in-flight project (its late-run file lengths survived the reset and left players stuck for hours on a single file); a rescue guard in the project service also heals saves already stuck.- **Unfinishable Infinity files**: project difficulty scale...