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New Twitch streamer aggregation implemented (#FuckTwitch) due to Twitch's API issues (more info on my Discord )


Name

 Incremental Adventures 

 

Developer

 Gniller 

 

Publisher

 Gniller 

 

Tags

 Indie 

 

RPG 

 

Free to play 

 

Singleplayer 

Release

 2020-08-11 

 

Steam

 € £ $ / % 

 

News

 16 

 

Controls

 Keyboard 

 

 Mouse 

 

Players online

 n/a 

 

Steam Rating

 Need more reviews to generate a review score 

Steam store

 https://store.steampowered.com/app/1371630 

 
Public Linux depots

 Incremental Adventures Linux Depot [202.23 M] 




LINUX STREAMERS (0)




Late game (TL2+) balance adjustements and bug fixes


  • Buffed the conversion formula of transcension points between layers, causing lower layers to yield more transcension points to higher layers. This aims to reduce the slowdown in progression during TL2 and up
    [expand type=details]For those of you that are interested in the internal math, the related formula was changed from:[(TLn-1 points / ((TLn-1)^2*100))^(0.7^((TLn-1)^0.5))] to [(TLn-1 points / ((TLn-1)^2*100))^(0.775^((TLn-1)^0.5))](not including the diminishing return that applies when available points surpass currently claimed points)[/expand]
  • Fixed a bug that caused auto-ascend "when possible" to not work as intended, if the "autobuyers on manual ascensions" option was disabled
  • Fixed a bug that could cause ascension and prestige autobuyers to trigger for the current layer when purchasing a gameplay unlock
  • Fixed a small imprecision in the number displays, very rarely causing them to display as 0.99eN when they should show as 1.00eN
  • Fixed a bug that could cause Steam to think Increlution (my other game) was launched when launching the game directly from the installation folder


[ 2023-03-29 21:01:32 CET ] [ Original post ]

Mid and late game balance improvements


  • Buffed the scaling ascension perk that speeds up prestige layer unlocks and the scaling heirloom that speeds up combat actions. By effect, this makes various time-based milestones available sooner as well
  • Added a biggest stats chain option for ascension autobuyers, which uses a similar mechanic as mixed prioritization if enabled
  • Improved the performance of some internal formulas for high amounts of prestige layers
  • Improved the buy max button displayed accuracy a bit for certain number ranges
  • Lowered the local save frequency to up to twice per second, down from up to twenty times per second, to reduce disk usage during offline progress processing
  • Various textual corrections/clarifications


Oh and I recently released my second game: Increlution, into Steam Early Access! If you haven't heard of it yet, consider giving the demo a try!


[ 2021-11-11 16:01:14 CET ] [ Original post ]

Transcension balance improvements

This update mostly aims to improve the experience of Transcension layer 2+, but helps a bit with layer 1 as well.


  • Lowered the price scaling of Transcension upgrades after the third (for all layers). Points spent on the old price that would now be cheaper are auto-refunded.
  • The base diminishing returns of TL2+ was softened (0.65 > 0.7). Meaning TL1 points now provide more TL2 points (after the first). This also applies to higher layers.
  • Increased the amount of transcension perk points that are provided for transcending layer 2+ (it now multiplies by ten per layer, up from five).
  • Ascension and Transcension perk points are now also rewarded for lower layers if they are available, when ascending/transcending higher layers. This way manually claiming them prior to resetting a higher layer is no longer required for maximal perk points.
  • Reworked how the top row is positioned when you have the ascension dashboard enabled, aimed to make its content less "jumpy". This works best for resolutions wider than 1200px, but should be better for any resolution.
  • Increased the maximum obtainable offline progress cap from 5 to 7 days, obtained after roughly 213 days of playtime (including offline time). The scaling is exactly the same as it was before, the hardcap is just higher.
  • Added a timer to the transcension layer tabs, to provide some extra information about TL2+ runs that isn't on the ascension dashboard
  • All "Buy multiplier" options that were referring to manual buys were renamed to "Manual buy multiplier", to prevent confusion between autobuy settings and manual options.
  • Removed the minimal manual buy multiplier from the options tab (it's still available on the prestige tabs), because it felt out of place at this point.


[ 2021-07-01 16:00:08 CET ] [ Original post ]

Small update


  • Increased the maximum offline progress cap from 3 days to 5 days. It scales based on total time played and is obtained after roughly 122 days of playtime (including time prior to this update). This cap might be raised to 7 days in a future update if most of you want it to
  • Corrected the hitbox of the "Start game" button shown when you configured the game to launch paused. It listened to clicks next to it when it shouldn't
  • MacOS: The App now closes when all windows are closed, instead of entering a sleep state for quick-launch. This is similar to how this is handled on Windows and Linux. The sleep state, while being the Apple standard, could cause steam to keep thinking you were in-game



In addition, the free demo of my second game launches tomorrow (May 12th)! It's a fairly different game than Incremental Adventures, but shares the idle genre. I've been working on it for a couple of months and am really exited to share the first part of it with you! It has been a great place to use feedback that couldn't really find a place into Incremental Adventures anymore such as:

  • The game being too confusing to some players
  • Numbers being too high to get a real feeling of what they represent
  • Some mechanics feeling too punishing when making a mistake
  • Oh, and a completely new interface!

I know, not everyone shared the same opinion on these topics. And not everyone considered these things issues. Keeping these points in mind right from the start of designing this game has been very useful to me though!

The main goal was to make the game easier to grasp, but reward clever thinking. A little less on a mathematical level though. The concept of the game is very different from Incremental Adventures, but does aim to provide that same feeling we humans get when numbers go up!

In any case, Incremental Adventures will continue to get updates. Nothing to worry about there! But the demo is completely free, and I would love to hear what you think! So if you're interested, you can find much more information about it below:

https://store.steampowered.com/app/1593350/Increlution/


[ 2021-05-11 17:48:22 CET ] [ Original post ]

Introducing Transcension Feats


  • Transcension Feats are somewhat like Ascension Trails, but come without a penalty. You don't need to queue them, and they aren't directly related to transcension layers. They provide a bonus to the transcension points formula after reaching certain ascension layers within 3 or 14 days after transcending
  • Expanded the buy max button with information of how much it would buy for claimed points, available points and the next target
  • Available points to the previous Ascension/Transcension layer is now displayed above the next layer, if the ascension dashboard has been enabled
  • Added a warning when you try to ascend your highest layer and have an uncompleted trial but no trial queued
  • Reduced the diminishing return of offline time from hours^0.95 to hours^0.98. That means there's still a small diminishing return on being offline for longer periods, but your offline time is closer to the actual time away
  • Added an option to launch the game in a paused screen


[ 2021-04-19 16:47:01 CET ] [ Original post ]

Introducing: Automated save backups and a new Armory heirloom


  • Added automated save backups, both prior to manual resets on highest or new layers, and on a daily schedule. This should allow you to correct mistakes or adjust strategies more easily, without the need to manually backup before big resets. This feature can be accessed from the options tab once prestige has been unlocked. It may take a few days/resets before all backup slots are filled because they'll only be created after this update
  • Introducing a new Armory heirloom: Heirloom of the Divine, it increases all combat related speed by a scaling percentage, scaling on total gold similar to how the scaling ascension perk scales on total perk points. It unlocks after the third heirloom is acquired and can be purchased for 1e75 gold. If you have the ascension perk auto-purchasing armory items, this one will be unlocked automatically (if you have enough gold)
  • Added perk points to the description on top of the ascension and transcension tabs
  • The ascension autobuyers tab now mentions that you have the auto-ascend perk enabled (if you do), to help with a common confusion
  • Added a third unit size option: "Tiny", it becomes available when the heirloom of champions (bundle prestige stats) has been acquired
  • Added an option to adjust the max offline progress speed between "regular", "fast" and "slow". The actual max speed depends on your device, but it allows offline progress to go up to five times as fast, or five times as slow. If you intend to interact with the game during offline progress, slow might be better, but some players felt that offline progress was too slow since a recent update. This option shows up once you have at least five hours of in-game time
  • The autobuyer tabs display if an autobuyer is not yet purchased after ascension, to help with a common confusion


[ 2021-02-25 14:21:57 CET ] [ Original post ]

Small update


  • Added a description to all prestige, ascension and transcension tabs to describe what they provide, reset and how to acquire more available points. Instead of just informing you in the alert when you hit the button
  • Prestige unlocks that require the same unlock to be purchased on the layer below are now shown as disabled buttons, instead of hidden. They now mention that they require the layer below instead of their cost
  • Raised the offline progress cap from 24 hours to 72 hours, following the same scaling that it had to 24 hours. 24 hours is still unlocked after roughly 200h of game time, 72 hours is obtained after roughly 50 days of game time
  • The (current) offline progress cap is now shown in the options tab, next to the total time played
  • Ascension recovery can now be finished when the highest prestige layer is at least 2, down from 10. It still requires the highest unlocked layer to equal the highest available layer for at least 8 seconds. This change is mostly to make ascension autobuyers and the perk work better in early transcension phases
  • Prestige layers now require at least one combat action before points become available, to prevent the common confusion of Improved Prestige Reset instantly providing points
  • Progress to Prestige/Ascension/Transcension is now also shown below 10% after they have been unlocked. Mostly to make the top less "jumpy"
  • Extended the offline progress information in the Info tab to also explain how it works, rather than just how much is provided
  • Added a third option for the prestige quickview, to only show totals and transcension (available once transcension is unlocked)
  • Fixed a few minor bugs that caused some ascension autobuyer settings to open an incorrect tab after changing them
  • Fixed a rare bug that could cause Armory prices of the top row to be slightly off and thereby incorrectly noted


[ 2021-01-25 20:48:47 CET ] [ Original post ]

Small update


  • The game client no longer forces Steam Cloud to be enabled, but will instead offer to enable it when you launch the game. If you decide not to, it will only use a local save instead
  • Fixed a freeze that a small amount of very early game players ran into in a specific scenario, preventing them to do anything
  • Fixed a bug where transcension layer 2+ points could provide less points than they should if no progress was made in the current transcension
  • Corrected an inaccuracy in transcension multibuy targets that used multiplication
  • Made some tiny improvements to how the UI scales on small window sizes


[ 2020-12-20 14:55:24 CET ] [ Original post ]

Introducing: Transcension

It's been a bit since the last update, but that's mainly because I've been working on this one for a while. Since the release on Steam, most updates have been focussed on improving the early game experience. I think that helped the game a fair bit, so I'd like to thank you for all the feedback I've received that allowed me to do that!

However, it's time for the late-game players to receive some new content today! The majority of this update focuses at the later stages of the game and expands upon them significantly. If you're still early in the game (if you haven't yet unlocked ascension, or haven't gotten to the second layer of ascension yet) and feel like the following text doesn't apply to you yet, there's also some regular update notes at the bottom. Most of the content in this update unlocks a little after completing all Steam achievements.

[h2]So what is Transcension?[/h2]
Transcension features the third "reset" mechanic in Incremental Adventures. It resets Ascension Layers (and prestige) for Transcension Points. These points can be spent on upgrades that provide a significant bonus to base Ascension Points gain. This bonus is x2^(upgrades) to the base AP gain of affected layers. Trancension Layer 1 buffs just AL1, meaning AL1AP base gains are increased x2 (with one Trancension upgrade). For those that like math: this effectively means x((2^1.8)^0.85), or ~x2.89 (yes, two upgrades being x4 or ~x8.84). Transcension does not directly power allstats and continues to use Ascension and Prestige for that throughout Transcensions.

[h3]When do I unlock Transcension?[/h3]
Transcension is unlocked at roughly 100 points on Ascension Layer 5, which obviously makes it a very late game feature. Transcension Points scale on Ascension progress, with every layer approximately increasing the amount of available Transcension Points by a factor of 8. This is affected by a diminishing return similar to what Ascension Layers above one have, when available points are higher than claimed points. This means that previous progress does clearly benefit Transcension progress, but reaching a similar point during a future Transcension run will provide more Transcension Points at the same AL.

[h3]Transcension resets Ascension Layers, what does this mean?[/h3]
Ascension stat upgrades, as well as gameplay unlocks are reset. Ascension trials and perks are not. This means prestige automation fully remains, as well as trials forming a permanent bonus to every Transcension (also, not forming a repetition of having to redo trials).

[h3]Transcension Perks[/h3]
Similar to Ascension, Transcension features Perks as a form of automation, unlocked with Transcension. Unlike Ascension however, Transcension Perks are fully passive (no buttons to enable them), and unlock seperately for Ascension Layers. Transcension Perks provide free unlocks per ascension layer, as well as automatically unlock Ascension Layers (with customization as to when you want them to). Transcension perk points provided by transcension layers go up much faster than they do with Ascension Layers, but still come with a fixed amount of perk points per transcension on a given layer.

[h3]So what does Transcension Layer 2+ provide?[/h3]
Transcension Layers 2 and up provide a similar bonus to TL1 (x2^(upgrades)) to AL(TL<=AL), meaning TL2, with 1 upgrade will provide a bonus of x2 to both AL1 and AL2. (Possibly) more importantly however, it stacks with TL1. So having x2 at TL2 and x4 at TL1 adds up to a total (base) bonus of x8 at AL1 (and x2 at AL2). Effectively this means a free TL1 upgrade per TL2, in terms of TP costs. AL2+ will still be limited through their dimishing return, but will reach that point faster.

[h3]How do Transcension upgrades scale?[/h3]
Every Transcension upgrade costs approximately 2.4 times as much as the last one (total, rounded up). So Transcension AP gain upgrades go from 1 > 2 > 3 > 8 > 20 for bonusses of 2 > 4 > 8 > 16 > 32.

[h3]Are there Transcension Trials?[/h3]
While I think they fitted Ascension well, Transcension easily takes too long for those kind of Trials to be "fun", and quickly become punishing (arguably, that's already an issue for ascension). For now, Transcension does not feature any trials. Potentially, this might be extended at a later time to only include trials that do not come with a penalty.

[h3]So will transcension just feature the one upgrade and no unlocks?[/h3]
Basically, yes. Transcensions take longer and I want the resets to feel less like you're able to "make a mistake". You'll find that the transcension upgrade works and scales significantly different from the ascension and prestige upgrades. Additionally, the fact that Ascension trials do not reset throughout Transcensions creates different paths as well. Depending on reception, this could be extended upon at a later time, but most likely in a more passive form of reward.

I think that tackles most of the transcension details. If you're able to unlock Transcension straight away, go have a look in-game!

[h2]Regular update notes aside from the new feature[/h2]


  • Layer auto-unlocks (for both prestige and ascension with the new transcension perks) now automatically buy the maximum amount of stats after unlocking the layer
  • Offline progress speed is now capped to 5 minutes per second, to make interacting with the game during offline progress easier on fast devices. Additionally, this might resolve some "freezes" during offline progress on devices that seem to run into rendering issues
  • If you're able to unlock multiple prestige layers at once, a disabled button is now shown for the next layer. This button informs you that the previous layers needs to be unlocked first, to help with a common confusion
  • Lowered the static values of dynamic ascension minimal buy targets, to make them scale better throughout transcension
  • Fixed some highlighting cases not working for specific ascension unlocks. This also fixes a related issue with an incorrect warning telling you that nothing is available for purchase after ascending when something actually was
  • Fixed a bug that caused floor power to mismatch the speed trial reward (this fix is a buff to lower ascension layers, and a nerf for very high layers that now have transcension available)
  • Improved rendering performance of the combat log (most notable during offline progress)


Enjoy!

Cheers,

Gniller


[ 2020-12-17 15:35:53 CET ] [ Original post ]

Small polishing update

Added a small title for loadouts (both heroes and autobuyers) to give a general impression what's saved in that loadout
- Updated the third autobuyer preset to work a little better out of the box (it's still aimed at high floors)
- Slightly improved number precision for autobuyers and buy max buttons on numbers above e10. Autobuyers should now be 99.99% accurate in their buy-max, instead of 99%. Buy max buttons should no longer run into fairly rare case where they stopped working at specific numbers
- The ascension autobuyers tab is now unlocked with ascension layer 2 rather than layer 3
- Expanded upon some textual descriptions and added a few new ones to answer more common questions in-game


[ 2020-10-15 12:16:21 CET ] [ Original post ]

Reworked soft-buy among other quality of life improvements

Reworked soft-buy. It no longer requires autobuyers on manual prestige to be enabled, and the soft-buy multiplier setting was removed. This should make the usage of soft-prestige less of a hassle
- Added a tip based on current progression to the ascension trials tab for players in ascension layer 1 and 2. This is aimed to provide some guidance to new (ascension) players
- Added a third prestige autobuyer preset "Soft-prestige focus on small floor change". It is aimed for players further into ascension and only shows once you've reached floor e13 at least once
- Automated prestige layer unlocks (by the ascension perk) now log how many layers will be unlocked at once, instead of each layer separately, to reduce log lines
- Reworked the tooltips in the ascension perks tab to be more descriptive as to what some of the perks do
- Extended various sections of the info tab to provide some more answers to commonly asked questions throughout the game
- The game now asks for a confirmation when prestiging/ascending your highest layer when that wouldn't allow you to buy anything. Aimed to prevent a common mistake
- Fixed a display bug in single exponent number notation where incorrect rounding could end up showing 10.00e5 instead of 9.99e5


[ 2020-10-08 16:20:39 CET ] [ Original post ]

Small bug fix update

Fixed a bug that caused the ascension version of "biggest stats gain" prioritization to not unhide the ascension tab and prevent the auto-ascend perk from working when no layers could be auto-bought


[ 2020-09-24 20:56:27 CET ] [ Original post ]

Introducing autobuyer presets for prestige

Introducing autobuyer presets for prestige. It comes with one click set-all autobuyer configurations, including advise on when to use them. This is specifically aimed to reduce the confusion among new players that the biggest stats prioritization only partially resolved
- Biggest stats gain prioritization is now also available to ascension autobuyers, it comes with an additional option to use AL1 as a fallback layer or a default layer. More details on that in the info tab, if you're far enough into the game for this to be relevant (Ascension layer 2+). Similar to prestige, it's also used as the new default. Existing saves can switch to it manually
- The combat log now shows 15 instead of 10 rows whenever your screen size is considered big enough. Alternatively, the smaller unit size option allows this for smaller screens later in the game as well (which was already the case)
- Increased the base speed of combat by 21%, but removed the speed unlock for prestige layer 9 and 10, so the very early game is faster but the mid-late game remains (exactly) the same
- The heirloom of legends (1e10 gold) can now be configured to either power all stats, or just damage and experience, to not force players into changing their autobuyer strategy when purchasing it
- The game now shows the build date in the options tab, so you can verify if you're running the latest version if you'd want to
- Loadout slots now ask for a confirmation when they'd be overwritten by a save, to prevent accidental overwrites
- A few combat log options that disappeared after ascending until a certain prestige layer was unlocked now remain visible once ascension has been unlocked
- Improved performance of some prestige stats calculations, which should mostly be notable during offline progress (~20% faster late game, it depends a bit on where you are in the game)
- Fixed a bug where prioritize biggest stats gain could fail to auto-prestige when allow auto-prestige for default layers was disabled and lower layers met the default minimal autobuy multiplier
- Fixed a bug where hero loadouts could fail to save if a specific set of options was changed before saving any hero loadout
- Fixed a bug where prestige/ascension autobuyer loadouts could fail to properly save because a higher number loadout was saved first and the game was reloaded in between
- Did a fair bit of small textual changes to better clarify various things throughout the game


[ 2020-09-22 16:32:47 CET ] [ Original post ]

Small update aimed to make the autobuyer complexity less overwhelming

Introducing prestige autobuyer prioritization: biggest stats gain. It prioritizes the layer that can currently buy the biggest stats increase and is mostly aimed to make the introduction to autobuyers easier for new players. It is also used as the new default. Existing saves won't automatically change to this setting, but you can do so manually
- Added some textual additions to help new players at specific points in the game that caused common confusion
- The prestige button is no longer shown as "Locked" shortly after ascending, but is instead just disabled when prestige isn't reached in that ascension
- Fixed a rare bug that could cause hero loadouts not to work in a very specific case


[ 2020-09-03 21:56:43 CET ] [ Original post ]

Early game and multi launch update

Future content is now teased with "locked" buttons to make it more obvious to new players that there's more content to unlock
- The prestige and ascension sub-menus now remember which tab you last selected and default to this tab instead of the likely significant layer
- Added the multiLaunch launch parameter, to launch multiple instances at once and compare strategies (not required to play at all, more like an optional pro-tool). It supports up to 9 runtimes at once with seperated save handling (all using Steam Cloud). I'll be posting a sticky in the Steam community to explain how to use it
- Fixed a bug that caused layer highlighting to not always work for the floorskip and improved prestige reset unlocks


[ 2020-08-20 13:26:44 CET ] [ Original post ]

Small update

Fixed a bug where overheal would be incorrectly applied when it shouldn't be applied at all, resulting in too high healing values
- Adjusted the loading screen text, fixed a typo and added another tip to resolve a common steam installation issue


[ 2020-08-12 22:07:18 CET ] [ Original post ]