Name | Increlution | ||
Developer | Gniller | ||
Publisher | Gniller | ||
Tags | |||
Release | Q3 2021 | ||
Steam | € £ $ / % | ||
News | |||
Controls | Keyboard Mouse | ||
Players online |  n/a  | ||
Steam Rating | n/a | ||
Steam store | |||
Public Linux depots | Increlution Linux Depot [218.56 M] |
Added additional data to the save for the restart generation feature (it takes one generation to properly populate this new data for your save)
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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 This leads me to believe it's either related to specific outdated GPU drivers, and/or GPU hardware scheduling being disabled in Windows (Windows Config 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.
Some of these changes also form a preperation for future-features I'd like to add, such as the automation-override options internally being expandable to things like chapter 11 style content. However, it made more sense to flesh out more content before further polishing mechanics like that, as they could otherwise form creative constraints during content expansion. The same thing goes for Steam Achievements. I'm well aware that this is a highly requested feature, and one that I most certainly aim to add. But to determine a proper long-term value for Achievements, it feels more appropriate to hold off from defining them until the story is fleshed out further (possibly even completed). [h2]So, what's next?[/h2] With this done and live, I'll monitor bug-reports for a bit while starting the draft for new content. I've tested this update to a degree similar to most updates, so I don't expect many issues, if any at all. But I want to be well prepared to delve fully into content development again! Which will be the main focus for the next major update. I don't want to make too many specific promises as far as new content goes just yet, it's all far too subjected to change for that. But for those of you that want to stay posted as development progresses, I'll be moving back to the development diary during that development process! Thanks for all the great feedback that largely inspired this update! Early Access is still pretty far from completed, but I feel that player feedback has already helped various aspects of the game reach a level of polish it wouldn't ever have without player participation! |
Let me start off by thanking you for all the feedback that followed the release of chapters 10 & 11! With different people taking vastly different approaches to the same content, it was somewhat of a challenge to define the rough edges. But nothing is as helpful as in-depth thought-sharing of your experience to determine what to improve upon! So lets get to the changes, I hope youll enjoy them!
[h2]Other changes[/h2]
[h2]What's next?[/h2] The following update(s) will focus on UI/UX player feedback, as well as quality of life additions. This was originally the intent right after the content update, but there was quite a significant amount of feedback regarding the balance of the new chapters, so I decided to adapt to that first. This update was a slight detour, but I hope it improves your experience throughout the existing content! |
January 21
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Our journey continues with two new chapters! Featuring various new mechanics that will feel both familiar, and may just take you by surprise!
Announcing the first price raise Since launching into Early Access a little over a year ago, this update marks the point where content has reached over twice the original launch-size (about 100 unpaused hours to roughly 225). It was always the idea to slightly raise the price as the game expanded, even though I'm not entirely sure where the final price will end up. This raise will be $3 USD > $4 USD. Steam has updated their currency conversions since, and the world has seen turbulent times, so the new price may see a bigger or smaller change in your local currency. This price raise will probably happen sometime in February. [h2]What does a price-change mean if you already own the game?[/h2] Nothing. You already own the game and the price only applies to new purchases. Consider it an early-adapter discount. After all, it's players like yourself that allowed me to spent as much time on the game as I did, and any other approach would simply feel unfair to me (especially during Early Access). If any "additional purchases" ever happen, it would be a full fledged DLC side-story, but I have no plans for that at this time. Why did this update take 7 months? In terms of development, it didn't. I'd say it took somewhere between 4 and 5 months to flesh out in full. It has seen a record number of "back to the drawing board" moments throughout development. But ultimately I just wouldn't feel comfortable launching any content/mechanic until I was confident in the result. Any other approach would just create a long-term "bad stage" in the game. Aside from the development time it took, personal life added a significant additional delay due to an unfortunate family event. Sadly that's simply a down-side of a solo-developer project, and sometimes life gets in the way in ways that are out of our control. But I hope I'll be able to keep future updates to a more frequent release rate (although multiple months for content updates will probably remain a thing for creative freedom). Early Access development roadmap [h2]Short term roadmap (approximately 2-4 months)[/h2] At first I want to monitor the release going smoothly, and quickly tackle any bugs, would they arise. After that has proven to go smoothly, I want to shift the focus back to a couple of quality-of-life/player-feedback updates again. I fell notably behind on responding to your feedback over the past half year. But your feedback has been the cherry on top when it comes to polish throughout all development stages, and I certainly want to make sure that I've read it all and work with the ideas that feel fitting! After some feedback related updates, I hope to start working on new content some time before the summer. But the exact timing tends to go with "whenever inspiration takes control", and is all about allowing the creative process to do its thing. [h2]Long term roadmap (definitely over a year, quite likely more than 2 years)[/h2] The original plan was to aim for roughly 700 hours of unpaused content. And while that's a very practical way to illustrate the size of a game, it's a rather poor metric to steer development to. I don't want to stretch content just to make it take longer. I want to tune content to "feel right". That being said, my current estimation is still somewhere between 20 and 25 total chapters (11 of which are now in Early Access). That ambition falls or stands with "as long as the game doesn't overstay its welcome", which I hope to continue to achieve by staying creative and innovative with mechanics between chapters. Much like chapters 6-8 were before, and chapter 11 aims to be today! In any case, enough reading. Go play the new content! I look forward to hear what you think about it! Enjoy! Gniller |
More information about the next steps of development below today's changes. But let's start with what's changed!
[h2]So what's next?[/h2] It has been three months since the last four chapters launched. And it has been quite refreshing to work on quality of life and player feedback for a while. And even though there's still plenty of work left to do in that regard, inspiration is guiding me back to content-creation! That also means this will most likely be the last smaller update for a while (bug-fixes aside), so that I can fully focus on content creation for the foreseeable future. Details of the next content segment have yet to fully flesh out, but I currently expect it to be roughly two chapters. I do want to experiment with a new feature in one of those, which makes an ETA tricky as it's very much an iterative process that isn't done until I'm fully satisfied with it for release. A rough guess would be between two and four months, but it's highly subject to change. For those of you that are interested in development status updates, I'll be using the development diary as development proceeds. As it gets closer to completion I'll be able to provide some more detail until it's ready to be released. The development diary can be read on either the Steam Community or Discord, whichever is most convenient to you. Both use a read-only format, so you can subscribe to be notified when something new is posted without getting notified about responses. You're welcome to discuss/speculate on all of it in separate topics though! Of course, once the next content-segment has been completed I'll continue to work on quality of life features and player feedback again too. Early Access isn't even half-way of the ambition! |
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New game+ offers a way to replay the game after completing all currently available content, before more content is release-ready. It resets your game to the very beginning, with additional small perks that can be allocated with DNA points that are earned by completing the current content.
[h3]So what's next?[/h3] I want to get through a little more quality of life and polishing before moving onto the next content. I suspect to do two or three more of those smaller updates before starting on the next content. It's been quite refreshing to work on some other aspects for a while, after working on the last four chapters for over three months. But I have some ideas shaping for the next content that I'm starting to get excited about testing too! |
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Let me start off by thanking you for the incredible reception of the chapters 6, 7, 8 and 9 content update! Far more of you returned to the game than I ever dared to expect, and the game even peaked into the top 250 games with most concurrent players on Steam.
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Over three months in the making and finally ready to be played! The new chapters are designed to expand the content in a way where run-based decisions have a bigger impact on progression, throughout these new chapters.
As a last note I want to thank all of you for the enthusiasm, feedback and support that the game has already received so shortly after launching into Early Access. You've been absolutely incredible in helping me take this passion project to the next level! From a roadmap point-of-view, this might have been a logical moment to increase the base price of the game a bit. That may still happen when the game has expanded a bit more (for players that haven't gotten the game yet), but I've decided against that for now. Instead, if you do feel like the game would be worth more to you, I would like to ask you to consider gifting that difference to charity instead. There are some real heroes that have a far better use for it due to how all that's happened recently. Cheers, have fun! This is far from the last update, but I certainly can't wait to hear what you all think about it! Gniller |
This will probably be the last minor update for a bit. It's time to fully focus on the next chapter! |
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This is only a fraction of all the Early Access feedback and suggestions that I've received so far, and I'll be getting to much more of those in following updates! Thank you for an incredible launch into Early Access! Your responses and feedback have been overwhelming in the best possible way! Weeks like the last, with so many players voicing their enjoyment of this little creation really portrays why I fell in love with game development in the first place! Of course, there's a lot to improve and expand upon, but Early Access has only just begun! I couldn't have hoped for a better start and can't wait for the steps to follow! |
After three months of beta testing, and over eight months of development, I'm happy to announce that Increlution is now available as Early Access! |
I know, it is a little later than the planned release in Q3. While I'm not happy about that, the Beta period received a significant amount of updates that were not originally planned. I'm confident that it improved the game enough to make it worth the extra time, but am sorry to ask for a little more patience from you. |
[h3]Why closed beta instead of starting Early Access?[/h3] |
Steam Next Fest features hundreds of demos between June 16th and June 22nd, and I'm happy to announce that the Increlution Demo is one of those demos! |
The free pre-release demo has just released! Play the first nine hours of gameplay right now. |