Increlution
Playing now
289−12 vs. yesterday
14%of peak
All-time peak
2,117Mar 2022
Playing now
289−12 vs. yesterday
All-time peak
2,117Mar 2022
| Published | Kind | Announcement | Build |
|---|---|---|---|
| In-game event | March's player feedback update 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 let’s get to the changes, I hope you’ll enjoy the… | — | |
| Game update | Minor updates following the new content January 21 · Jobs that deal damage on completion no longer halt to prevent lethal damage before they are actually close to completion · The new game plus passive jobs perk no longer progresses two specific jobs in the middle path of chapter 10, to prevent wasting valuable resources · Slightly expanded the rendering system to better detect when it missed something, and catch up next frame. This… | 10375257 | |
| Major update | Chapters 10 & 11 are now available! Our journey continues with two new chapters! Featuring various new mechanics that will feel both familiar, and may just take you by surprise! All new content has been balanced and tuned for a "first playthrough" I'd advise playing it without New Game plus benefits for the intended first experience. If you have finished the game after the June 2022 QoL update, a save-backup of your completion sh… | — | |
| In-game event | June's player feedback and quality of life update More information about the next steps of development below today's changes. But let's start with what's changed! Today's changes · Reduced the default automation unlock requirement by 20% (500 > 400 for jobs, 10 > 8 for constructions/explorations). Actions with specific requirements have been tuned accordingly. New game plus scaling remains the same percentage, but the result is 20% lower by ef… |
Announcements are the developer’s own posts to the game’s Steam news feed: updates and their patch notes, in-game events, releases and sales. The important ones are marked on the players chart.
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| Game update | May 3rd update Added checkmarks to the automation tab for constructions and explorations that were completed in the current generation, for a slightly easier overview of what your current automations managed to complete · Replaced the 25% health check from the safety combat logic with a more accurate alternative, for a few edge-cases where it could cause combat to be lethal when it didn't need to be · Resourc… | 8671778 |
| In-game event | Polishing for automation and queue handling Added an "automation behavior" section to the ingame settings tab (Menu (ESC) > Game settings) with three new options related to automation · Added an automation option that causes empty jobs to be automated with "run once", if triggered when empty. Causing stocking up to happen after other actions of the same priority have completed, rather than before · Added an automation option to trigger l… | — |
| Game update | Small update following the new game plus experimental release Fixed two bugs that could cause older or empty saves to prevent launching the game after the NG+ update · Fixed a bug that could cause new game plus perks to change after cancelation, shortly after initiating a new game plus · Fixed data shown on the end screen not properly resetting with new game plus, causing it to show outdated values upon completing new game plus · Fixed a bug that could ca… | 8558826 |
| In-game event | Introducing experimental feature: New game+ 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. This feature is designed for those of you that are looking for a reason to play the game again, and might n… | — |
| Game update | Small follow-up to the player feedback & QoL update Fixed a missing percentage character in the percentual time-diff option, if the time was slower than the last · Slightly changed the border-color on dark-mode blocks to be a slightly darker shade of white, to make it a little bit softer on the eyes · Fixed the reverseSkillColors launch parameter not working with dark mode | 8403314 |
| In-game event | March player feedback & QoL update 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. As a result of that, I've been having a bit of trouble to keep up with all the feedback and suggestions coming in. I appreciate all the… | — |
| Game update | Improved the accuracy of combat-safeties and other minor changes Improved the accuracy of combat-safeties. They now include food cooldowns into the computation when it's a close call. Tackling the frustration of being forced to stop when you were sure you could make it · Combat safety no longer checks for 25% health, as it no longer has a benefit for the formula and could potentially lead to false-positives with low maximum health (Temporarily disabled with… | 8355044 |
| Game update | Third minor update following the new content Slightly reworked the cap jobs to construction functionality. It now only caps after a completion, so it no longer entirely prevents manual completions in between. This also tackles an extremely rare fatal error · The safety stops for fail-damage explorations now consider off-cooldown food. Making them more accurate if damage is close to your maximum health | 8322649 |
| Game update | Minor bug fixes following the new content Fixed a bug that could cause low-priority jobs to not always trigger when force-fight was enabled, requiring some manual intervention that it should prevent · Fixed a bug in the warning notifications of damaging explorations, that caused them to assume that when the exploration couldn't run it had to be because of damage, when another requirement could be the reason | 8319944 |
| Game update | Minor update following the new content The food recovery indicator at the top-right of the inventory now states the total value of your food in the tooltip as well · Fixed one tooltip telling you too late that you'd lose access to a chapter 6 job. It now tells you at the right exploration · Added a --reverseSkillColors Steam launch parameter. Making generation levels blue (the top bar) and instinct levels yellow (the bottom bar). I… | 8314956 |
| Major update | Chapters 6, 7, 8 and 9 are now available! 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. Featuring one new skill, used exclusively for a new mechanic that introduces some new rewards that persist between runs. Thank you for your patience during the long wait, I hope… | — |
| Game update | November 10th update The action container menus (left column) now have their own scrollbar when content doesn't fit your screen size, rather than requiring the entire window to scroll · Added a health per second indication to the inventory food tooltips · Chapter four constructions now hide when leaving chapter four, if they can't be completed anymore · The game finished message now also triggers the window flash,… | 7690046 |
| Game update | Small bug fixes update "Cap jobs to construction requirement" now only applies if the next-queued action doesn't require another resource that the same job provides. Fixing a "looping queue" bug · Fixed a bug in the "cap jobs to construction requirement" that could make it cap to a queued construction that was already completed · Changed the taskbar flash behavior on MacOS to be more noticeable, because the single ju… | 7633759 |
| Game update | Added an option to cap jobs to construction requirements, and taskbar flashing Added an option to cap jobs to the required resources of the first queued construction. To prevent "waste". Automated jobs now use this logic by default · Added on option to flash the game window/taskbar on pause (when your queue finishes and the game is not in the foreground) · Fixed a bug that caused explorations that deal damage on failure to finish when they shouldn't if your maximum health… | 7612003 |
| Game update | Small Early Access feedback and suggestions based update Reworked the automated combat stops to trigger less frequently, but still prevent death. To reduce queue micromanagement at specific situations · Combat now only stops below 25% health if your health/health decay is actually at a risky combination · "Damage on completion" explorations now only cancel when they are within a 0.1 second range to actually causing damage, instead of at any time · Re… | 7583959 |
| News | Increlution is now available on Steam Early Access! 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! If you haven't played the demo yet, please give that a try first. It features the first 7 hours of the game and your save automatically synchronizes to Early Access, so there is absolutely no need to spend a dime until you're convinced that the game… | — |
| Announcement | Increlution will be moving into Early Access on October 13th! 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. How much content will Early Access launch with? Early Access will launch wit… | — |
| News | Closed beta registrations are now open! Why closed beta instead of starting Early Access? Development has reached a state where I feel there's still too little content to feel comfortable releasing it as Early Access. At the same time it has also reached a state where the content will benefit from player feedback. For this reason, it made sense to move into Beta. The Beta initially features the first three chapters (roughly 6.5 times… | — |
| Community | Increlution is participating in the Steam Next Fest 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! For those of you that haven't played the demo yet The demo features the first chapter of Increlution and takes most players between 7 and 8 hours to complete. I understand that that might be a lot and you probably want to try a ton of other demos… | — |
| Community | The free demo is now available! The free pre-release demo has just released! Play the first nine hours of gameplay right now. This demo features the first chapter of the game, before the game is ready to release into Early Access. The demo has no limitations other that it can be completed faster than the Early Access version will be! After working on this for months, I'm very exited to show the first chapter with you this way… | — |