Added a new render-buffer flush mechanic to the window manager which aims to tackle the render-buffer getting out-of-sync after minimizing the game on some Windows hardware configurations. Due to none of my testing hardware being affected by the issue, this solution is somewhat of a theoretical approach and not fully confirmed as effective, but community testing results look promising Added add…
NewsMinor update following the June QoL update———11468205
Game update · published 14 Jun 2023, 14:45:29 UTC
Minor update following the June QoL update
Various hotfixes to tackle launch day issues with the QoL patch · Fixed an issue in the new restart generation feature that caused story completion times to not properly reset, which could lead to incorrect displayed times (those prior to the restart). This effect was purely visual/informational, and had no impact on progression. This fix takes one or two restarts or reincarnations to correct i…
NewsJune's quality of life and player feedback update———In-game event
In-game event · published 7 Jun 2023, 13:46:14 UTC
June's quality of life and player feedback update
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. Let's get straight to todays chang…
NewsMarch's player feedback update———In-game event
In-game event · published 15 Mar 2023, 16:59:34 UTC
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…
NewsMinor updates following the new content———10375257
Game update · published 21 Jan 2023, 21:46:47 UTC
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…
NewsChapters 10 & 11 are now available!———Major update
Major update · published 19 Jan 2023, 17:26:21 UTC
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…
NewsJune's player feedback and quality of life update———In-game event
In-game event · published 3 Jun 2022, 13:06:41 UTC
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…
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…
NewsPolishing for automation and queue handling———In-game event
In-game event · published 26 Apr 2022, 13:04:57 UTC
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…
NewsSmall update following the new game plus experimental release———8558826
Game update · published 14 Apr 2022, 14:24:26 UTC
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…
NewsIntroducing experimental feature: New game+———In-game event
In-game event · published 13 Apr 2022, 13:03:34 UTC
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…
NewsSmall follow-up to the player feedback & QoL update———8403314
Game update · published 19 Mar 2022, 17:32:00 UTC
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
NewsMarch player feedback & QoL update———In-game event
In-game event · published 18 Mar 2022, 16:33:41 UTC
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…
NewsImproved the accuracy of combat-safeties and other minor changes———8355044
Game update · published 11 Mar 2022, 15:13:56 UTC
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…
NewsThird minor update following the new content———8322649
Game update · published 6 Mar 2022, 14:56:42 UTC
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
NewsMinor bug fixes following the new content———8319944
Game update · published 5 Mar 2022, 14:55:03 UTC
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
NewsMinor update following the new content———8314956
Game update · published 4 Mar 2022, 14:59:05 UTC
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…
NewsChapters 6, 7, 8 and 9 are now available!———Major update
Major update · published 3 Mar 2022, 12:50:24 UTC
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…
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,…
"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…
NewsAdded an option to cap jobs to construction requirements, and taskbar flashing———7612003
Game update · published 27 Oct 2021, 19:59:01 UTC
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…
NewsSmall Early Access feedback and suggestions based update———7583959
Game update · published 22 Oct 2021, 19:53:12 UTC
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…
NewsIncrelution is now available on Steam Early Access!———Steam news
Steam news · published 13 Oct 2021, 13:10:54 UTC
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…
NewsIncrelution will be moving into Early Access on October 13th!———Announcement
Announcement · published 30 Sep 2021, 15:42:56 UTC
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…
NewsClosed beta registrations are now open!———Steam news
Steam news · published 19 Jul 2021, 13:29:54 UTC
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…
NewsIncrelution is participating in the Steam Next Fest———Community
Community · published 16 Jun 2021, 12:16:07 UTC
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…
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…