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detoxic.exe

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A member registered 21 days ago · View creator page →

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This is finally at the point where I can put it in front of people without apologising the whole time.

Re:Increment is an incremental built around a time loop, set in a world of gates and hunters, which I'm aware is not the boldest setting anyone has ever picked. You get 60 days before the Monarchs come through the Gates. You won't be ready — the first few runs you just die on schedule. But your memory carries over, and so do your Shadows and your System Points, so a later run opens a lot stronger than your first one did.

Play it here: Re:Increment

Minute to minute it's bars. Train, raid a gate, sit a rank exam, pick a guild. Sixty days is the entire budget, so everything you do is also something else you didn't.

The part I'm least sure about, and honestly the reason I'm posting: there's no RNG in it anywhere. Combat is completely deterministic. Yes, in an incremental. The card tells you whether you win and what it'll cost before you click it, so you only ever die to the clock or because you walked into a fight you already knew you'd lose. My theory is that a fight you can read beats a fight you can gamble on. It is also possible that I have simply removed the fun and written a very confident spreadsheet. If you get bored, I want to know where.

The other thing: every progress bar has a small marker showing where you were at that point in your last run. That's supposed to be the actual payoff. Not the numbers going up, but catching yourself beating your own time. If that doesn't land then I don't think the rest of it matters much.

There's a simulator in the build that checks every class and guild combination can still reach every rank, mostly because I kept building dead ends by accident and then assuring myself I hadn't. It's translated into a fair few languages, including Chinese, Japanese, Korean and Brazilian Portuguese. No account, nothing to install.

It's 0.1 and made solo in Godot, so about the rough edges. The sprite animation is a draft — walk cycles and attack frames I put in to get the timing right and then quietly decided were fine. And the UI still hands me visual bugs I don't spot until someone points at them: I fixed one just before posting this where blocked action cards quietly faded their own text down to nothing as a run went on. I only spotted it because I was taking screenshots for this post: the game had been erasing its own interface and I had been looking directly at it. So if something on screen looks broken, it probably is. Please tell me, even if it seems too small to mention — those are exactly the ones I miss.

There's a Report a bug button in the pause menu that dumps your run's numbers into the clipboard. Paste that in a comment and I can reproduce it instead of guessing.

Play it here: Re:Increment

Re:Increment is actually the side project. The bigger one is NEDOLYA — a slow first-person dungeon crawler in the King's Field mould, set in a Slavic world of funeral rites. It's built on level design and on wards: charms you carry that change how the game works rather than what your numbers say. One of them rewinds time, and it already works, which surprised me more than it should have. Follow me here if you want to know when that lands — itch does the emailing.

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Apologies for any odd phrasing — English isn't my first language, so I used AI to translate this post and tidy up the structure.