Incremental Infinity
A five-dollar desktop-companion idler built around a skill tree that never stops growing — and a set of decisions that stop mattering long before it does.
6 / 10
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481 games released in 2026 and reviewed here, best first.
481 reviews
A five-dollar desktop-companion idler built around a skill tree that never stops growing — and a set of decisions that stop mattering long before it does.
6 / 10
A clicker-and-tower-defense hybrid that hands you a kingdom, a skill tree and a cursor to slaughter with — engaging for its first couple of hours, then undercut by a skill tree that finishes long before the fighting does.
6 / 10
A cheap idle dungeon-crawler with a genuinely fast-moving development cycle — five patches in its first eight days — whose Mixed rating comes less from the core loop than from a CPU-hungry launch build and a balance-nerf backlash that arrived just as its most-invested players were settling in.
6 / 10
A bigger sequel to a well-liked incremental that fell twelve points in the ratings — because it doubled the length without fixing the thing that made the first game's back half a chore.
6 / 10
A cheap, genuinely ambitious idle RPG that grafts a Path of Exile-style sprawling skill tree onto auto-battling incremental progression — undercut by translation quality bad enough that even native Chinese-speaking players describe needing to "translate Chinese into Chinese," erratic balance, and a build-nerfing pattern that frustrates players in a game with no PvP to justify it.
6 / 10
A retro-desktop incremental where you grow a Brooklyn bodega into a global chain through loans, tax bills and an IPO prestige loop. The 90s operating-system framing is doing more work than the economy underneath it, and five days of Steam achievement data already shows where players stop.
6 / 10
A dark fantasy idle incremental about a party of damned souls descending a bottomless pit, five days old and already sitting at Mixed — not because it's broken, but because more than half its most-helpful negative reviews say the same thing in different words: a well-presented, competently built game that most buyers can fully complete in an afternoon.
6 / 10
A loop-based analog-horror game where you replay the same corridor hunting for what changed, told through VHS static and a flashlight that keeps something in the dark at bay — released two days ago to exactly two user reviews, split one positive and one negative.
6 / 10
A dark-fantasy extraction ARPG with genuinely good third-person combat, undercut at launch by a "solo or trio" pitch that turns out to mean trio, missing regional servers, and a cash shop players keep calling scummy in the same reviews that praise the fighting.
6 / 10
A small, calm mining sim about drilling deeper for a couple of evenings — pleasant while it lasts, and honest about how little it's asking of your time.
6 / 10
A desktop pet, not a game in any conventional sense — Wukong or Amei sit on your screen, react to your typing and clicking, and let you draw their outfits by hand. Reviewed two days after launch, with almost no review corpus yet to judge it by.
6 / 10
A third-person sci-fi horde shooter that pairs Vampire Survivors-scale enemy counts with build-your-own ARPG crafting, launched into Early Access with a specific roadmap, an honest price and zero independent track record to check any of it against.
6 / 10
A NZ$6.39 solo-dev idle clicker where you drag a collector circle across an overgrown field for timed harvest rounds, upgrading tools between them — let down by a Prestige system that resets nothing about how much your crops are worth.
6 / 10
A budget one-on-one arena brawler that leans hard into a "classic 90s fighting" pitch, published by a company built on reviving old and obscure game libraries, on a Steam page with no user reviews, no press coverage and no achievement data yet to check it against.
6 / 10
A cheap, pleasant, two-to-four-hour fishing incremental from Monkey Cube that plenty of players finish in one sitting and enjoy — right up until they notice the upgrade tree never actually asks them to choose anything, and that the endgame achievements want them to play the whole thing over again.
6 / 10
A free top-down horror game about escaping a bar full of monsters across five linear, differently-themed levels, from a two-person team on their apparent first published release — with a storefront listing that discloses nothing to buy.
6 / 10
A 4-player co-op tactical roguelite shooter from the studio behind Black Mesa, whose jump from Early Access to "1.0" this week delivered almost exactly what one detailed reviewer predicted it would — one new map and a few new guns, not the broader AI, economy and content overhaul the developer's own Early Access roadmap had promised.
6 / 10
A five-dollar arcade game that turns Hiragana, Katakana and the 104 kanji of JLPT N5 into a catch-and-dodge score-attack loop, organised into real thematic vocabulary groups rather than one shuffled deck — released two days ago with zero user reviews, zero achievement completions in its harder categories, and a developer patch note already admitting some achievements weren't firing.
6 / 10
A local-multiplayer physics brawler set in a Japanese public bathhouse, where the "Survivor" in the name means outlasting three rivals on a frictionless floor with a water gun, not building a horde-clearing arsenal — a genre-savvy buyer needs to know that before anything else, along with the fact that every mode here is played on one couch, not online.
6 / 10
Read review of SENTO SURVIVOR : Slip, Grab, and Bathe in Glory!
A solo-developed turn-based roguelike built around one sharp idea — retreating fills a curse gauge and makes the run harder — wrapped in hand-drawn comic-book art, released days ago to a market that hasn't weighed in on it yet.
6 / 10
A Megabonk-adjacent bullet-heaven with genuine base-building ambitions, launched as a full 1.0 in a state so rough that a majority of its own buyers said it should have shipped as Early Access — since substantially patched on the technical side, while a broken, too-generous progression economy remains an open complaint as recently as this week.
6 / 10
A solo developer's deliberately old-fashioned JRPG homage — charming, cheap, and short enough that several reviewers finished it in a single sitting, with real rough edges in navigation and quest guidance that its own most detailed review calls out plainly.
6 / 10
An incremental dressed up as a slot machine parlour — pull the lever, earn virtual cash, automate your way out of debt — that most early reviewers finish in a single sitting, with the flattening mid-game progression curve as the main point of disagreement.
6 / 10
A darkly hilarious, genuinely well-written stock-market satire in the Space Warlord universe, undercut at launch by real, repeated complaints that the underlying trading gameplay is too shallow and RNG-heavy for its price — a gap the developer has since addressed with five content updates.
6 / 10