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160:(1995), where the player resets the progress of their game and gains another form of currency (prestige). This new currency is normally used to gain global bonuses that do not disappear after a reset, allowing the player to go further than the previous reset, or let the player replay the game with a greater power, often with several choices upon restart. This eventually would create an infinite game replays and various strategy of playing. It creates another layer of loop: players play from the start.
20:
514:
214:, developers may sell premium boost such as instant currency infusion (usually a percentage of current rate of income) or sometimes wrapped as a "time-warp" (instantly gain x-hours of future income), permanent boost multiplier that persist after each prestiging, instant prestige (claiming prestige without starting over), protection against negative events,
86:
initial action. A common theme is offering the player sources of income displayed as buildings such as factories or farms. These sources increase the currency production rate, but higher tier sources usually have an exponentially higher cost, so upgrading between tiers takes usually about the same time or even increasingly longer.
534:. Auto clickers are now widely used in cryptocurrency games, where users are meant to tap an interface repeatedly in order to earn cryptocurrency tokens. The auto clickers are in the form of bots that the users acquire to click the interface even when they are offline. Some practical cryptocurrency projects include
419:
attributed the popularity of idle games to their ability to provide unchallenging distractions that fit easily into a person's daily routine, while using themes and aesthetics of more sophisticated games so as to be appealing to a "core gamer" audience. Grayson also noted that the genre allowed for a
444:
Commenting on the parodic nature of the genre, Pecorella commented that " a genre that's almost doesn't want to exist; it's a joke, but despite itself, keeps being really successful", and on popular idle-games in general, "a lot of these are just glorified spreadsheet with some really neat mechanics
223:
On the other side, they may also deliver advertisements for players to receive minor rewards, such as short burst of cash, doubling offline earnings, small amount of premium currency, brief powerful boost/medium-length small boost, extra prestige points upon prestiging, relief of a negative status,
529:
is automation software or a macro that is generally used to automate the clicking (or tapping) process in idle games. A number of idle games employ clicking as a method to gain currency while active (to complement the idle element), and players may sometimes employ an auto clicker to automate this
85:
In an incremental game, players perform simple actions – usually clicking a button or object – which rewards the player with currency. The player may spend the currency to purchase items or abilities that allow the player to earn the currency faster or automatically, without needing to perform the
430:'s Justin Davis describes the genre as being tuned for a never-ending sense of escalation, as expensive upgrades and items rapidly become available, only to become trivial and replaced by more. This leads to the player feeling powerful and weak at the same time in pursuit of exponential progress.
167:
This mechanism is mostly optional; player could choose to "prestige" once they feel they hit the wall and felt their progress is getting slower (compared to the cost). This mechanism gives players a sense of a rush of progress, which feels very rewarding. Some games include multiple layers of
141:
This mechanism provides moments of joy spread out throughout the gameplay, to counter boredom and grinding feeling. The mechanism could also be tied to the previous mechanism of giving more power/rewards upon achieving a goal or achievement, which lead to optimization decision and meaningful
504:
Shooting games, RPGs, and other genres also starts to introduce short prestige loop or mini idle games within, while some introduces offline progress to entice players to return, allowing for genre blends, from idle rhythm games to RPGs, to puzzle and dating sims.
530:
part, thus getting resources/currency much faster. Pecorella, in his 2016 GDC summit talk, argued that auto clickers are considered necessary by any "serious" idle game players, and that it's not cheating, but rather an exploration of an
89:
This mechanism offers a low-pressure experience (one does not have to be constantly playing), no loss condition, and constant growth and feedback, which is ideal for social or mobile play patterns, and often result in a very high player
129:" concept in social games, where a player gets one energy per hour, for example. The difference being that in idle games this mechanism is natural, whereas in other social games, it is a construct intended to constrain the players.
132:
This mechanism may be more palatable to core gamers who dislike social games. It resonates with real world dialog (e.g., "I'm out of cash; I need to come back when I have more.") and gives players more control over their decision.
363:(2014, by Space Inch) was the first major mobile idle game success, although the idle elements in the game were heavily limited, requiring check-ins to progress. In 2015, the gaming press observed such games proliferating on the
297:(2009, by tukkun) which has elements of both active and idle games. The game was extremely complicated, content-rich, and constantly updated, and it helped popularize the genre. An idle game in Facebook platform, called
67:
which can be used to increase the rate of currency acquisition. In some games, even the clicking becomes unnecessary at some point, as the game plays itself, including in the player's absence; such games are called
323:(2015, by Cody Vigue / Hyper Hippo Games) also saw success as a browser game and was subsequently made available in many platforms. It was one of the first games to implement monetization, as well as
268:
was an early breeding ground for the genre, as some people just wanted to use the chat feature rather than actively play a game. The first game of the genre on
Kongregate was aptly titled
233:
826:
Sandcastle
Builder is one of the most compelling, rewarding, and unique video games I've ever experienced. It is very close to earning a spot on my favorite games of all time short list.
276:), where the game ran by itself, and the players could just talk in the chat section of the game. One of the first visual idle games ("rudimentary RPGs" according to Pecorella) was
125:
This mechanism, in its core, involves a loop: the player logs in, spends all their currency, and logs out for a few hours. This is similar to (or even derived from) the "
778:
594:
327:
which calculates the progress of a player during the time they are offline, unlike previous browser-based idle games which only run when open in a browser window.
914:
664:
641:
453:
The idle games genre has in many ways influenced other genres. Pecorella (2015) identified several genres that includes idle elements in their mechanics:
568:
1134:
313:, ... Facebook games distilled to their essence.", was the first to receive mainstream media attention. Another parody of idle games (and parody of
330:
Some idle games did not follow the infinite ending, and instead opt for finite ending, more like puzzle-like and exploration based, for example
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110:
The rapid growth of cost, power and rewards is what makes incremental games fun and satisfying. They often incorporate very
922:
273:
945:
2050:
1119:
Alharthi, Sultan A.; Toups Dugas, Phoebe O.; Alsaedi, Olaa; Tanenbaum, Theresa Jean; Hammer, Jessica (January 2018).
1073:
Alharthi, Sultan A.; Alsaedi, Olaa; Toups Dugas, Phoebe O.; Tanenbaum, Theresa Jean; Hammer, Jessica (April 2018).
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You can also "ascend" to essentially start over, but you'll unlock more special powers in the process.
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2017:
1183:
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712:
405:(through ads or other venues), premium contents, and other game mechanics are slowly being added in.
2062:
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122:(e.g. "duoquadragintillion"), which sometimes make recording high scores a problem for the server.
1997:
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437:) described his own works as "non-games". In early 2014, Orteil released an early version of
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The
Pleasure of Playing Less: A Study of Incremental Games through the Lens of Kittens
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260:(2002) by Eric Fredriksen, which is a parody of the stat and auto-attack systems in
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The early pioneers of idle games also saw some games parodying the genre, such as
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As a late-game or advanced mechanism, some games feature a reset-based system or "
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1867:
1722:
1343:
1303:
1253:
364:
220:
system (random draws of a character or a permanent bonus), and event currencies.
56:
1939:
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feature endings that can be reached after a certain amount of progress is made.
1822:
1528:
1412:
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1210:
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prestiging, thereby making new content, meta-currencies or gameplay available.
156:
24:
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1966:
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1125:. Pittsburgh: Carnegie Mellon University ETC Press. pp. 13131694 Bytes.
1074:
637:
441:, a tool allowing customized idle games to be made without coding knowledge.
172:
by Divine Games (2015), introduced abdicating, reincarnating, and ascending.
164:(2014, by Game Hive) is a pioneer of the prestige mechanics in mobile games.
151:
111:
1130:
1086:
1079:
Proceedings of the 2018 CHI Conference on Human
Factors in Computing Systems
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2007:
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1402:
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1263:
1243:
1225:
717:(Recorded presentation with slides.). Game Developer Conference (GDC) 2015.
665:"Numbers Getting Bigger: What Are Incremental Games, and Why Are They Fun?"
526:
518:
402:
118:(1x10/10E 34), shorthands (1M, 1T, etc.), shorthand (1a, 1b, 1aa, 1ab), or
19:
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1911:
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1081:. Montreal, Canada: Association for Computing Machinery. pp. 1–15.
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Launch games (tight-loop prestige/newgame+ mechanic, not the idling one
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2136:
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1971:
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1202:
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wide variety of game mechanics and themes, such as fantasy, sci-fi and
353:
314:
304:
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237:
216:
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48:
812:"The Inside Story of the Most Incredible Video Game No One Has Played"
307:), which according to the author is, "a satire and playable theory of
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2012:
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380:(2013, by Eternal Density) which was based on the xkcd comic 1190:
52:
98:(or perhaps high-degree polynomial growth), which is countered by
1498:
459:
424:, to provide sufficient perceived depth to avoid boring players.
421:
343:
Incremental games gained popularity in 2013 after the success of
714:
Idle Games: The
Mechanics and Monetization of Self-Playing Games
634:"The most addictive new game on the Internet is actually a joke"
513:
783:
599:
415:
261:
2143:
1984:
779:"Clicker Heroes Is Super Popular On Steam... For Some Reason"
595:"Clicker Heroes Is Super Popular On Steam... For Some Reason"
969:"The cult of the cookie clicker: When is a game not a game?"
839:
254:
summit talks, the creation of the genre was attributed to
753:
427:
190:
allow the players to play indefinitely, while games like
81:
Progress without interaction, or very limited interaction
55:
consists of the player performing simple actions such as
1770:
175:
588:
586:
114:
in their calculation of rewards/power, either using
477:
Chinese MMORPGs (skipping the early games through "
433:Julien "Orteil" Thiennot (creator of games such as
376:Other idle games that have become classic includes
583:
770:
180:Incremental games vary as to whether they have a
2235:
915:"Clicker Games Are Suddenly Everywhere On Steam"
280:(2008, by Ayumilove), which was a parody of bot
290:game, a famous MMORPG from Korea at that time.
946:"Inside Cookie Clicker and the Idle Game Move"
721:
136:
1157:
120:special naming schemes for very large numbers
706:
704:
702:
1075:"Playing to Wait: A Taxonomy of Idle Games"
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367:distribution platform with titles such as
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512:
231:
18:
960:
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862:
776:
656:
622:
592:
481:mode" and going straight to end-game):
2236:
1137:from the original on October 28, 2018.
1114:from the original on October 28, 2018.
1019:"A Brief Look at the Idle Games Genre"
751:
631:
250:According to Anthony Pecorella in his
28:(2002), considered the first idle game
1171:
1145:
967:Crecente, Brian (30 September 2013).
943:
809:
457:Real-time social and strategy games:
837:
662:
558:
264:. He argued that the gaming website
729:"Earliest idle games on Kongregate"
711:Anthony Pecorella (February 2015).
561:"Candy Box game needs a stupid app"
401:During the evolution of the genre,
357:were based on the same principles.
176:Open-ended or closed gameplay loops
13:
1066:
632:Sankin, Aaron (12 February 2014).
336:(2013, by Doublespeak Games), and
14:
2260:
1043:Pecorella, Anthony (2016-03-18).
1017:Pecorella, Anthony (2016-04-05).
944:Davis, Justin (10 October 2013).
644:from the original on 18 July 2020
571:from the original on 4 March 2020
347:, although earlier games such as
1376:
1051:. Kongregate.com. pp. 87–88
913:Grayson, Nathan (30 July 2015).
145:
59:on the screen repeatedly. This "
1036:
1010:
996:"Idle Game Maker Documentation"
988:
937:
906:
881:
856:
831:
777:Grayson, Nathan (18 May 2015).
663:King, Alexander (22 May 2015).
593:Grayson, Nathan (18 May 2015).
508:
205:
105:
803:
745:
1:
545:
810:Davis, Justin (2015-01-08).
448:
408:
75:
7:
310:social games circa that era
137:Many goals and achievements
10:
2265:
1374:
278:Ayumilove's HackerStory v1
227:
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2033:
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1920:
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1736:
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1623:
1585:
1576:
1514:
1484:
1454:
1411:
1385:
1312:
1289:
1224:
1201:
1192:
1184:List of video game genres
1179:
1476:Digital collectible card
1045:"Idle Chatter: GDC 2016"
1561:Roguelike deck-building
1469:Roguelike deck-building
1087:10.1145/3173574.3174195
373:(2014, by Playsaurus).
47:(in mobile games), are
522:
485:using auto-path mode,
398:(2014, by Bloodrizer)
247:
29:
1803:Tactical role-playing
1568:Tactical role-playing
1131:10.1184/R1/6686957.v1
516:
235:
94:. It often relies on
22:
2183:Vertically scrolling
998:. Orteil.dashnet.org
791:on 12 September 2017
752:Bogost, Ian (2017).
607:on 12 September 2017
320:AdVenture Capitalist
212:AdVenture Capitalist
199:Universal Paperclips
154:", a term coined by
116:scientific notations
1813:Turn-based strategy
1718:Submarine simulator
1524:Action role-playing
1431:Interactive fiction
888:Bloodrizer (2014).
559:Mark (8 May 2013).
340:(2013, by aniwey).
272:(July 24, 2007, by
241:, a predecessor of
100:diminishing returns
63:" earns the player
2214:Video game modding
2156:Nonlinear gameplay
1818:Turn-based tactics
1786:Real-time strategy
523:
413:Nathan Grayson of
394:(by FaeDine), and
378:Sandcastle Builder
248:
96:exponential growth
33:Incremental games,
30:
2249:Incremental games
2244:Video game genres
2231:
2230:
2227:
2226:
2219:Video game remake
2127:Emergent gameplay
1798:Real-time tactics
1757:
1756:
1696:Flight simulation
1426:Graphic adventure
1372:
1371:
1173:Video game genres
1096:978-1-4503-5620-6
390:(2014, by Cirr),
182:victory condition
2256:
2209:Video game clone
1925:
1924:
1921:Related concepts
1728:Vehicular combat
1583:
1582:
1456:Digital tabletop
1436:Interactive film
1396:Grand Theft Auto
1387:Action-adventure
1380:
1337:Platform fighter
1216:Platform fighter
1199:
1198:
1166:
1159:
1152:
1143:
1142:
1138:
1115:
1113:
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1059:
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1025:. Kongregate.com
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921:. Archived from
910:
904:
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885:
879:
878:
876:
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863:FaeDine (2016).
860:
854:
853:
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823:
822:
807:
801:
800:
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796:
787:. Archived from
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764:
758:Official website
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718:
708:
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649:
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603:. Archived from
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65:in-game currency
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2259:
2258:
2257:
2255:
2254:
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2234:
2233:
2232:
2223:
2187:
2178:Twitch gameplay
2103:
2067:
2029:
1916:
1868:Survival horror
1841:
1791:Time management
1753:
1732:
1723:Train simulator
1682:
1647:
1619:
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1407:
1381:
1368:
1308:
1304:Survival horror
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1188:
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1170:
1111:
1097:
1069:
1067:Further reading
1064:
1063:
1054:
1052:
1049:Kongregate Blog
1041:
1037:
1028:
1026:
1023:Kongregate Blog
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994:
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989:
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925:on 31 July 2015
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548:
542:, and Notcoin.
532:error in design
511:
500:, among others.
498:Curl Up and Fly
451:
439:Idle Game Maker
411:
325:offline earning
270:Kongregate Chat
230:
208:
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127:energy currency
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83:
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17:
16:Video game type
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2173:Side-scrolling
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2018:Climate change
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1835:Grand strategy
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1551:Monster-taming
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1529:Looter shooter
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1325:Hack and slash
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1211:Endless runner
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890:"Kittens Game"
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517:An example of
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489:, among others
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435:Cookie Clicker
410:
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370:Clicker Heroes
345:Cookie Clicker
257:Progress Quest
244:Cookie Clicker
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187:Cookie Clicker
177:
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157:Chrono Trigger
147:
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41:clicking games
35:also known as
25:Progress Quest
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838:Cirr (2016).
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754:"Cow Clicker"
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210:Pioneered by
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184:: games like
183:
173:
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170:Realm Grinder
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152:New Game Plus
146:New Game Plus
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112:large numbers
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38:
37:clicker games
34:
27:
26:
21:
2204:Toys-to-life
2144:
2137:
2089:
2034:Player modes
1998:Personalized
1983:
1972:
1940:
1874:
1846:Other genres
1776:Auto battler
1744:Falling-sand
1706:Lunar Lander
1516:Role-playing
1499:
1441:Visual novel
1403:Metroidvania
1395:
1349:
1281:Third-person
1254:Shoot 'em up
1239:First-person
1121:
1078:
1053:. Retrieved
1048:
1038:
1027:. Retrieved
1022:
1012:
1000:. Retrieved
990:
978:. Retrieved
972:
962:
950:. Retrieved
939:
927:. Retrieved
923:the original
918:
908:
897:. Retrieved
893:
883:
872:. Retrieved
868:
858:
847:. Retrieved
843:
840:"Shark Game"
833:
825:
819:. Retrieved
815:
805:
793:. Retrieved
789:the original
782:
772:
761:. Retrieved
757:
747:
736:. Retrieved
732:
723:
713:
669:. Retrieved
658:
646:. Retrieved
616:
609:. Retrieved
605:the original
598:
573:. Retrieved
564:
554:
531:
527:auto clicker
524:
519:auto clicker
509:Auto clicker
503:
497:
493:
486:
482:
470:
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443:
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414:
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403:monetization
400:
396:Kittens Game
395:
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368:
360:Make It Rain
358:
352:
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206:Monetization
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109:
106:Rapid growth
88:
84:
69:
44:
43:(on PCs) or
40:
36:
32:
31:
23:
2120:Hypercasual
2041:Multiplayer
1957:Educational
1907:Programming
1902:Photography
1875:Incremental
1671:Kart racing
1615:Virtual pet
1446:Walking sim
1421:Escape room
1320:Beat 'em up
1259:Bullet hell
869:faedine.com
472:Game of War
349:Cow Clicker
333:A Dark Room
300:Cow Clicker
287:Maple Story
274:John Cooney
142:direction.
49:video games
2238:Categories
2161:Open world
2072:Production
1993:Nonviolent
1676:Sim racing
1643:Government
1578:Simulation
1269:Twin-stick
1203:Platformer
1055:2021-02-17
1029:2021-02-17
980:1 November
899:2021-02-17
874:2021-02-17
849:2021-02-17
821:2021-02-17
763:2021-02-16
738:2021-02-16
733:Kongregate
667:. Tutsplus
546:References
538:projects,
466:Mafia Wars
388:Shark Game
354:Candy Box!
338:Candy Box!
315:capitalism
305:Ian Bogost
303:(2010, by
266:Kongregate
238:Candy Box!
193:Candy Box!
162:Tap Titans
70:idle games
1947:Christian
1935:Advergame
1823:Artillery
1556:Roguelike
1534:Soulslike
1413:Adventure
1249:Light gun
536:meme coin
483:Mythborne
449:Influence
409:Reception
317:) called
295:Anti-Idle
92:retention
76:Mechanics
45:tap games
2199:Minigame
2151:Masocore
2097:Fan game
1967:Licensed
1892:Non-game
1763:Strategy
1633:Business
1332:Fighting
1291:Survival
1276:Tactical
1135:Archived
1109:Archived
844:Cirri.al
642:Archived
569:Archived
521:software
445:in it."
282:grinding
61:grinding
57:clicking
53:gameplay
2166:Sandbox
2008:Serious
1941:BishĹŤjo
1858:Fitness
1830:Wargame
1688:Vehicle
1661:Fishing
1600:Farming
1500:Sokoban
1364:Stealth
1350:Pac-Man
1226:Shooter
1105:5039415
1002:10 July
974:Polygon
952:2 April
929:31 July
865:"Crank"
816:IGN.com
795:31 July
648:17 June
611:31 July
540:TapSwap
487:Wartune
460:Hay Day
422:erotica
262:MMORPGs
228:History
2115:Casual
2108:Design
2090:Doujin
2003:Sci-fi
1979:Sexual
1952:Comedy
1928:Themes
1912:Typing
1885:Rhythm
1863:Horror
1701:Combat
1666:Racing
1653:Sports
1610:Social
1595:Dating
1546:MMORPG
1486:Puzzle
1194:Action
1103:
1093:
919:Kotaku
784:Kotaku
671:8 June
600:Kotaku
575:27 May
494:per se
416:Kotaku
51:whose
2192:Other
2145:Kaizo
2138:Gacha
2084:Indie
2046:Co-op
1985:Eroge
1973:Otome
1962:Girls
1897:Party
1880:Music
1737:Other
1711:Space
1398:clone
1359:Snake
1352:clone
1313:Other
1234:Arena
1112:(PDF)
1101:S2CID
948:. IGN
392:Crank
365:Steam
284:in a
224:etc.
217:gacha
2092:soft
2023:News
1853:Cozy
1781:MOBA
1587:Life
1344:Maze
1264:Rail
1244:Hero
1091:ISBN
1004:2014
982:2013
954:2014
931:2015
797:2015
673:2015
650:2014
613:2015
577:2015
383:Time
351:and
2132:FMV
2079:AAA
2056:PVP
2051:MMO
2013:Art
1625:CMS
1605:God
1127:doi
1083:doi
525:An
496:):
479:AFK
428:IGN
252:GDC
196:or
2240::
1771:4X
1133:.
1107:.
1099:.
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971:.
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867:.
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681:^
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624:^
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579:.
Text is available under the Creative Commons Attribution-ShareAlike License. Additional terms may apply.