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Hi everyone,
Today, we’re back with a major new update for Incremental Infinity. We're really excited about this one and hope you’ll like what we’ve added to the game!
The biggest change in this version is the addition of node rarity. We introduced this based on your suggestions, so a huge thanks once again to everyone who shared their feedback with us. We’ll continue to improve the game based on your suggestions in the future.
So, let's dive into node rarity!
We’ve implemented 3 types of special nodes:
Uncommon nodes appear at a 1/30 rate and give a double bonus
Rare nodes appear at a 1/200 rate and give a triple bonus
Epic nodes appear at a 1/2000 rate and give a quadruple bonus
As a side effect, this also boosts the player's overall power level, as all these nodes cost the same as a standard upgrade. Based on your feedback, we feel it's not an issue if players become more powerful, so we’ve kept it as is!
We hope you'll have a lot of fun exploring the skill tree with these new rare nodes!
Here is the complete changelist:
Added Uncommon, Rare, and Epic nodes
Base Damage nodes now appear at the same percentage, regardless of how many other upgrades you’ve unlocked in the pool. To be clear, in this version, whether you’ve unlocked just 1 power or all of them, you’ll find the exact same amount of Base Damage nodes. This should make a wider variety of builds more powerful!
Optimization pass: Better overall performance.
Fixed a bug where the synergy node Laser Critic wasn’t highlighted.
Thanks for joining us on this journey and have fun with Incremental Infinity!
—
The Rablo Games Team
Hi everyone,
We're back with another update for Incremental Infinity!
Today, we're introducing new late-game options and tweaks to the diamonds economy.
Let's jump right in!
We've added two new synergy nodes. These are unique nodes that immediately enhance one of your weapons based on the power level of another. For example, an existing synergy node was to enable critical shots on the multi-shots weapon.
Here are the two additions:
Lightning Chain's cooldown is slightly reduced for each Fire Rate upgrade.
This node unlocks at Ascension 6.
Lasers can now poison enemies.
This node unlocks at Ascension 8, extending the end-game content. Previously, the last upgrade was unlocked at Ascension 7.
If you're already beyond Ascension 6 or 8, these nodes can appear in newly discovered sectors during your current run. There's no need to Ascend again to unlock them.
We hope these new synergies will encourage new builds and expand the range of viable strategies available to you. If you already rely on these weapons, they should also provide a nice boost to your late-game firepower.
More of those synergy nodes will be added to the game very soon!
Many players told us they were ending up with too many Diamonds and that the Diamond Ascension didn't feel particularly rewarding. We think one of the main reasons for this is that synergy nodes are currently too inexpensive.
In the current version, they only cost 2 Diamonds, despite being late-game content (the first one only becomes available after your first Ascension). They're also extremely powerful, especially later in the game once the related weapon has been heavily upgraded.
A cost of 2 Diamonds made perfect sense in the demo, where synergy nodes were available from Ascension 0. In the full game, however, since they unlock later, that price is simply too low.
We've therefore decided to increase the cost of synergy nodes. Depending on the node, they now cost 5 or 10 Diamonds. We believe this change will make them feel much more rewarding to unlock while also giving Diamonds, and the Diamond Ascension itself, a more meaningful role.
We hope you'll enjoy this new version of the game, and as always, we're looking forward to hearing your feedback!
Thank you!
The Rablo Games Team
Hi everyone,
We're continuing to roll out updates for Incremental Infinity!
Earlier today, we released version 1.01.3, which introduced new balance adjustments and additional options. And just now, version 1.01.4 has also gone live.
This last update brings something really cool: the game now gives you detailed information about how to find the next Ascension node!
Our original vision was to encourage players to freely explore the skill tree and naturally discover Ascension nodes along the way, without revealing the underlying rules. However, many of you told us that this felt confusing. Some players weren't sure how Ascension nodes were found and worried they could get stuck, which is definitely something we want to avoid.
Starting with this update, we've decided to make the system fully transparent. A new icon has been added to the top-right corner of the Skill Tree. Hovering over it will show you exactly how many more sectors you need to expand before discovering the next Blinking Star.
We hope this change will make exploration feel much clearer and help you better plan your builds without worrying about missing an Ascension node.
Version 1.01.3
Slightly increased base damage (Normal Mode only, Easy Mode is unchanged)
Added Colorblind Mode
Added an option to disable particle effects
Version 1.01.4
Added detailed information explaining how to find the next Ascension node
Added the VSync option
We're currently working on adding detailed weapon statistics, allowing you to compare the damage dealt by each type of weapon.
We hope this new version makes the game more fun for everyone. Don't hesitate to give us your feedback on these new changes and what you would like to see added in the game in the future.
Thank you,
The Rablo Games team
Hi everyone,
First of all, we'd like to thank you all for playing Incremental Infinity. It truly means a lot to us!
We've been reading your feedback carefully since launch, and we're really grateful to everyone who took the time to share their experience with us. Many of you shared feedback about aspects of the game that could be improved, and we've prepared a first batch of updates that are already live.
The biggest change is the game balance. The previous version was a bit too easy, which made the sense of progression less rewarding than we intended. In this update, the default difficulty has been increased, and we've added an Easy Mode option. If you enable Easy Mode, the game will use the same difficulty as the previous version. So if you preferred the original balancing, feel free to turn it on at any time.
Another major improvement is that hovering over a node in the skill tree now highlights all available nodes of the same type. This should make it much easier to quickly spot the upgrades you're looking for.
Here is the complete list of changes included in this update:
Bugs & Performance
VSync is now disabled by default and the frame rate is capped at 60 FPS to prevent performance issues on some AMD CPUs.
An option to enable VSync and increase the FPS cap will be added very soon.
Quality of Life
Hovering over a skill tree node now highlights all available nodes of the same type.
Blinking stars above Ascension nodes and Epic Chest nodes are now more visible.
Blinking stars above activated Epic Chests are now removed.
The Ascension description has been clarified (you must hold the button to ascend, and reaching the indicated wave increases the bonus by 0.1).
If you die immediately after respawning, you'll now be sent back a little further when re-respawning to prevent getting stuck.
Balancing
Base damage has been reduced.
The damage bonus granted after reaching 10 Turrets has been reduced.
Added an Easy Mode option. If the game feels too difficult, you can enable it at any time to restore the previous version's base damage.
Thank you so much for playing Incremental Infinity! We'll have another batch of updates coming very soon. Don't hesitate to let us know what you would like to see in the game in the future.
In the meantime, we hope you'll enjoy the new version of the game!
The Rablo Games Team
Thank you for your patience and for following us throughout the development of the game. Your messages and support have truly meant a lot to us, and we can't wait to hear what you think now that the game is finally in your hands!
I'd also like to take this opportunity to thank our most dedicated playtesters.
These amazing people spent countless hours testing multiple versions of the game, reporting issues in incredible detail, and sharing thoughtful feedback and suggestions. Some of them have played the game for well over 100 hours!
Incremental Infinity wouldn't be what it is without them, so huge shoutout to
Mad_Spy
Salt
viperblade
Ronhin
I'd also like to thank our Discord and Steam communities for their kindness and support. If you would like to join us, feel free to use these invites.
Join our Discord: https://discord.gg/axgNXpRhpV
Follow us on Steam: https://store.steampowered.com/developer/Rablo_Games
Most importantly, we hope you'll have an amazing time playing Incremental Infinity.
As game developers, that's what matters the most to us. 😊
Thank you,
The Rablo Games team
Pablo & Baptiste
Wow! Did we really just pass the 11,000 wishlists milestone!?
That's truly incredible! A huge thank you to everyone for your amazing support. It really means the world to me!
By the way, do you remember that just yesterday I told you all I had left to do was press the "Release App..." button?
I LIED!
I woke up at 3:00 AM this morning to make sure everything was perfect... and somehow I still ended up tweaking the balance just a tiny bit more. ^^'
Thank you for being part of this journey!
Pablo from Rablo Games
Hi everyone,
In less than 48 hours, Incremental Infinity will finally be released!
While we're definitely feeling a bit nervous, we're also incredibly excited to finally let you all play our game. We've been working hard to squash the last bugs, polish every little detail, and make sure everything is ready for your arrival. The last thing to do now is clicking the "Release App..." button. Not the hardest part... 😅
Oh, by the way, Incremental Infinity will launch at $4.99, with a 20% launch discount available for the first few days.
Thank you so much for being part of this journey.
We truly hope you'll have a great time with Incremental Infinity! 😊
Pablo & Baptiste
Hi everyone,
With the release just one week away, we've now passed 7,000 wishlists! 🎉
We honestly can't thank you enough for the support you've shown throughout development. Every wishlist, comment, and piece of feedback has helped us reach this point, and it truly means a lot to us.
Behind the scenes, we've continued polishing the game for release. We've improved the way stats are displayed to make them easier to understand, and we've been applying small balance tweaks to ensure everything feels just right from day one.
We're also happy to announce that the Original Soundtrack is ready and will be available alongside the game!
Thank you for being part of this journey!
Hi everyone,
We're excited to announce that Incremental Infinity will launch on July 20, 2026!
We've been working hard to bring the game to the finish line, and we can't wait for you to dive into the full experience. Thank you so much for your support throughout development, it truly means a lot to us.
Only 10 days left... see you on July 20!
-
Pablo & Baptiste
Hi everyone,
We just hit the milestone of 5,000 Wishlists for Incremental Infinity! We are absolutely thrilled! 🎉
Thank you so much for your amazing support. As fans of incremental games, we all love to watch numbers go up, but seeing this specific counter climb means the world to our very small team. It proves that people genuinely care about our project, and that is the best motivation boost we could ever ask for.
What's next? We’re currently working hard on the game to make sure it’s as satisfying as possible. Stay tuned, we'll have more updates to share with you soon!
Thank you again for being part of this journey. Let's keep making numbers grow together!
Pablo & Baptiste
Hey everyone,
It’s been a little while since the last demo update! Since our game is all about infinity, we’ve recently been focusing a lot on the full experience. The demo only covers the first 30 minutes or so of the game, but we hope the full release will keep you playing for a loooooong time. After all, the game is about infinity, so technically… you could play forever. 😁
So today, we’re back with another big update for the Incremental Infinity Demo! As we’re getting closer to the final release, this may be the last demo update… or maybe not. Either way, we’re getting closer and closer to the full game's final version. :)
Here are the main changes in this version:
Added a new weapon: Chain Lightning
Starting upgrades are now randomized, so each run begins with different upgrade options
The laser can now be fired manually by clicking the laser gauge
You can now store up to 2 laser charges
Changed diamond colors to yellow to better match the skill tree visuals
Added Empty Nodes: free nodes that do nothing, allowing faster progression through the skill tree
Bounce now doubles damage after each bounce
Shield upgrades now provide much higher damage bonuses
Added 3 new unlockable upgrades:
Critical Multi-Shot: Enables critical strikes for multi-shots
Critical Turret: Enables critical strikes for turrets
Poison Turret: Enable poison for turrets
Multi-Shot now evolves into Super Multi-Shot after spawning the 11th projectile
Missiles now evolve into Super Missiles instead of spawning a 6th missile, and have better precision
Poison now reduces enemy speed by 1% per upgrade, but its duration has been reduced from 10 seconds to 3 seconds
Reworked upgrade descriptions to make them clearer and more informative
Reworked several animations, including player shooting and enemy hit effects
As always, we’d love to hear your feedback on this new version, especially now that the full release is getting closer. It is currently planned for July, so there’s still time to make Incremental Infinity even better!
You can share your feedback on the Steam forums or on our Discord server.
Lastly, we’ve recently been running some closed playtests for the full game. If you’re interested in joining, feel free to send us a message on Discord.
Take care,
-
The Rablo Games Team
Hey everyone,
Today we’re releasing a new major update for the Incremental Infinity demo.
The main addition is the new quest system. It lets you earn extra Skill Points and Diamonds by completing objectives. Starting from wave 3, you’ll always have 3 active objectives. When you complete one, the other two are discarded and replaced with a new set of 3 objectives.
This lets you make meaningful choices as you explore the endless skill tree of Incremental Infinity and will fasten your progression.
Change list:
Added the Quest system
Put colors on resources everywhere, so that it's easier to differentiate Skill Points from Diamonds
Fix a bug with the Compact Mode
We hope you'll like the new version!
As always, feel free to share your feedback with us, either on the Steam forums or on our Discord server.
Take care,
-
The Rablo Games team
Hey everyone,
We're back with a new update for Incremental Infinity! This patch brings several improvements to the demo, including saving, new gameplay elements and additional languages.
Here’s a quick overview of what’s new:
Saves
Stars in the Skill Tree
9 New Languages
Reworked Balancing
Enemy Patterns
Bug Fixes
Quality-of-Life Improvements
Until now, the demo didn’t save your progress. This has now been fixed! When you relaunch the game, your progress will continue from where you left off.
If you want to start over, you can reset your progress in Options → Reset Game.
This is the main gameplay addition in this update. You may now notice blinking stars appearing across the skill tree map. Try to reach them!
In addition to English and French, the game is now available in 9 new languages:
Portuguese (Brazil)
Spanish
German
Italian
Japanese
Simplified Chinese
Traditional Chinese
Korean
Russian
Several balance adjustments have been made:
Epic Chests now cost 1 Diamond instead of 32, but grant 2 skill points instead of 3
The exponential cost scaling of starting waves and normal chests has been reduced
Many additional small balance tweaks have been applied
Every 10 waves, enemies will now spawn in predetermined patterns instead of appearing randomly.
This makes certain waves feel more distinct and strategic.
The game now has better support for various screen sizes, including ultra-wide monitors.
Press ESC to open and close the Stats Menu
Press TAB to open and close the Skill Tree
Upgraded turrets and mines now have a level indicator
We believe the visible stars in the skill tree make progression more engaging and give players new goals to chase. We hope you enjoy this new version of the demo! We're already working on the next update, which will introduce even more features and improvements.
Until then, have fun with Incremental Infinity, and feel free to report any issues or share feedback in the forums. Your feedback is super important to us and will help us make the game better.
Take care,
–
The Rablo Games Team
Hi everyone,
We just updated the demo of Incremental Infinity. Let’s take a look at the changes!
We recently updated the way super-upgrades are offered in the game. Epic chests and Ascension upgrades now only appear in dedicated sectors, called super-sectors. Super-upgrades also have a distinct icon to make them stand out.
We started implementing various upgrades that create synergies between the upgrades you previously selected. At the moment, we have three of them, but more are planned to be added soon. They can be very powerful and only cost 10 diamonds to acquire, so be sure not to miss them if they pop up in your skill tree.
Allows your mines to inherit from Critical Chances and Critical Damage Upgrades.
Allows your Missiles to inherit from Critical Chances and Critical Damage Upgrades.
Gives every turret a 2% chance to launch a missile every second for every Missile upgrade unlocked.
3 types of Ascension now exist:
Ascension XP - raises XP gain permanently
Ascension Damage - raises damage permanently
Ascension Start Bonus - gives an amount of diamonds after every Ascension
They are not available in the demo, but you will be able to try them as soon as the full game releases.
The stat list on the left menu now shhows how many upgrades of each type you've picked. This makes it easier to get an overview of your current build at a glance.
Mine damage is now displayed correctly.
We added tooltips when hovering over the XP gauge and the player to provide more information.
We added a shooting animation for turrets.
Fixed minor graphical issues in the skill tree.
We updated the game capsule on the Steam store
We hope you'll enjoy the new version of the demo! If you do, please consider leaving a review for it, it would help us a lot!
Take care,
The Rablo Games team
Hi everyone,
Before anything else, we wish you all an amazing 2026! 🎉
Here’s the first update of the year for Incremental Infinity! We’ve added some cool new content, so let’s jump right in and see what’s new.
You can now unlock a new upgrade in the skill tree that places a mine on the screen.
When an enemy gets close, the mine explodes. After that, it reappears 2 seconds later. You can have up to 4 mines active at the same time. If you keep unlocking mine upgrades beyond that limit, your existing mines will become stronger instead. As with all other upgrades in the game, there’s no limit to how many mine upgrades you can take!
Until now, the game featured normal enemies and big, slow ones. A new threat has entered the arena: a thin, fast enemy. This enemy is weak, but moves twice as fast as the normal one and approaches you in a zigzag pattern, making it harder to deal with.
We’ve reworked how sectors unlock in the skill tree to make the process more satisfying. Previously, this part felt a bit underwhelming. Now, each upgrade appears one after another, accompanied by dedicated visual and sound effects, providing better feedback when expanding the tree.
Fixed an issue where enemies could be pushed outside the player’s attack range when heavily investing in the pushback upgrade.
Fixed a progression lock that could occur when restarting on a wave with big enemies while growing very quickly during the zoom-out.
We hope you’ll enjoy this new version of Incremental Infinity! Feel free to try the demo, and if you enjoy the game, leaving a review would help us a lot.
We’ll be back very soon with more updates!
Take care,
The Rablo Games team
Hi everyone,
2026 is upon us, but we still have a last update of Incremental Infinity to share before 2025 fades away!
New enemies! After the first few waves, you will now sometimes see bolder, slower enemies spawning. When you beat them, they will spawn 5 smaller enemies, so try to have them destroyed before they get close to you.
We added Epic Chests! These are rare chest which cost a lot of diamonds to open, but they give you 3 skill points. This is a first step towards better balance and usage of diamonds, and more updates are coming soon!
Doubled the efficiency of the Enemy pushback upgrade
We increased the way the following upgrades become more powerful over time (the value increases more when you pick multiple upgrades): player fire rate, critical hit damage
The Epic Chest upgrades give more usage to the diamonds and quicker progression in the skill tree
It is now not possible anymore to make the starting wave higher than the maximum wave reached. The starting wave will never be higher than the maximum wave reached -10. This needed to be changed as some players were stuck by having a starting wave higher than the maximum wave.
Passing from fullscreen to windowed now behaves correctly.
We added a small line below the XP gauge so that it's easier to see when it will be filled.
The shield is now blue instead of red.
It is now easier to put the skill tree on the side of its window. It won't be "blocked" anymore in the center.
We hope you'll enjoy the new version. As always, feel free to let us know your feedback in the Steam forum, or on our Discord channel.
We wish you all the best for 2026! 🎉
-
The Rablo Games team
Hi everyone,
We’re super happy to announce that we’ve released a major update to the demo today. Here’s a recap of the main changes:
Previously, all upgrades were available from the start. In the latest version, special powers such as the Shield, Turret and Homing Missiles must be unlocked to appear as new upgrade options as you expand the skill tree.
Upgrades on the exterior will expand the skill tree while adding a new upgrade to the pool.
This major change adds a strategic layer where you have to choose which upgrades you want to play with while expanding the skill tree. If you don't unlock the Critical Chance upgrade for example, it will never appear.
A new upgrade has been added: the Shield.
When enemies come very close to you, the shield will explode and damage all enemies around you, once per wave.
While navigating the skill tree, you can now find chest upgrades.
These allow you to gain one skill point in exchange for a few diamonds.
We also improved various things in the game, including:
Sounds when gaining a skill point or a diamond
Made explosions more visible
Global balancing update
Better explanations and quality of life improvements
We still have many improvements to make on the game. For example we are aware that during long games, you may earn a lot of diamonds without always having something to do with them. This is one of the next things we'll improve. We also plan to add ascension levels soon.
We hope you like the new version of Incremental Infinity. We'll be back soon with more updates!
-
The Rablo Games team
Hi Everyone,
Today, we’re excited to share the first update to the demo, featuring two brand-new upgrade types: Explosions and Homing Missiles.
With this upgrade, every defeated enemy now explodes, dealing damage to nearby units. The closer an enemy is to the center of the blast, the more damage it takes, while units farther away receive reduced damage.
This upgrade gives you a 25% chance to fire a homing missile every second. Each additional copy stacks independently. For example, owning five of them gives you five separate 25% chances to trigger a missile—meaning you can fire anywhere from 0 to 5 missiles per second.
Like every perk in the game, both upgrades can be enhanced without any limit.
We also tweaked the progression, decreasing slightly the amount of xp needed to gain more skill points after the early game, and we fixed the windowed mode which couldn't be resized.
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Please keep in mind that the current demo is still an early version. We’re actively working on making everything more dynamic and exciting. Many more upgrades and features are planned before release, including Ascension levels, bonus tiles in the skill trees, and much more.
If you have any feedback, feel free to reach out—either on the Steam forums or through our Discord channel. We'd love to hear from you!
-
The Rablo Games team
About
This page aggregates Steam news feeds, patch notes, and developer announcements for Incremental Infinity, sourced from official Steam community posts.
Major updates, balance changes, and seasonal events often correlate with player-count spikes — cross-reference announcements here with the live charts on the main Incremental Infinity statistics page.
Articles link back to Steam for full changelogs. SteamScope refreshes news entries as new posts are published to the game's Steam hub.