
Smash ancient rocks, collect civilization badges, and grow your hometown into a thriving hub of progress. This simple yet addictive incremental game with active clicking guides humanity from caves to the stars.
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About
An alien ship has crash-landed on prehistoric Earth. Stranded and far from home, the survivors find themselves surrounded by primitive humans. The only way back to the stars? Ignite the spark of civilization.
Click To Civ is an incremental game with active clicking where you collect ancient civilization badges and grow your hometown into a thriving hub of progress.
Caves: Explore mysterious caves, strike monolith-like rocks, and uncover badges hidden within. Each smash carries a chance to reward you with fragments of long-lost knowledge.
Hometown: Place your collected badges in your settlement. The more you gather, the higher the badge level — and the more gold your village produces passively over time.
Also, you can click the badges to harvest gold instantly.
Your journey begins with manual clicks, but as your civilization advances, powerful automated systems take over. Develop technology that mines the caves for you, transforming your hard labor into a self-sufficient engine of progress. Witness your civilization's power grow as you shift from active clicking to strategic oversight, ensuring growth continues without finger fatigue.
Start each game with a unique item loadout that reshapes your strategy and choices. No two playthroughs are the same — experiment with powerful item combinations and discover new ways to lead your civilization to greatness.
The true engine of your advancement lies in the chests you unearth. Every chest you open reveals powerful **items** that are key to your progress. This core loop of discovery and reward is where strategy truly unfolds. Will you find an item that multiplies your click power or a schematic that skyrockets your automated production? Each chest opens a new path to the stars.
Badges are the heart of your progress. Every badge you earn drives your hometown to grow faster, stronger, and richer.
From humble caves of stone to the dream of interstellar flight, guide humanity’s first steps into civilization. Your mission: help the survivors rebuild, advance, and one day launch a starship to return to their homeworld.
- Addictive clicker-core gameplay, instantly easy to grasp
- A meaningful progression from active clicking to powerful automation
- A core loop of chest discovery that fuels your growth
- Randomized item system for dynamic replayability
- Relaxing yet rewarding progression
- A mix of mystery and sci-fi woven into a simple Stone Age setting
No clutter, no unnecessary complexity — just pure progression. Can you spark civilization and lead humanity back to the stars?
Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English, Korean
Engagement
Hours played at review time, across 40 reviews with recorded playtime.
Reviews
Themes across 40 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
positive critical· bar length = how often the theme comes up
Reviews
100% achievements in ~2.5h tl;dr = Digseum clone but inferior Pros + items + badges telling a story of human history and civilization as we move through the ages Neutral = active gold gain: passive gold gain is relatively low, your game is split into rock breaking in caves phase and gold farming in hometown phase. It's different and has a strategic aspect (e.g. speedrun) but some people will hate the clicker part of the game. Cons - all the badges are the same: you break rocks and get badges, all badges are the same unlike Digseum that at least had different shapes on the map - all the maps (= caves ~= rocks, I'm just going to call them maps) are the same: just different durability and count/layout which is not a meaningful difference at all - boring gameplay: spam click rocks, no brain used - boring tool upgrades: due to overly simplistic rock breaking gameplay, tool upgrades are also incredibly vanilla and boring - boring tree upgrades: no new mechanic unlocked, just increases numbers of basic stats - too many maps and badges: this could have been a strong point but because all the maps are the same and all the badges are the same, unlocking a new map or obtaining a new badge is unexciting and gets too mundane. Having so many maps and badges makes each less remarkable as it's just another one out of hundreds. Like you go through 100+ badges in half hour period and 94+ of them get obsolete in the same time window so of course each badge is unmemorable. Literally only 1 memorable badge (spoilers, but might be obvious). - low playtime for price: this game is ~2.5h for $4 which better than Click and Conquers' 100 minutes for $4 but too many incremental games offer 1h+ / $ without being grindy as they have interesting tree and thought out pacing Minor gripe - arrows in skill tree makes no sense. The direction doesn't affect anything but doesn't convey anything either. - items auto used: there is no way to disable or save an item for later, so the item dictates what you should do for optimal usage. Normally you decide when to use an item. This makes it so you have to grind for an item again when you need it. Anyone who is making a game inspired by Digseum should study Far Fishing and Pinata Go Boom to learn how interesting maps, objects, mechanics that change gameplay and thought out pacing are in incremental games in 2025 as the genre has evolved a lot this year.
100%ed the game in the time shown. blatant ripoff of digseum without adding anything of substance or any of the charm digseum had
This game reminds me a lot of Digseum, not necessarily a bad thing. It didn't overstay it's welcome.
все улучшения привязаны к большому количеству алмазов, а шанс получения хоть одного нереально низкий, + игра копирует дигсеум
Uninspired rip-off of [i]Digseum[/i]. Just go play that instead.
I found the mini-game portion deadly slow and dull, to the point that I had no interest in gaining upgrades.
Basic stuff just doesn't work. You can spend Prestige to unlock the ability to keep your Badges and Levels for specific areas whenever you Prestige, but it just doesn't work. The Badges still disappear. And the cost to Prestige goes up by an INSANE amount each time, so I can no longer afford to Prestige. Unless this is the same dev that made Digseum, this is a blatant ripoff anyway.
Click to Civ, developed and published by Phantom Realm, is a compact incremental game that frames its familiar clicker mechanics around the rise of civilization, offering a structured sense of progression that moves from primitive beginnings to a more automated and optimized system. It embraces the core appeal of the genre—steady growth and visible advancement—while attempting to give that loop a thematic identity rooted in human development and expansion. The experience begins in a deliberately simple state. Players are tasked with manually gathering resources by interacting with basic elements, establishing a rhythm that is both repetitive and immediately satisfying. This early phase is heavily focused on active participation, requiring constant input to generate progress. While this might feel limited at first, it serves an important role in setting the foundation for the systems that follow. The gradual accumulation of resources leads to the unlocking of new features, allowing players to transition from direct control to more passive forms of progression. As the game unfolds, it introduces systems that shift the experience away from pure clicking and toward management and optimization. Resources can be invested into a developing settlement, where they begin to generate value over time without constant input. This transition is one of the game’s more effective elements, as it creates a sense of evolution not just in the scale of the player’s progress but in how the game is played. What starts as a simple, hands-on activity gradually becomes a more strategic process, where decisions about upgrades and efficiency take precedence over raw input. The progression system is supported by additional features such as randomized rewards and upgrade variations, which add a degree of unpredictability to each session. These elements encourage experimentation, as different combinations can influence how quickly or efficiently players advance. While these systems are not deeply complex, they provide enough variation to prevent the experience from feeling entirely static, particularly during the mid-game where incremental titles often risk becoming repetitive. Despite these strengths, the game’s overall scope is relatively limited. It is designed to be completed within a short timeframe compared to many other incremental games, which often extend into long-term, ongoing experiences. This concise structure works well in maintaining a steady pace, ensuring that players are consistently rewarded without excessive grinding. However, it also means that the game does not offer significant long-term depth, and once the core systems have been fully explored, there is little left to discover. Visually, the game adopts a clean and functional presentation that emphasizes clarity. The interface is straightforward, allowing players to easily track resources, upgrades, and progression. The aesthetic leans toward simplicity, ensuring that nothing distracts from the core gameplay loop. While it does not aim for visual innovation, it succeeds in providing a readable and cohesive environment that supports the experience. Pacing is generally well-balanced in the early and middle stages, with a consistent flow of upgrades and milestones that maintain engagement. As the game progresses, however, it begins to slow, with certain sections requiring players to wait for resources to accumulate. This shift toward passivity is common within the genre, but it can feel more pronounced here due to the game’s shorter overall length. Additionally, occasional technical issues can interrupt the experience, highlighting areas where further refinement would have been beneficial. Ultimately, Click to Civ is a focused and accessible entry in the incremental genre, offering a satisfying progression loop within a clearly defined scope. It does not attempt to compete with larger, more complex titles, but instead delivers a streamlined experience that captures the essence of growth and optimization. For players looking for a concise and approachable idle game, it provides an enjoyable journey, even if its limited depth prevents it from leaving a lasting impression. Rating: 7/10
Very Short fun little game i bought it on sale even tho its already cheap with how small it is id reccomend a sale
Great game, satisfying progression, gets a little grindy near the end, but good solid mechanics. Would highly recommend.
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Audience
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