
Build amazing marble contraptions with IncrediMarble! Enjoy idle incremental tycoon sandbox simulation gameplay with the best physics Unity can offer. It's like that old toy you had as a kid!
Modeled estimate, not a reported figure. How we estimate →
Prices
The United States storefront in every case, so this compares stores and not countries.
About
Genres
Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English
Add-ons
Each DLC is estimated with the same model as a game, then summed — a modeled figure, not reported DLC sales.
Sums Steam only; Epic publishes no volume signal, so the true total is higher by an unknown amount.
| Store | Price | Audience | Score | Chart | Est. revenue |
|---|---|---|---|---|---|
SteamYou are here | $6.99 | 125reviews | 93% | — | $29.5K |
| $6.99 | — | — | — | not modelled |
Matched by title — a reused name can pair the wrong games. * is a critic aggregate. Prices and positions are each store's United States storefront; Epic charts worldwide. Audience and Score too, except Steam's, which is worldwide.
Engagement
Reviews
Themes across 40 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
Feels related to a fruit dropping video game. Don't know why
suprising good too awhile though to get the pieces
Pretty good, but the marbles get stuck way too easily. Not sure what you could do to fix it but I have a lot of issues with the funnels in the game. Otherwise a fun lil incremental game, solid in concept, mostly solid in execution!
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Price dynamics, follower growth, revenue and sales trajectories with interactive tooltips
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Hours played at review time, across 40 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
Ever feel old? Want to relive dropping marbles? This is for you.
I do like this game, or at least what it tried to go for. I haven't played it much so take my opinion with a grain of salt. I think my main issue with this is that the game play doesn't promote the concept. The game clearly has a lot of love put into it however the marble sandbox doesn't seem to lend itself well to idle game play, the sandbox aspect promotes creativity with being able to place your pieces wherever you want and create a whole assortment of contraptions and relive your childhood full of marble mayhem, but the idle aspect encourages just putting all your pieces in a line to make the most money in the most efficient way possible. The sandbox dlc allows you to work with all the pieces to your hearts content but it throws out the idle aspect. I wanted to like this game more than I did however I'm interested in seeing where this developer goes from here either with this game or future prospects and I wish them luck. Again I liked the idea of putting a more creative spin on the idle genre however I don't think this game in it's current state is the best blend. (at least from what I've experienced) I would still recommend it to someone who is interested in the concept or even just for the sandbox dlc, but unfortunately it didn't make me want to keep playing it for more than half an hour.
This is very thoughtfully implemented. I wasn't sure I'd like the progression system at first, but the fact that the game logs progress for a while when it's off, coupled with the extra score multiplier pieces which move periodically (which you're free to engage with or not) has made it fun to keep checking back on this. Initially, the pace you earn the in-game currency at is slow enough to make it feel worthwhile to experiment and optimize which pieces you use, and the way they're arranged, which feels similar to a city or theme park manager. After a while, though, I had enough resources to work with that it was fun to start messing around with the course's layout and elements just to see what's possible. The ability to save courses, and portions of courses, would be great. I'd love some more polish for the interface, as it does feel a bit limited in areas. Explanations of what buttons are before you click them, volume sliders (rather than simply mute on and off) as well as an undo function, would be great additions. Accidentally putting something in the wrong place can sometimes require you to disassemble and reassemble part of your course, since it's not always possible to select the piece you want when several are layered on top of each other. An undo ability would mitigate some frustration in that area. So far I've really enjoyed coming back to this.
its cool lotta things and unique whatever i lovauet ai |FatwTASTfWet
This looks like it's a marble toy, and it is. But there's also more strategy than it looks like. Figuring out the *optimal* way to score and use the bonus pieces is a cool concept that works well.
This is a super fun brain off game, very good time. I love the gameplay loop, its very satisfying. If i had to make some suggestions I'd say some more pieces would be great, like one that's just 2 wide and 2 tall to easily get a marble over 1 unit. Also another track or two on the soundtrack would be amazing
A very fun idle game. Perfect to have on a 2nd screen while doing something else.
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Players by region
Where this game's players are, estimated from review languages.
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| $16.3K | 83 | 83% | $6.99 | |
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| $10.4K | 70 | 93% | $4.99 |
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| Game | Estimated lifetime revenue | Reviews | Review score | Price |
|---|---|---|---|---|
| $29.5K | 140 | 55% | $9.99 | |
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| $29.5K | 120 | 88% | $9.99 | |
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| $29.5K | 160 | 76% | $7.49 | |
| $29.5K | 407 | 86% | $2.99 |