
Connect. Panic. Profit. A high-speed incremental roguelite where greed is your fuel. Connect crystals to trigger massive reactions, unlock screen-clearing lasers, and fight for every second. The longer the chain, the bigger the payout. But if the timer hits zero, you lose it all.
Modeled estimate, not a reported figure. How we estimate →
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About
INVEST: Buy your run time. Time costs scale exponentially, So do your gains.
HARVEST: Click and drag to link crystals. Longer chains yield exponential profits.
PANIC: The chain has weight. It has instability. Stretch it too far, and it snaps. Fail to cash in before 0.00s, and you lose everything.
UPGRADE: Spend your Zek on the Constellation Tree. Buy and upgrade nodes to gain abilities like Grab Size, New Currencies, and Greed multipliers.
Click, Drag, Release!
Snappy Physics: No floaty movement. Tactile, crisp chain mechanics that reward high-speed precision.
Economic Horror: A "Pay-to-Play" cycle where you must wager your previous earnings to fund your next run.
Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English, French, Italian, German, Spanish - Spain, Bulgarian, Czech, Danish, Dutch, Finnish, Greek, Hungarian +15 more
Reviews
I'm not usually a huge fan of incremental games but One Last Link made me understand the love for the genre! The upgrades felt meaningful with a surprising amount of depth to the different mechanics and resources that appear as you unlock more of the talent tree. About 20-30 minutes into playing, the name started to make perfect sense as I watched myself greedily try to form one more link and get as much juice as possible out of each run. The game has a satisfying blend of rewarding you for being somewhat thoughtful of how you build the links and also throwing big numbers and fun particle effects on your screen even if you just flail around trying to scoop up all the resources you can find. I imagine long term fans of the genre will really enjoy this one!
[h1]ADHD: The game[/h1] The game is... too easy/fast: currencies appear, they get utilized for 3-5 minutes, then they're not needed anymore. At least the main currency ZEK stays until the end, but at some point it gets an absurd profit spike. About [b]currencies[/b]: each of them is attached to a mechanic of their own with their own gimmick. They're quite varied, but most of them dont stick around for too long. 5-10 minutes and they're obsolete. It's an interesting concept to diverse from simple crystal spam for 2 hours that somehow didnt get stale throughout my playtime. I can only wish for upgrade refunding, since in some cases some upgrades are getting in the way of getting bigger profits [i](spamming short links to generate more crystals, but then laser spawns in and removes some of them)[/i] The most important part, the [b]progression[/b], feels like a [b]roller coaster[/b]. The progression spikes are here and there: at the start when you get to max out your basic control upgrades in just 2-3 rounds, then after maxing out everything with a newly unlocked currency (EGO), then getting to a specific upgrade through trial & error which gives you x1000 to ZEK gains (greedy god). Also some of the upgrades have their [b]costs...[/b] ADAPT TO YOUR CURRENT BALANCE. If you'll ignore some of the upgrades for some time - it'll jump right to where your cash stacks are sitting at, from 100K to [b]10B[/b], [b]in a single purchase.[/b] ADHD Enforcement alright XD Funny how a game with 3 sets of colorblind [b]accessibility[/b] options [b]doesnt have[/b] a mid-round [b]pause[/b] menu. Which also means no "end round early" option. While you decide the time limit yourself - you lose the ability to fine tune it mid-game since slider represents "% of your current ZEK" instead of "% of maximum possible time you can get", so slider moves 1 pixel from the most-left position = +30 seconds. Plus some of the upgrades extend the minimum time limit and some extend the timer while playing, so its gonna be ~30-50 seconds if not carefully AVOIDING the upgrades (which you cant toggle off, that would be [b]very[/b] welcome). small annoyances: [list] [*]after round ends - upgrade tree camera defaults to its pre-set zoom/position, just stay where you were how you were, damn it [*]portal config slider's hitbox is way too large, 3.5 notches big [*]"synthetic digestion" tutorial popup appeared at least 4 times, idk what finally got rid of it [*]parasites sometimes get completely immune to clicks, they just stand there and after some time run off [*]audio gets ♥♥♥♥'y when connecting a lot of crystals per second. It would've been funny at end-game, but it happens consistently on mid-game already. I think demo had an issue, guess dev didnt find a way to fix it [*]lags hard when a lot of EAT's appear from a long chain/on end-game upgrade tree. I dropped from 120 fps to 45 [*]after finishing the game [list] [*]background has a weird edge on the left [*]crystals dont respawn, game restart fixed it [/list] [*]"new game" should have a confirmation prompt [*]2 achievements are seemingly broken? "Unfortunate greed" and "Just one more link", im trying to do what they say, im sure i did it during my playthrough as well, but they dont trigger, idk, might be some hidden condition i guess [/list] [hr][/hr] Alternate title: "Game about feeding a black hole" if it was better. It's a nice little something to get distracted by with diverse mechanics, interesting visuals and game-breaking sounds xd. It needs more polish, but since game just released - im sure it'll be fine. Also [b]price[/b] without discount might be too high for it, i'd advise to get on sale.
Очень необычная игра с, казалось бы, примитивным геймплеем, но всё не так просто! Не успевает надоесть. P.S.:Разработчик оперативно вышел на обратную связь и внёс исправления по пожеланиям!
I usually don't write reviews for the countless incrementals I play cause my main concern is my spreadsheet but honestly this game having 3 reviews was sad and I think it's definitely one of the better games of the genre if you ignore the bugs and the horrid end game pacing, core gameplay loop is absolutely fire, and the game is a lil overpriced for what it is and what it is competing with
diamond in the rough out of nowhere
The game was super fun. Good upgrades, Nice progression. The "nodebuster" formula with a nice twist. I like it.
Die kurze Spielzeit ist zwar angenehm und verhindert, dass sich das Konzept totläuft. Für ein paar entspannte Stunden okay, aber kaum der Titel, an den man sich Wochen später noch erinnert.
This game slaps. The chaining is deeply satisfying. I love the sense of confusion. I'd like an option to not have tutorials. I wish that purple bastard just did things and I had to figure it out.
I've really enjoyed Just One More Link, for the price of the game I can only say its worth it. It is very addictive building chains and getting the feedback when everything links well. There are interesting ways of building different currencies and the power loop changes dynamics. I've basically completed the game doing things one way, and now plan to have another run investing in a different area.
Fun incremental game. Very flashy.
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Trends
Modeled estimate over time, reconstructed from Steam's monthly review histogram.
Momentum
Pace estimated from the game's recent review growth (our daily snapshots) at its own sales-per-review ratio — a momentum signal, not booked sales.
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