
Roll dice to move Meeples around the board and collect money, skill points, and capsule tickets. Unlock unique skills and minigames, powerful collectibles, and automate dice rolls to increase your income.
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About
Roll dice to move Meeples around the board and collect money, skill points, and capsule tickets.
Unlock more Meeples to earn money and buy Auto Clickers to roll dice automatically.
Spend skill points to progress the skill tree and unlock powerful upgrades.
Spend capsule tickets to unlock collectibles that give powerful bonuses.
Unlock minigames, play them for rewards, and automate them for passive income.
Genres
Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Add-ons
Each DLC is estimated with the same model as a game, then summed — a modeled figure, not reported DLC sales.
Engagement
Reviews
Themes across 44 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
Short incremental games have become something of a trend. And I do like them! They catch me in a way that long-timeline idle games just don't. And because they're cheap, it's not difficult for them to be reasonable from a Dollars Per Hour perspective. So in that sense, Meeple Incremental clears the threshold. The thing is, not all hours are created equal. And I would not say that Meeple Incremental delivers particularly *good* hours. You do get a consistent drip feed of upgrades to buy and relics to gacha for--and a lot of these are even unique upgrades! But because you don't actually engage with the game beyond Buy Upgrade, they all blur together into Upgrade Soup. The short version is, it's just not really worth your time. The LONG version: Your central mechanic is the titular meeples, which move around the main game board based on dice rolls, and collecting money based on where they land. You know monopoly, you get the idea. At first you start with one meeple, and the dice rolls are manual. Pretty quickly you'll automate the dice rolls, which is an entirely reasonable design decision. You'll also get more meeples, which are separately automated. That is the full extent of the core system. It never evolves past this. You'll upgrade the value of spaces, yes. You'll increase the speed of automated dice rolls, of meeple movement, you'll unlock strange bonuses for rolling doubles, or for dice colliding with each other, for meeples passing each other, and so on. You will notice *none* of this, because it's happening automatically, repeatedly, rapidly, across too many meeples to track. It purely boils down to Number Go Up Faster. Alright, but there's the minigames as well, right? Well, yes. These are your primary method for getting skill points and the tickets you use to gacha for relics. You will engage with a given minigame for maybe five minutes, if that, before you automate it and never play the minigame again. They all have their own small skill trees--half of the skills are identical across trees, and the other half may as well be the same, because, again, you have automated out your involvement. They have no inputs, and identical outputs. They are functionally identical, besides the fact that you'll be *most* miserable trying to play Ball Toss before you automate it away. The skill tree, as I've said before, ends up functionally being a bunch of functionally identical boosts, with the small exception of getting access to upgraded relic gachas. Which is to say, they pull from the same pool, but at better odds of the higher rarities (common can pull common to legendary, rare can pull rare or legendary, legendary only pulls legendary relics). These relics have different bonuses, but these are to the effect of "Red Spaces Give 200% More Money". Hooray. Number Go Up Faster. The game has no standout moments, no shakeups, no paradigm shifts, no engines. You never *really* feel like you're getting anywhere. And then you reach the end, and you're given the option to Prestige! And there's bonuses you can select, but none of it is *actually* new content. And the run itself is going to be exactly the same as before, but Faster This Time. I guess I'd imagined, that a game called Meeple Idle would care more about the Meeples, you know? That there'd be some big expansive Mario Party or Dokapon Kingdom board that you're directing meeples around, or... I don't know. *Something* more. But... it's a circle that produces money. That's all it is. You can do worse for your money, but there's so many better uses for your time.
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Languages: English, French, German, Spanish - Spain, Japanese, Korean, Portuguese - Brazil, Russian, Simplified Chinese
Hours played at review time, across 44 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
Never even realized I wanted a game like this! I've always loved the concept of Monopoly and building on these tiles, but they were never fun in multiplayer. This incremental scratches that board game itch with a lot of extra features that don't overshadow the board! I would've like a bit more personalization on each tile to really grab that Monopoly feel, but it's an incremental, not a full-fledged board game.
Edit: beat after leaving idle for a bit and at 2.5 hours but there is a prestige mechanic. Seems like it might have some extra life to it than I originally thought. Unique take on an incremental. Not the longest one out there, but for the price its well worth it. I liked that there were several mini games, Wish the mini games had a bit more to them, but totally understand why they are how they are.
Good, but many of the upgrades are pretty hard to understand exactly what they do. Please fix collectibles. collecting only 5 at a time is awful. Please either add x25, x50, x100, x1000 options (or add an upgrade to auto open them)
序盤のワクワク感はインクリメンタル系の中ではトップクラス。
Is it the most in depth incremental game, no. It is however a fun little game for just 5 dollars. I also was not expecting to see a prestige, yet there is one. I also enjoy the small mini games that are included on the side.
It's incrementaling at an alarming rate
It's a fairly novel take on incremental games. It suffers from the same thing as many others do that many of the skills are so incomprehensible they might as well not exist. Like most of the skills are just impossible to compare against each other and just feel like filler content. How much does 5% more movement speed if you pass another meeple do? The stats tab also updates too slowly (It has to for it to make sense) for me to figure anything out and due to all the random % skills you might as well not try. The luck stat upgrade is atrocious, what does it do? Does it increase my % skills? How much does it affect? Are the more expensive luck upgrades better than the cheaper ones? The final prestige is luckily not a part of 100% achievements, because it felt like it just wasted your time. Unless there is something hidden that I didn't bother progressing too, it's just an insult to your time. Would I recommend it? If you want a few hours to kill I suppose it's fine. It's a mess, but it's an interesting mess.
Goated, absolute incrementality
Great little game, pretty short since i already played the demo
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