
Pacremental is a incremental game about opening packs, unlocking weapon cards, evolve them and automating your progress. Collect rare artifacts, combine them with weapons, and push through increasingly difficult waves. Build tower your own way.
Modeled estimate, not a reported figure. How we estimate →
Media

About
--Open Packs & Gain Weapon Cards--
--Build Your Tower & Clear Waves--
--Dig Deeper & Find Powerfull Artifacts--
--Buy Upgrades--
Around 4 hours gameplay without prestige
30+ Weapon Cards
25+ Artifact & Status Gems
End Game Prestiges
Endless Mode
Global Leaderboard
Genres
Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English, German, Spanish - Spain, Simplified Chinese, Portuguese - Brazil, Japanese, Russian, Turkish, French, Italian, Korean, Polish
Engagement
Hours played at review time, across 22 reviews with recorded playtime.
Reviews
오랜만에 재밌는 신작 인크리멘탈 나왔네요. 카드깡해서 뽑은 카드로 타워 디펜스를 하는 형식의 게임입니다. 지금까지 나왔던 디펜스 + 인크리멘탈을 합치는 시도 중에서 제일 좋네요. 개인적으로 다른 디펜스 + 인크리멘탈 게임은 다른 변수 하나 없이 결국 천장이 정해진 느낌이라서 별로였는데, 이건 내가 조합도 짤 수 있고 원한다면 카드깡을 좀 더 오래해서 업그레이드를 하고 도전할 수도 있어서 좋았습니다. 부가 효과를 주는 보석/장신구를 캘 수 있는 광산 미니게임의 분량도 좋았습니다. 굳이 단점을 꼽자면 아무리 빨리감기 + 중간부터 하기 기능이 있더라도 웨이브 1~30을 도는 게 아닌 웨이브를 한 3개씩 나눠서 10개 스테이지 개념으로 만들었다면 더 짧고 좋았을 거 같기도 합니다. 웨이브를 중간부터 돌자니 재화를 많이 못 먹어서 두 번 돌아야 하고 처음부터 돌자니 시간이 너무 오래 걸리고 약간 애매한 느낌. 그리고 극후반에 가면 파티클이 너무 많아서 약간 잔렉이 걸리는 부분이 있으니 유의하시고. 특히 핵폭탄의 경우에는 번쩍번쩍을 너무 자주해서 광과민성 쇼크가 진지하게 걱정되는 수준이었습니다. 그 외에는 모든 경험이 만족스러웠습니다. 가격조차 이 정도면 훌륭하지 않습니까? 웰메이드 수작 인정합니다. 제작자 분의 첫 작품이라는 게 믿기지 않네요. 차기작을 만드신다면 꼭 기대하겠습니다.
I really enjoyed this game. After playing the demo, I bought it within an hour or two of its release, and I haven't regretted it for a second. I'm a big fan of idle and tower games, and I've played quite a few recently, but for some reason this one completely captivated me. As you progress, you keep unlocking small new ways to improve your build and become stronger. I loved that feeling of constantly growing more powerful, and the game really captured that satisfying "break the game" experience, awesome :) The replayability was great as well. I enjoyed seeing each prestige run become MUCH faster than the last, so it wasn't boring at all. I feel like I've pretty much maxed out everything the game currently has to offer. I experimented with different combinations (and will continue to do so) to find the strongest setup, and I think I'm close to that, even though my final build ended up being COMPLETELY different from what I originally expected at the beginning :D Just a small criticism: The weapons aren't perfectly balanced, so I ended up barely using about half of them for any extended period because there were always other weapons in the same category that felt much more useful. But I think this is completely acceptable. In the future an option to toggle weapon effect would be nice, this could be useful for weapons like the Nuke (or maybe for Lasers) I really hope there will be updates over time in the future, maybe new weapon, gem, or a few additional prestige levels occasionally. Thank you for creating such a fun game! ^_^
[h1]Wished for slightly more[/h1] Idea is interesting, progression is fair, but main feature is slightly dissapointing. [hr][/hr] Early on everything is good: you keep upgrading your manual means of damage, you're being introduced to new weapons for tower, then they become stronger than your cursor, all is well. But among all the weapons that are available to you, out of [b]47[/b] weapon cards, there are only [b]~14[/b] weapons that act differently. And only around [b]3-4[/b] of these are actually strong and worth using, so rest just gets tossed aside in subsequent prestiges. Last weapon tier is just that: majority of weapons from previous tiers, but with top stats. There are even some conditional upgrades that are based on your setup: from being varied to having just 1 equipped, and those that prefer simplicity perform better [i](at least for the main progression)[/i]... I really expected some variety on release. I'm mixed on [b]automation[/b]: you have to be present on card pack screen for [b]anything[/b] to work there. That means you're either killing waves, lootboxing, or [spoiler]⠀⠀⠀mining⠀⠀⠀[/spoiler]. Good thing is, game seems to be fairly balanced around that, so you shouldnt be stuck on either screen for long. Bad thing, game is pretty [b]click-heavy[/b] for faster progression. Sure, you can idle around, but upgrades given incentivise clicking. Automation only becomes good when nearly-maxed-out. So [b]if you're not a fan of clicking[/b] a lot, then bring autoclicker or [b]avoid[/b], idk. Beware tho, autoclicker makes this game [b]too[/b] easy. Prestige is underwhelming, its simple stat boosts [spoiler](wish it also boosted click power for early starts)[/spoiler]+ 1 weapon slot (up to 4)), but in its defence, it says that you're done with the game upon unlocking it, and its just for endless leaderboards/big stats. Despite being optional, early prestiges gave a good power spike, 3rd and 4th grown boring due to similarity between them and unupgradable bottlenecks. Still fine, can squeeze 2 more hours out of it. Btw, english is seemingly not the dev's first language, so expect typos/wrong wordings (Manu[b]e[/b]l🇵🇹 and "Unlcok" in savefile.json are my favorites). [hr][/hr] Despite its flaws of meta-ism, a lot of clicking and too simplistic (but still optional) prestige system, its a [b][u]fine[/u][/b] 3.5 (or 6) hour incremental. Dev reaching out well, bonus points for that. [i]Shoutout to wave 27, i appreciated 9-15 FPS XD[/i]
Really unexpected gem I found a day before the release, The game itself has about 3 hours of actual content, with repeat playthroughs giving you a prestige bonus. I hope that this game continues to receive updates and adds more content to the game, but there are a few quality of life features to make subsequent prestiges feel better. In the demo, I remember there being an option to sell towers. I'm not sure why this was removed, as it could help you early on in the game to afford better upgrades (similar to what the auto-pack openers already do). A "buy all" option would also be amazing, as the current UI is kind of clunky and I don't really like scrolling through all the upgrades, and why is there an upgrade cap? that kind of defeats the purpose of an idle game. A system in which you could get infinitely stronger could make the replay value so much better, as if the prices increased exponentially, instead of linearly as they do now, there would be an actual purpose to prestige as you get more money multiplier when you do. An index showing all of the things you have collected would also be extremely helpful, and the same goes for the enemies with different colored boxes around them. Currently, the game doesn't explain what these different colors mean, and it seems lazy to just dps through it when there could be some counterplay that we are missing to optimize builds to go further in endless, as that is the current endgame. All I'm saying, is it wouldn't hurt to have an index of all the weapons, artifacts, passives, gems, and maybe even an enemy list to make the game feel more complete. Another thing that I would like to be explained, is the invisible "cap" on projectiles you can have in the game. If you equip 9 mystic bottles, and the mystic bottles are gamebreaker, and max evolution, you could expect, by the numbers given, to throw (21 x 9 = 189) bottles at a single time, but you don't because there is an invisible cap, which can be way easier shown be equipping 9 ed's, as the screen doesn't have 189 ed's on it, I can see there is an invisibile cap. While this is not a bad thing, it makes finding the best strategy for best endless high kill count for leaderboards feel more like a guessing game instead of something that should be intuitive at your 4th or 5th prestige. Another gripe of mine, is the mines should auto scroll as you go down, nobody wants to keep scrolling while they're clicking, and it would make the experience a million times better for those of us who grind out gems to get max damage, or even just for the casual player going down for the first time to get all of their artifacts. The final thing that I have currently (as an idea) is the option to auto sell cards in packs that you open. Maybe you don't want your inventory to be cluttered with 100 cards you're not gonna use, and having an option to pick which cards you want to keep would be another great QOL, alongside the packs opening without having a pop-up on the screen, which can get annoying. It may sound like a lot of complaints, but honestly I have loved every second of this game I have had the pleasure of playing, and I'm extremely glad that I found it. The art style is funny and crude, and it doesn't take itself seriously, which is refreshing in today's landscape, but just because it isn't a serious game, doesn't mean it can't be fun. Maybe you could add super ultra rare evolutions of cards that have a (secret%) chance of dropping that would actually be broken, but as it stands right now, a lot of the cards aren't even really that useful. Sorry for the yapfest, but I don't see anybody else putting input in, and maybe this could be the start to push into a direction for the people to make constructive criticism towards the game we like. If you're able to, and are in to incremental games, pacramental has it, and I was very satisfied with the gameplay loop and watching the numbers go up. ps.ps. Where is the discord? would be fun to discuss with other people strategies for high rounding and getting on the leaderboard.
Absolut geiles incremental spiel !
标准的挂机增量游戏,没什么特色。 画面比较简陋,但是这种类型的游戏玩的是数值,画面只要能看就行,所以画面简陋也没关系。
Цепляющая инкременталка на расслабоне. Заметна прогрессия, есть какая-то мета-прокачка и сборка башни.
joguim baum, gostei
good job (^_^)
10/10 für Klickerfreunde die sich nicht an der minimalistischen Grafik stören. Auch die mögliche Spielzeit ist deutlich über anderen Spielen aus dem Genre und der Preiskategorie.
Related
Related
Trends
Steam followers (game-group members) tracked daily from when we started recording.
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.
Audience
Estimated from the language of this game's reviews — a proxy for where players are, not official Steam demographics.
Related
| Bird Game 3 | $3.1K | 53 | 66% | $2.49 |
| Phonk Cats | $3.1K | 104 | 89% | $1.99 |
| Room 817: Director's Cut | $3.1K | 74 | 78% | $1.99 |
| Cozy Liora | $3.1K | 89 | 96% | $0.99 |
| Ells Tales: Chicken | $3.1K | 66 | 85% | $1.99 |
| Learn Programming: Python - Remake | $3.1K | 65 | 69% | $2.99 |
Related
| Euro Truck Simulator 2 | $421.6M | 934.2K | 97% | $19.99 |
| Stardew Valley | $243.6M | 1M | 98% | $14.99 |
| Factorio | $140.7M | 232.6K | 98% | $35.00 |
| Human Fall Flat | $109.3M | 225.8K | 95% | $5.99 |
| American Truck Simulator | $103.7M | 194.5K | 97% | $19.99 |
| Garry's Mod | $103.1M | 1.3M | 97% | $4.99 |