Increbraintal
Hymoori · 2026 · $2.99 · Casual · deal grade B
Measured on 2026-10-01 16:14 UTC, 4 days ago. The whole catalog is re-measured daily; a game that just launched can move fast between passes.
- Estimated net residual revenue: $459 to $688 per month
- Opportunity: $1.1k per month at x1.90 dormancy
- Estimated lifetime owners: 7.0k
- 82% positive across 177 reviews · 22.9 reviews/month
Why it's flagged
- No developer announcement on record, ever
- Store page localized in only 2 language(s)
Analyst notes (AI-assisted)
Note written 2026-08-23; the live figures above take precedence over any numbers in it.
A pixel-art incremental game with tower-defense elements where players build custom upgrade paths to collect currency and defeat bosses.
Increbraintal shows solid fundamentals, 81.7% positive sentiment, and earned $5,229 lifetime on minimal marketing effort across 5,216 units. The core loop resonates with incremental-game enthusiasts, but the game stalls at 1-5 hours due to shallow progression systems and poor UX (non-zoomable skill tree, opaque upgrade paths). For a small studio with one title, this is a proof-of-concept that could justify a sequel or expansion if content depth and UI pain points are addressed; acquisition alone offers only $996-1,195/mo residual and low upside unless bundled with a broader casual portfolio. Most realistic play: revival.
- Risk: Incremental-game genre is crowded; retention plummets at 1-5h median playtime, matching player complaints that the game is too short to justify $2.99.
- Risk: UI/UX friction (skill-tree zoom, unclear upgrade sequences) actively hurts engagement; cost of polish may exceed residual upside unless part of a larger product roadmap.
- Risk: Single-studio, single-title catalog with no recent developer posts (-1 month) and zero sales activity in the last 12 months suggests limited development capacity or momentum.
This case as Markdown · Estimates carry ±30-50% error per title.