Review: Orc Incremental
A fun toy, but an unfinished game.
- Developer
- Nice Ride / Playsaurus
- Genre
- Incremental / Auto-battler
- Platforms
- Steam
- Played
- 2026-09-10
- Hours
- 53
- Price
- $7.99
Overall 6/10
Gameplay 8/10
Systems depth 5/10
UI / UX 4/10
Art & sound 7/10
Orc Incremental is an ambitious auto-battler with a deckbuilder-style army construction mechanic. It has a genuinely satisfying core loop, and it is let down by a lack of polish, a solved meta, and systems you cannot see. It feels more like a prototype than a finished product.
I put fifty-three hours into it anyway, and I solved it on my second run.
Both of those are true, and the distance between them is the review. The army building underneath is good enough to hold fifty-three hours of completionism. The game makes it remarkably difficult to get those wheels turning.
The core loop: building your horde
The gameplay is simple but effective. You start a run and are presented with a random selection of three unit cards (expandable to four via Dark Ascension) to add to your growing army. Do you add another Troll to your front line, or a Witch Doctor to buff the units you already have? Once placed on the staging area, your horde marches forward, automatically tearing through waves of enemies.
Progression runs through five upgrade “trees” and a larger Dark Ascension prestige tree. Ascensions are infinite. I stopped at fourteen, and only the first five or so were distinguishable from each other in play, which is roughly what it took to get past level 400. In later stages levels swell with thousands of enemies and progress slows to a crawl, pushing you into very specific speed-clearing builds and making mechanics like Warpath and Rage feel mandatory rather than strategic.
The highs: synergistic mayhem
Totems are the heart of Orc Incremental’s system design and its strongest feature. These items allow units to trigger effects based on battlefield events, enabling powerful cross-unit synergies. A “Creature” unit might gain rage when a “Warrior” gets a kill, or your whole army might heal when 3 totems trigger together.
Watching a fully-powered army tear through thousands of enemies is immensely satisfying, and assembling the thing that does it is the actual game. When a composition finally clicks, this is easily worth eight dollars.
The lows: solved on run two
I unlocked every unit on my first playthrough. On my second I wanted to see what Dragons did, picked up an Iron Snake Totem along the way, and that was that. Warriors are close to a default pick already, so with Trolls in front the whole composition assembled itself out of ordinary curiosity. I was not hunting for a degenerate build. I was looking at dragons.
That combination trivializes all available content. It solves horde-clearing and single-target boss damage at the same time, which invalidates most other units. Juggernauts are the clearest casualty: their self-sacrifice mechanic works directly against the army size that Warpath wants, so the unit actively fights the strategy the game pushes you toward.
It hollows out whole systems, too. The upgrade trees and Dark Ascension both put real emphasis on spells, and spells start with Fireball, which is your click. This is an idler. I stopped clicking as soon as it was humanly possible to stop.
Past that, in fifty-three hours I unlocked exactly one other spell: Well of Despair, a little black hole. I cast it twice and never bought it again.
So a heavily invested pillar of the progression sits behind the one interaction an idle game trains you out of. I could not tell you whether the spells are any good. Nothing ever showed me what one did measured against what it cost, and the button it lives on is the button I had already stopped pressing.
The economy makes it worse. You buy board slots and you buy the random units to fill them, so every expansion is charged twice. Costs climb far faster than income, which turns most of the midgame into a grind for stat boosts too small to feel. Then difficulty spikes at level 500 and scales harder from there, as if to discourage you from advancing at all. My best was somewhere around 540. Getting from 510 to 540 took multiple resets and was abysmal.
You cannot see anything
I tried to work out what the Iron Snake Totems were actually doing. The damage numbers are there, which is the frustrating part. They are simply unreadable: by late game the army is large enough and the snake procs often enough that the numbers become a wash of digits nobody is totalling. So the only instrument I actually had was “do the waves seem to clear faster with a second one, or should that have been another one-cost unit?” That is not a measurement. That is a feeling.
Data you cannot read is worse than no data, because it looks like the problem has already been solved.
The same hole runs through the whole game. I finished all seven challenges, and the bonuses were real and completely imperceptible in play, because nothing ever shows you what changed. The progression trees are full of genuine nodes with genuine values, and past a threshold the increments vanish into the noise. The UI is clean to a fault: descriptions for upgrades and for mechanics like totem stacking are vague or absent, and the trees are loosely themed but unorganized, so finding a specific upgrade means hunting for it.
A solved meta is what happens next. When you cannot measure anything, you stop experimenting and copy the one build that visibly works.
It is also why I stopped. My plan had been to unlock every node in the upgrade tree. After four ascensions in a row that produced no new content and very little progress, I put it down, because the only thing left to gain was a worse opinion of a game I had enjoyed.
Art and sound
Good indie spritework. Crisp, readable at thousands of units, and committed to its look. Not amazing, and I had the audio off for most of my fifty-three hours, which tells you what you need to know about the sound.
Incomplete
Achievements are missing for the last two bosses. There is no endgame signal of any kind, so the game does not end so much as stop being worth continuing.
Lessons
Four things I am taking into my own designs.
Show the player what your systems are doing. This is the real one, and every other complaint here is downstream of it. Bonuses that cannot be perceived are bonuses that did not ship. If a player has to run controlled experiments with no instruments to find out whether an item helped, they will stop running experiments and copy a build instead, and the depth you designed goes unused. The sharpest version of this is that a player can spend fifty-three hours alongside an entire pillar of your progression and try exactly one thing in it, not because the rest is bad but because nothing ever argued for it in terms they could check.
An active mechanic in an idler has to change shape as the game idles. Incentivising the click is the right instinct. Give the player something to do with their hands and make it matter, especially early, when there is little else happening. The mistake is leaving it a click forever. An idle game spends its entire run teaching you that automation is the reward, and Orc Incremental then parks a whole progression pillar behind the one button it trained you to stop pressing. The intent should survive. The form should not. Let it become a cooldown, a charge spent at the right moment, something that pays attention back without demanding it continuously.
Scaling has to be consistent and logical. A difficulty wall dropped at level 500 does not create tension, it creates an exit. Arbitrary spikes feel punitive and disrespect the player’s time.
An incremental still needs an ending. Without an endgame signal there is no closure, only the moment a player notices they have stopped.
Comments
Threads live in GitHub Discussions. Signing in with GitHub is what keeps the spam out.