HomeGamesUpdatesPricingMethodology
Steam News19 March 20263mo ago

New Upgrade Tree

Hello There RaigeBaiters, In this update and absolute ton, of changes is present, the most visible change is the re-organisation of the upgrade tree as well as major balancing of the 1st level.

In this update13

Full notes

Full Incremental Ragebait update

Read the full published notes in a cleaner layout. The original post stays linked below.

What changed

6 fixes10 additions66 changes0 removals
  • Gameplay
  • Balance
  • UI and audio
  • Maps
  • Performance
  • Fixes
changedOutside of that I think the most prominent changes areImproved Boss Bar.
changedOutside of that I think the most prominent changes arePlayer Damage Visual Cue
changedUpgrade Tree ChangesChanged stat text colour to blue from Crimson Ink
changedUpgrade Tree ChangesChanged Upgrade Node Colour scheme to colours from Crimson Ink
changedUpgrade Tree ChangesDeleted Zoom speed setting from Upgrade Tree
addedUpgrade Tree Changeslowered distance between upgrade nodes to match new pixel ratios
minimal value of an Attack Speed Upgrade10%20%minimal value of an Attack Speed Upgrade increased, buffToolSlot generation distance12ToolSlot generation distance increased, buffSpawn Frequency increased the minimal node value10%30%Spawn Frequency increased the minimal node value increased, buffAttack Damage increased the minimal node value10%30%Attack Damage increased the minimal node value increased, buff

Incremental Ragebait changes

changedImproved Boss Bar.
changedPlayer Damage Visual Cue
changedChanged stat text colour to blue from Crimson Ink
changedChanged Upgrade Node Colour scheme to colours from Crimson Ink
changedDeleted Zoom speed setting from Upgrade Tree

Hello There RaigeBaiters,

In this update and absolute ton, of changes is present, the most visible change is the re-organisation of the upgrade tree as well as major balancing of the 1st level. The Upgrade tree now has colours! And the first level now takes 15 minutes (instead of an hour).

Outside of that I think the most prominent changes are

  • Improved Boss Bar.

  • Mob attack cool down bar.

  • A system stopping mobs from entering the clouds.

  • Player Damage Visual Cue

  • Finished Saving System

IF you'd like to get more details about the game's changes, balancing, bug fixes you can read go ahead and read all of the below, cheers!

Upgrade Tree Changes

  • Changed stat text colour to blue from Crimson Ink

  • Changed Upgrade Node Colour scheme to colours from Crimson Ink

  • Deleted the "Stats" title text (Its unnecessary everyone knows what it is)

  • Deleted Zoom speed setting from Upgrade Tree

  • Made the nodes and particles be affected by the pixelisation camera texture

  • lowered distance between upgrade nodes to match new pixel ratios

  • changed pixel ratios on upgrade descriptions

  • changed pixel ratios on background

  • Made the background colour to very dark red

  • Made the "Can Buy" outline smaller

  • Made the upgrade particles half-size so that they have proper pixel ratio

  • Changed Upgrade tree generation from up down to spreading from centre in all directions.

  • Made Lines Change Colour Depending On type

  • Divided all upgrades into 4 types one for each side

  • Gave each upgrade type a different BG icon with a distinct colour

New Upgrade Tree Stats

  • Health Stat

  • Armour Stat

  • Flat Regeneration Steat

  • Regeneration Stat based on max health percentage

  • Flat Life Steal Per Kill

  • Percentage of Damage Life Steal

  • Flat Life Steal Per Attack

  • Critical Hit Damage

  • Critical Hit Chance

  • GENERATE all stats automatically between flat and multiply/divide versions. And display the non-flat and flat versions as children of the overall stat. If you drag on the upgrade, it will show a mathematical equation with the upgrade's effect.

  • GENERATE all stats as Permanent per kill automatically.

  • GENERATE all stats as multiplier/divider

  • Percentage Damage reduction

  • Movement Speed Stat

  • Collection Range Stat

  • Criticall Hit Attack Size

Upgrade Tree Balance

  • Stoped the upgrade from increasing given value per level

  • Made the upgrade price rise slower per level

  • Made the minimal upgrade value for all upgrades in nodes at something meaningfull (if impossible make them appear later)

  • Had the ratio at which price of upgrade per distance from start rise exponentially

  • Made upgrades appear firstly too Op with low distance prices but high numbers and then scale into overprice forcing the player to choose new upgrades

Game Changes

  • Mob attack cooldown is now displayed as a bar

  • Distanced the center upgrade nodes more from each other

  • Made a system which changes the edge points of the map collider to map edges precisely when the battle starts so now units don't enter clouds.

  • Increased the size of the "amount of money per second" bar as when the amount reaches above 7 letters it crashes

  • Added audio for Dagon speaking.

  • The attack animation is played now only when the mob attacks not every time it receives damage.

  • Changed game, bar icon to the proper art.

  • Lowered delay between attack and its animation from 1s to 0.5s

  • Created a small tillable particles animation and added it to the boss bar

  • Added camera edges to active play

  • Added Chibi Incrementus to description boxes.

  • Saving System Saves already excluded dialoges.

  • Buildings Saving System

  • Lowered Size of the attack box by 5% to make it seem more generous.

  • Added an animated background to main menu.

  • Stoped the already unlocked upgrades from running the (unlock) animation and flashing the player each time you go back to the upgrade tree

  • Added Auto save visualisation in right upper corner

  • Added visual cue for Player Receiving damage.

  • Lowered Max ZoomOut from 13 to 10

  • Made Boss bar 3 times bigger

  • Added a boss Icon near boss bar

Added additionall Soul Types To lower Collection performance issues

  • Soul 25

  • Soul 100

  • Soul 7500

  • Soul 27500

Bug FIxes

  • Fixed the first boss respawn condition, so it does appear again when you replay the level.

  • Fixed positions of soul info in round summary

  • Stoped unit deletion from double activating when round is restated

  • Fixed positions of Incrementus UP in upgrade infos

  • Blocked interaction with things for 0.5 sec after dialoge ends to avoid misclicks

  • Made Upgrade Tab Button appear closest to the level selection

(Lorpy - First Enemy | Lorp - Second Enemy | Lorpium - Third Enemy)

Balancing

  • Decreased time it takes for boss to spawn by 30%

  • Lowered Attack Speed Upgrade Scale by 60%

  • Increased minimal value of an Attack Speed Upgrade from 10% to 20%

  • Increased First Boss's Movement Speed 2 times.

  • Increased Minimum and Maximum pitch range for button sounds by 0.05

  • Changed ToolSlot generation distance from 1 to 2

  • Lowered Health Regeneration Upgrade Scale 10 times

  • Increased Lorpium money drop 3 times

  • Increased lorp money drop by 20%

  • Changed Lorpium hp by 50%

  • Lowered lorp hp by 20%

  • Spawn Frequency increased the minimal node value from 10% to 30%

  • Attack Damage increased the minimal node value from 10% to 30%

  • Armour increased the minimal node value from 2 to 8

  • Max Health increased the minimal node value from 50 to 100

  • Quality increased the minimal node value from 10% to 20%

  • Attack Damage increased the minimal node value from 0.1 to 0.2

  • Changed Lorp Hunter Damage from 240 to 200

  • Changed armour upgrade scale from 1 to 0.5

  • Increased Lorpy Damage from 20 to 30

  • Increased Lorpy Attack Cooldown from 1 to 4s

  • Increased Lorpy money drop from 6 to 8

  • Increased tool slot generation distance from 2 to 8

  • Increased difficulty generation distance from 2 to 8

  • Increased map piece generation distance from 2 to 8

  • Increased Efficiency generation distance from 2 to 8

  • Lowered Armour Pricing Scale from 24 to 12

  • Lowered AttackDamage Pricing Scale from 24 to 12

  • Lowered Attack Speed Pricing Scale from 16 to 8

  • Lowered Attack Size Pricing Scale from 16 to 8

  • Lowered Difficulty Pricing Scale from 12 to 6

  • Lowered Efficiency Pricing Scale from 36 to 18

  • Lowered Health Pricing Scale from 8 to 4

  • Lowered MapSize Pricing Scale from 8 to 4

  • Lowered Quallity Pricing Scale from 24 to 12

  • Lowered Regeneration Pricing Scale from 24 to 12

  • Lowered Spawn Frequency Pricing Scale from 48 to 24

  • Lowered ToolSlots Pricing Scale from 120 to 60

  • Lowered Lorpy Health from 11 to 10

  • Doubled Lorp Boss Movement Speed

This is one of the largest updates I've made in my life for any game and I think it increases the quality of Incremental Ragebait Dramatically, now that these issues are out of the way I will be releasing a WBGL version of this game on Itch.io and Move to making more content. :D

Have a prosperous day!

Leon.D

Source

Steam News / 19 March 2026

Open original post

Changelog.gg summarizes and formats this update. How we read updates.