Game review
Increvaders Review
6.5 / 10
- Developer
- Oblomoverie
- Publisher
- Oblomoverie
- Released
- 9 September 2026
- Platforms
- ["Windows"]
- Genre
- Action
An Hour-Long Power Fantasy for Three Dollars
Increvaders launched September 9, 2026 from solo developer Oblomoverie, riffing on Space Invaders with an incremental twist: waves of thousands of aliens pour down the screen while the player unlocks escalating upgrades and power-ups, snowballing from a single weak ship into something absurdly overpowered, with no game overs and no pressure to play any particular way. At $2.99 it's priced as an impulse buy, and at review time it carried a small but perfect pool, 12 all-language reviews (all 12 positive) with an English subset of 9, also all positive, all 9 read in full.
Escalation as the Entire Point
Every reviewer who engaged with the core loop describes the same core pleasure: watching a slow start snowball into overwhelming, screen-filling power. "It is really satisfaying to kill a bunch of enemies at the same time. The skills complement the gameplay perfectly," one reviewer wrote, while another put it more bluntly: "Getting a ton of power-ups is still very dopamine inducing." A third reviewer specifically praised how the game handles its boss encounters visually, singling out a moment where "the UI goes away and the game becomes full screen" as "an awesome moment," even while noting elsewhere that not every boss fight lands as well mechanically. One reviewer pushed the escalation to its logical extreme and clearly enjoyed the result: "you can go crazy in late game and bring yourself to 6 FPS, so I'm happy," treating a literal performance meltdown as evidence the power fantasy was working as intended. The same demo-veteran reviewer who found some later boss additions weaker still singled out one specific encounter as a highlight worth keeping, a sun-themed boss with a large eye motif, calling it "the only fun one" among the added bosses, a small but useful data point for a solo developer weighing which of the full release's new ideas actually landed.
Short, Cheap, and Entirely Fine With Being Both
The single most consistent theme across the pool, positive and lukewarm alike, is that Increvaders is short and makes no apology for it. Reviewers reported finishing the game in roughly an hour, one specifically clocked "56 mins to beat the game first try," and several treated the low price as the game's built-in justification for that length rather than a flaw to route around. "1 hour long leaderboard grinder which plays smoothly and relatively cheap," read one review, filed under the header "It's alright." Another reviewer was more mixed about the value proposition specifically, writing "it's an hour of gameplay unless you want to achievement chase and get the speedrun achievement. Probably priced a little too highly for what you get," the pool's closest thing to a genuine complaint, though they still recommended the game overall. A reviewer who'd played an earlier itch.io demo version came in with higher expectations and found "a bunch of weird design choices that made the full game slightly less exciting in the end," specifically flagging that most of the added boss mechanics "make the game less fun, not more," with one exception they called out by name. They still gave it a thumbs up, but it's the most substantive dissent in an otherwise uniformly warm pool.
A Minor Technical Rough Edge
One reviewer flagged a specific and reproducible bug: "the resolution setting does not work and for some reason the game defaults to any monitor not your primary," a small but real annoyance for anyone running a multi-monitor setup. No other reviewer in the pool reported technical issues, and the same reviewer who flagged it still recommended the game, framing it as an annoyance rather than a dealbreaker.
Small Extras for a Small Game
Beyond the hour-long core run, Increvaders ships with a handful of features that punch above its price point: Steam Achievements, Steam Leaderboards, and full controller support, plus accessibility-minded options like Camera Comfort settings and a "Playable without Timed Input" designation for players sensitive to reaction-based challenge. One reviewer specifically engaged with the leaderboard-chasing side of the game, describing it as "a leaderboard grinder" once the main run is done, and another explicitly called out the dedicated speedrun achievement as extra content beyond a single first playthrough, "unless you want to achievement chase and get the speedrun achievement." None of the reviewers treated these extras as essential, but for a $2.99 game they read as a genuine attempt to give completionist-minded players a reason to come back after the main hour is finished, rather than the game simply ending and asking nothing more of anyone.
Verdict
Increvaders is exactly what it says on the tin: a short, cheap, unapologetically simple power-fantasy shooter that snowballs a weak starting ship into screen-clearing chaos over the course of about an hour, and every single reviewer in its small pool, English and otherwise, recommended it. That near-unanimous score comes with real caveats worth weighing before buying, the runtime is genuinely brief even by the standards of a $2.99 game, a reviewer who came in from the demo found some of the added boss content actively worse than what they'd already played, and a monitor-detection bug affects at least one multi-display setup. None of that stopped reviewers from having a good time with the core escalation loop, which is clearly the game's whole reason for existing and which it executes well. For anyone who wants a zero-stakes, no-game-over dopamine hit for the price of a coffee, it delivers; anyone expecting more than an hour of content or a fully polished boss gauntlet should adjust expectations accordingly. As a solo developer's follow-through on an itch.io demo into a fully achievement- and leaderboard-supported Steam release, it's also a reasonably complete little package for the asking price, even if its ambitions were always modest and it never pretends otherwise.
Screenshots
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Late-game chaos: the kill count climbs past 59,000 as damage numbers stack on top of a screen-filling alien swarm, the escalation reviewers kept coming back to.Image: Oblomoverie via Steam -
The slower opening minutes, before the upgrade snowball kicks in, kill count still in the hundreds rather than the tens of thousands.Image: Oblomoverie via Steam -
One of the game's laser-based weapon upgrades cutting through a packed formation of aliens partway through a run.Image: Oblomoverie via Steam