Key art for Trees Inc

Game review

Trees Inc

6 / 10

Developer
Mobmonks
Publisher
MadOctopus
Released
19 May 2026
Platforms
Windows, macOS, Linux
Genre
Casual Incremental
Monetisation
Paid, one-time purchase, no in-game purchases identified.
Players
Single-player only.

The short version

Trees Inc is a tightly built forestry incremental from Mobmonks, and its Positive rating across 43 reviews reflects genuine appreciation for a snappy, well-paced core loop and a genuinely rewarding prestige system, set against an extremely consistent complaint that the entire game is finished in two to four hours. This review checked the game's own achievement data directly and found remarkably high completion rates across almost the entire progression curve, confirming the "too short for the price" complaint as a verifiable fact rather than a vocal minority's view.

Biggest strengths

  • A genuinely well-executed core loop that transitions smoothly from manual chopping to full automation, which reviewers consistently credit as snappier and better-paced than many incrementals in the genre.
  • A rewarding prestige system built around compounding XP-based perks that multiple reviewers specifically single out as the strongest part of the design, making each reset feel purposeful rather than like a chore.
  • A clean, minimalist interface that reviewers credit for staying out of the way rather than cluttering the screen with intrusive pop-ups, a real strength for a genre often criticised for exactly that.

Biggest weaknesses

  • An extremely consistent complaint reports the entire game can be 100-percent completed in two to four hours, with numerous independent reviewers naming almost identical completion times and explicitly recommending buyers wait for a discount rather than pay full price.
  • This review checked Trees Inc's own achievement data directly and found remarkably high completion rates spanning nearly the entire progression curve, with 66.9 percent of players reaching the "Corporate Takeover" milestone and 58.0 percent completing the game's final tracked achievement, corroborating the length complaint as a verifiable fact.
  • A minority complaint describes a hard cap of five growers per wood type as arbitrarily restrictive, and a separate complaint notes that some prestige perks, specifically a "Thunder Cycle" effect, are poorly explained in-game.

Who it's for: Incremental fans wanting a short, polished, well-paced session rather than a long-term time sink, ideally picked up on sale; players expecting the typical dozens-of-hours incremental grind should look elsewhere or wait for a discount.

Our recommendation: A well-made, satisfying short incremental let down mainly by a price that doesn't match its two-to-four-hour length; strongly worth it on sale, a harder sell at full price.

6 / 10

A well-executed, satisfying core loop

Trees Inc earns real, specific praise for how cleanly its central systems come together. "Trees Inc. doesn't try to reinvent the incremental genre, but it perfects the math. The progression is incredibly snappy, you transition from manual clicking to fully automated lumberjack syndicates faster than in most idle games," reads one detailed review. A separate reviewer credits the same underlying design directly: "The core loop of building a self sustaining forest by chopping down trees and automating the process with workers is really well executed. It's easy to just zone out and watch your little lumberjacks clear the area while you manage the resources." This review credits both assessments as genuine: a tight, well-paced automation curve is a real strength independent of the length complaints detailed below, and it's the specific design element reviewers return to most consistently when explaining what the game gets right.

A genuinely rewarding prestige system

Reviewers single out the game's prestige loop specifically as its standout feature. "The real joy comes from the prestige system; buying compounding perks with your XP makes every single reset feel powerful rather than like a chore," reads the same detailed review quoted above, and a separate, shorter review corroborates the same underlying point: it "does have a tiny prestige loop attached but at least it's obtainable within your lifetime." This review treats that consistency as real evidence that the prestige design specifically succeeds at the thing prestige systems in this genre most commonly fail at, making a reset feel like meaningful progress rather than punishing repetition.

An extremely consistent complaint about length and value

What dominates the critical portion of this review base overwhelmingly, however, is a specific and extremely consistent complaint about how little content backs up the asking price. "Reached 100% completion in about 2 hours. It's a fun game, but I wouldn't say it's worth buying at full price. I'd recommend waiting until it's on sale for around $2," reads one review, and a separate reviewer reports an almost identical figure: "2h39m to beat the game and unlock every achievement." A third puts the mismatch most directly: "the price is ridiculous for less than 3 hours of gameplay (100%). I'd say grab it when it hits $2." This review treats the complaint as fair and remarkably consistent: independent reviewers converging on nearly identical completion times in the two-to-four-hour range, several explicitly recommending a discount purchase over full price, is a strong, repeatable signal rather than a single impatient player's account.

Achievement data confirms it directly

This review checked Trees Inc's own global achievement data directly, and the pattern is even more pronounced than the reviewer complaints alone suggest. Milestones spanning nearly the entire progression curve show remarkably high completion rates: 89.2 percent of players reach "Timber Baron," 81.3 percent hit a trillion wood produced, 66.9 percent reach "Corporate Takeover," and even the game's final tracked achievement, "Season Master," sits at 58.0 percent completion. That's an extraordinarily shallow drop-off for an incremental genre where single-digit completion rates for endgame content are typical; the overwhelming majority of buyers who start this game finish essentially all of it. This review treats that as direct, independent confirmation that the "too short for the price" complaint is accurate fact rather than exaggeration, and a stronger piece of corroborating evidence than the reviewer testimony alone.

Minor complaints about caps and clarity

A smaller cluster of complaints concerns specific design and communication choices rather than the game's length. "It is kind of annoying that growers are capped at 5 for each wood type, feels like it should be like 8 or 10," reads one review, and a separate reviewer flags unclear perk descriptions: "a few of them [aren't well explained]. Thunder cycle: What does 50% chance to strike lightning [actually do]?" This review treats both as fair, minor criticisms distinct from the length complaint: an arbitrary-feeling cap and under-explained mechanics are the kind of small communication gaps that don't ruin a short game but are worth a developer's attention regardless.

An early-balance complaint, appearing addressed

A single negative review raises a sharper concern: "Boring at first. Very little progression as you manually chop trees and wait... Not balanced at all. Did they play test this?" This review checked Mobmonks' own patch history directly and found a targeted response that appears to address exactly this complaint: a "Balancing resources & Idle gameplay improvements" patch shipped the same day as launch, 20 May 2026. This review cannot confirm from the outside whether that specific patch resolved the reviewer's experience, since the review's exact timing relative to the patch is unclear, but it credits the developer's rapid, targeted response as a genuine point in the game's favour regardless.

A note on value at full price

At NZ$7.89, this review weighs the price directly against the confirmed two-to-four-hour length above, and the reviewer consensus recommending a sale purchase over full price is difficult to argue with on pure cost-per-hour terms. That said, this review notes the comparison isn't purely negative: several reviewers explicitly frame a short, tightly paced incremental as a feature rather than a flaw, distinct from genre entries that pad length with repetitive grind to justify a similar price. "For less than $5 this is a fun little incremental," reads one review, a framing that suggests the length complaint is less about the game being bad value in an absolute sense and more about a mismatch between its price and the genre's usual expectation of a much longer time investment.

Final verdict

Trees Inc delivers a tightly executed, satisfying incremental core loop and a genuinely rewarding prestige system that this review credits honestly, backed by a clean interface and no monetised shortcuts. What keeps the score from going higher is an extremely consistent, independently verified complaint that the entire experience is over in two to four hours, confirmed directly by this review's own check of remarkably high achievement completion rates across nearly the full progression curve. This is a well-made short incremental that's an easy recommendation on sale, and a fair but harder sell at full price for buyers expecting a longer commitment.

Pros and cons

Pros

  • A genuinely well-executed core loop that transitions smoothly from manual chopping to full automation, which reviewers consistently credit as snappier and better-paced than many incrementals in the genre.
  • A rewarding prestige system built around compounding XP-based perks that multiple reviewers specifically single out as the strongest part of the design, making each reset feel purposeful rather than like a chore.
  • A clean, minimalist interface that reviewers credit for staying out of the way rather than cluttering the screen with intrusive pop-ups, a real strength for a genre often criticised for exactly that.
  • No cash shop or monetised power progression, a design choice at least one reviewer explicitly praises as a point in the game's favour.

Cons

  • An extremely consistent complaint reports the entire game can be 100-percent completed in two to four hours, with numerous independent reviewers naming almost identical completion times and explicitly recommending buyers wait for a discount rather than pay full price.
  • This review checked Trees Inc's own achievement data directly and found remarkably high completion rates spanning nearly the entire progression curve, with 66.9 percent of players reaching the "Corporate Takeover" milestone and 58.0 percent completing the game's final tracked achievement, corroborating the length complaint as a verifiable fact.
  • A minority complaint describes a hard cap of five growers per wood type as arbitrarily restrictive, and a separate complaint notes that some prestige perks, specifically a "Thunder Cycle" effect, are poorly explained in-game.
  • A single negative reviewer reports the early game as unbalanced and under-tested, though this review notes the developer shipped a dedicated balance patch within a day of launch that appears to target exactly this complaint.

Category scores

Category scores are the reviewer's read on each area. They inform the overall score but do not average into it — the number at the top of the page is a judgement, not a calculation.

  • Gameplay 7 / 10
  • Progression 5 / 10
  • Value 5 / 10
  • Originality 5.5 / 10
  • Replayability 3.5 / 10
  • Interface 7 / 10