Incredicer similar games & best alternatives
Incredicer
2025
Related articles
Quick resume
Incredicer is a short, incremental dice game where you roll dice, earn money, upgrade and buy helper hands to automate and increase your income.
Global score
86/100
Genres
Casual, Indie, Simulator, Strategy
Similar games
Pros
- Relaxing and satisfying gameplay
- Good value for price
- Simple and accessible incremental mechanics
- Idle mode for passive play
- Pleasant visuals and soundtrack
Cons
- Very short with limited replayability
- Lack of depth and late-game content
- No multiplayer or social features
- Linear and predictable progression
- Skill tree and upgrades could be more balanced and impactful
Motivations
-
Autonomy
Game with the same Autonomy vibe
3"Players have freedom to choose upgrades, skill tree paths, and active play style versus idle play, allowing control over progression."
Idle Slayer
"Players actively control dice rolling early on and choose upgrades in a skill tree, with an idle mode unlocking later for more passive play."
-
Competence
Game with the same Competence vibe
2"Players feel progression and achievement through upgrades and milestones, but gameplay is simple and repetitive with minimal skill challenge."
Holyday City: Reloaded
"Players feel progression through upgrades and skill tree, but gameplay is simple and lacks deep skill challenges."
-
Competition
Game with the same Competition vibe
-4"No multiplayer or leaderboards; focus is on personal progress and self-set goals."
Internet Cafe Simulator
"No multiplayer or leaderboards; focus is on personal progression and completion."
-
Continuation
Game with the same Continuation vibe
-3"Short game (~1 hour) with limited replayability; players complete quickly and may not return often."
Spilled!
"Short game with limited replayability; many players complete it in a few hours and do not return."
-
Cooperation
Game with the same Cooperation vibe
-5"Entirely single-player with no cooperative elements."
Hell Yeah! Wrath of the Dead Rabbit
"Entirely single-player with no cooperative elements."
-
Creativity
Game with the same Creativity vibe
-2"Customization is limited; players optimize strategies and upgrades but do not create or modify game content."
Midas Gold Plus - Idle Clicker
"Players unlock upgrades and skill tree nodes but do not create or modify game content."
-
Domination
Game with the same Domination vibe
-5"No player versus player or domination mechanics; purely individual play."
Zuma Deluxe
"No player versus player or dominance mechanics; purely individual experience."
-
Escapism
Game with the same Escapism vibe
3"Players use the game as a relaxing distraction and background activity, providing mild escape from real life."
Gamblers Table
"Players use the game as a relaxing distraction and background activity during real life tasks."
-
Expectation
Game with the same Expectation vibe
-4"Players engage voluntarily for fun and relaxation without external pressure or obligation."
Tube Tycoon
"Players engage voluntarily for fun and relaxation without external pressure or obligation."
-
Experimenting
Game with the same Experimenting vibe
1"Some experimentation with upgrade paths and talents, but overall progression is linear and repetitive."
Keep on Mining!
"Some experimentation with upgrade paths and dice combinations, but overall progression is linear."
-
Exploration
Game with the same Exploration vibe
-3"No exploration of new areas; gameplay is numbers and upgrades in a fixed environment."
Scratch Inc.
"No exploration of new areas; gameplay is focused on known mechanics and incremental upgrades."
-
Expression
Game with the same Expression vibe
-4"No character or environment customization; presentation is standardized."
AdVenture Capitalist
"No character or environment customization; presentation is standardized."
-
Fantasy
Game with the same Fantasy vibe
-4"Game is grounded in realistic dice placement and puzzle mechanics without fictional or mythical elements."
Sagrada
"Realistic dice rolling and incremental mechanics without fictional narrative or roleplay."
-
Fellowship
Game with the same Fellowship vibe
-5"No social or community features; purely individual play."
Miss Neko
"No social or community features; played individually."
-
Growth
Game with the same Growth vibe
3"Skill trees and upgrades encourage player development and mastery."
The Darkness II
"Players develop through unlocking upgrades and skill tree nodes, gaining incremental improvements."
-
Health
Game with the same Health vibe
-5"Sedentary gameplay with mouse interaction; no physical activity involved."
Trash Goblin
"Sedentary gameplay with mouse movement; no physical activity involved."
-
Idle
Game with the same Idle vibe
4"Designed as an idle game with automation allowing for background play and intermittent engagement."
Bitburner
"Game supports idle play with automation and passive progression after initial active phase."
-
Intimacy
Game with the same Intimacy vibe
-5"No social or emotional relationship mechanics."
Zero Stress King: Idle Defense
"No social or emotional relationship mechanics."
-
Leadership
Game with the same Leadership vibe
-5"No leadership or group management elements."
High On Life
"No leadership or group management elements."
-
Progression
Game with the same Progression vibe
4"Strong focus on leveling, gear upgrades, and unlocking abilities."
Arcane Afterfall
"Strong focus on accumulating upgrades, unlocking dice tiers, and completing skill tree."
-
Relaxation
Game with the same Relaxation vibe
4"Players describe the game as relaxing and satisfying, suitable for background play and stress relief."
Increlution
"Players describe the game as relaxing, satisfying, and suitable for background play."
-
Sensation
Game with the same Sensation vibe
3"Enjoyable visual and auditory feedback, including dice physics and sound effects, enhancing sensory engagement."
Slice & Dice
"Visual and auditory feedback from dice rolling and upgrades provides enjoyable sensory stimulation."
-
Status
Game with the same Status vibe
-5"No social recognition or status systems."
Alan Wake
"No social recognition or status systems."
-
Story
Game with the same Story vibe
-5"No narrative or story elements; gameplay is context-free incremental progression."
Particul
"No narrative or story elements; purely incremental gameplay."
-
Strategy
Game with the same Strategy vibe
1"Some light strategic choices in upgrade order and skill allocation, but overall straightforward progression."
Magic Archery
"Some light strategy in upgrade choices and skill tree progression, but overall straightforward."
-
Thrill
Game with the same Thrill vibe
-3"Gameplay is predictable and low-risk, focused on steady progression rather than suspense."
Smashing Simulator Idle
"Gameplay is predictable and low risk, focused on steady incremental gains rather than suspense."
-
Value
Game with the same Value vibe
4"Players generally feel the game offers good value for its low price and short playtime."
The Cat Games
"Players generally feel the game offers good value for its low price and short playtime."
-
Violence
Game with the same Violence vibe
-5"No combat or destructive elements; gameplay is constructive and incremental."
Pincremental
"No combat or destructive elements; gameplay is constructive and incremental."
-
Survival
Game with the same Survival vibe
-5"No survival or threat avoidance mechanics; stable and safe gameplay environment."
Hatsune Miku: Project DIVA Mega Mix+
"No survival or threat avoidance mechanics; stable and safe gameplay environment."
Analysis
Less representative of its motivational profile, with noticeable differences. Motivations that often define this kind of title include Idle, Thrill, Violence, Survival. It leans lower than usual among comparable games on Continuation, Expression, Fantasy.
How to use the graph
Similar games map
Each dot is a game. They are arranged from the same motivation profile as in the “Motivations” section below. Closer dots usually mean more similar reasons to play (exploration, competition, relaxation, etc.)—not that one game is “better” than another.
- Larger dot with a light outline: the game you are viewing.
- Colour: groups of games with comparable motivation patterns (statistical clusters).
- Hover a dot to see the game name; click to open its page.
- Scroll or double-click the chart to zoom out and see more games.
Why don’t the axes read like a score? This view uses t-SNE: it only keeps who is close to whom. The scales are not “good to bad” or hours played—they separate groups on the map. Read distance between dots, not the axis numbers.
Last update: 30/04/2026