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Watch trailer on Steam ↗Yet Another Incremental Game (but this time about coding)
Raclette Games · Published by Raclette Games
Mostly Positive — 78% positive (40 reviews) · 218 achievements
Last updated 28 Sept 2026
Yet Another Incremental Game (But This Time About Coding) is an idle clicker about... coding (thanks, Captain Obvious). Smash your keyboard, spawn code, and discover the questionable joy of programming. No actual skills required.
£7.15
Lowest price we've ever recorded
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Price history
Indie, Simulation, Early Access, Casual · 2026 · More £5 - £15 games
Yet Another Incremental Game (But This Time About Coding) challenges you to smash keys and watch lines of code appear in this unique idle game experience. Join the ranks of programmers-in-training without needing any real coding skills, just a knack for clicking.
About this game
Every key you mash writes real code. Every file you ship makes the number go up.
An incremental game about programming: you start hammering a keyboard one character at a time, and end up running an army of AI agents that write the code, fix the bugs, and quietly make you obsolete. Just like real life.
No coding knowledge required. Rolling your face across the keyboard is a valid strategy.
Hire the AI that replaces you
Six specialist agents work around the clock: one generates files, one hunts bugs, one trains the others. Overclock them for double speed — if your bits can pay for it.
Ship client projects
200-file codebases across eleven programming languages, bugs included. Launch a project, point your assistant at it, and watch the files get shipped one after another.
Build a machine that prints bits
Place components on a grid and chain them into production lines. Power supplies, crawlers, RAM, databases — each one feeds the next, and the whole thing keeps humming while you do something else.
Bend the numbers with a skill tree
Dozens of nodes, several with no level cap at all. Pour your skill points into typing power, agent efficiency, or golden files, and rewrite the curve in your favour.
Then throw it all away
Prestige wipes your progress and hands you a permanent multiplier. Then you do it again, faster. This is where the real run begins.
Also in the box
Code review — pull requests arrive in real time. Approve, reject, or fix them to keep tech debt under control.
Training — specialize in any of eleven languages for permanent bonuses that stack across your whole save.
Idle progress — your agents keep coding while the game is closed. Log off, come back rich.
150+ achievements, Steam Cloud saves, and full Steam Deck support.
Why Early Access
The core loop is finished and stable — typing, agents, projects, skill tree, prestige. The machine expansion, daily community challenges, and build sharing are still being built, and they are being built with player feedback. The roadmap is public and I read every review.
System Requirements
Will my PC run this? →Minimum
- OS: Windows 3.1
- Processor: It's better to have one yeah.
- Graphics: Nvidia 7090 TI super max
- Sound Card: Sound ? I know you will disable it if I put some.
- VR Support: Have you tried this game in VR ?
Recommended
- OS: MS-DOS
- Processor: Better Ghz goes brrrr
- Graphics: Nvidia 7090 TI super max
- Sound Card: So I wont, for now, but next game will
- VR Support: You should definitly try this in VR.
Supported Languages
Latest news
AnnouncementsOfficial
v1.1.4
Here's the roadmap ### New- **Build Config**: prestige points now buy permanent *compilation flags* that survive every prestige. Six flags compete for five slots, so something is always left on the table- **Shop drag-purchase (Machine)**: components drag from the palette straight onto an empty cell, into a storage container (or its open panel), or onto a level-1 twin as an instant merge — the drag ghost is the real cube, and purchases pay the same scaled price as the buy button.- **Factory progress bar**: factories show the same cycle bar as he garbage collector a bar stuck at full reads as "blocked" (no power, or grid full).- **Project codenames**: projects are named "recursive allocator"-style instead of "*language* Project *n*" (which repeated the LV tag sitting next to it); the language moved to its own header tag.- **Storage panels QoL**: several storage panels can be open at once (stacked on either side of the grid), grid cubes can be dropped anywhere on an open panel, storages take color markers, and panels only close via their X.### Balance- **Compiler doubles per level**: 2^(level−1) instead of +20%/level — merging two compilers is now output-neutral instead of a 40% loss (the most-requested change on Discord). Compiler only: every other component keeps the linear curve, so the merge-vs-spread decision survives everywhere else.- **Stored cubes count toward prices**: component costs (and the compiler's %-of-bits) now count cubes inside storage containers, not just the grid — parking spares in storage no longer discounts the shop. Prices can jump on first load for players who used the trick; that is the fix working, not a bug.- **Garbage collector multi-merge**: one extra pair per activation every 10 levels (each merge pays its own energy), shown in its tooltip.### Fixes- **Instant project chaining**: the maxed upload upgrade still left a 307 ms floor between projects (4000 × 0.95^50 never reaches zero); at max level the next project now launches synchronousl...Read full article on Community Announcements (Poptocrack)Patch NotesOfficial
v1.1.2
### New - **Garbage collector quality-of-life**: its area of effect is drawn directly on the grid (dashed outline), clicking anywhere on its panel row swaps the collected type (not just the icon), and a timer bar tracks the collection cycle.- **Storage → trash**: stored cubes can be dragged from the storage panel straight to the trash.- **Code window controls**: manually scrolling back pauses autoscroll instead of fighting it, and the AI assistant gets its own pause button.- **Theme Pack modal**: a one-shot modal with a live theme preview greets the player at game open, selling the Themes DLC.- **End-of-demo modal** (demo builds): finishing the demo content shows a modal pitching the released game and opens the Steam overlay on the store page. ### Balance - **Achievement thresholds**: 49 achievements whose thresholds were unreachable at any realistic horizon were re-thresholded to audited ladders, and PRESTIGE_1000/2500/5000/10000 became prestige-point milestones. ### Fixes - **Typing performance**: the code window highlights the template once and reveals it as typed, instead of re-running syntax highlighting on every batch — big CPU drop at high typing speeds (reported by a Steam player).- **Achievements resync to Steam**: locally-unlocked achievements are pushed to Steam at boot — demo unlocks now reach the full game's Steam profile, and offline sessions / imported web saves catch up.- **Exact achievement trackers**: golden files now count real golden procs (agent output no longer counts), overclock bits spend is tracked per-tick instead of attributing every spend while overclocked, and PLAYED_24H measures accumulated playtime instead of wall-clock since first launch.- **Stuck saves after prestige**: prestige now purges the in-flight project (its late-run file lengths survived the reset and left players stuck for hours on a single file); a rescue guard in the project service also heals saves already stuck.- **Unfinishable Infinity files**: project difficulty scale...Read full article on Community Announcements (Poptocrack)Patch NotesOfficial
v1.1.1 hotfix
Hotfix for project difficultyRead full article on Community Announcements (Poptocrack)Patch NotesOfficial
v1.1.0
## v1.1.0 - 2026-07-27 ### Warning - Some achievements are still broken, but it will be retroactive and should be fixed in the next release. Steam has finally lifted the achievements limit from 100 to 5k+ (even in this release, some achievements are still not wired). And I still need to balance some achievements. ### New - **Merge Queue Defense** replaces the CODE REVIEW tab, rebuilt from scratch as a defense mode: suspicious PRs ride a conveyor belt as enemies and your review agents shoot them down before the merge point. Combat capabilities unlock through a 7-milestone ladder and must be claimed, the upgrade shop assembles itself as capabilities come online, crits land at ×1.5 with chance/damage upgrades, and runs are fueled by LGTM, a run-local currency. Weights earned per run feed a RETRAINING panel. CODE QUALITY exports a production-wide multiplier, PIPELINE speeds up spawns, MEMORY persists across rollbacks, LEARNING RATE discounts the shop; the late-ladder AUTONOMOUS CI capability keeps the mode running unwatched. The mode teaches itself through the same diegetic system-file onboarding as the main game (five files boot each section online) and ships with EN/FR chrome (diegetic content stays English). - **Old-system rewiring**: everything that hung off the old code review was reconnected to the new mode — bits income, the Machine unlock gate (now 2 rollbacks), the CR\_\* achievements, and four skill nodes. - **VETERAN carry-over**: progress from the old code-review system becomes a permanent +X% bonus on the CODE QUALITY track; veteran saves skip the mode's onboarding, and a one-time notice explains the revamp on the first REVIEW tab visit. - **CODE REVIEWER agent**, rewired for the new mode: it places review holds on PRs (arriving through a smoothing reservoir, not as bursts), boosted by the new **Frozen Diff** skill node. - **Machine garbage collector**: auto-merges configured cubes to reduce grid tedium. - **Steam achievements**: 121 achievements that exist...Read full article on Community Announcements (Poptocrack)Patch NotesOfficial
Update 1.0.5
## v1.0.5 ### New - **Founder Discord rewards**: new in-game modal to claim a Discord role with a `/founder` code (tiers based on progression), with the slash command registered on the bot and the backend in Cloud Functions. The modal now auto-opens at launch until the player has seen it once. - **Hide maxed upgrades**: an eye toggle in the upgrades header hides upgrades that are already maxed (persisted in `useAppStore`). - **Machine unlock rebalance**: satellite uplink now unlocks at firmware 3 (no longer gated behind the heat-sink), storage moves to firmware 4. ### Fixes - **Linux / Steam Deck launch crash**: the game now forces GTK 3 — Electron 36 defaulted to GTK 4 on GNOME while the Steam overlay preloads GTK 2/3 symbols, aborting at launch with `Gtk-ERROR`. - **Machine drag & drop dead on Windows**: CSS mutations during `dragstart` made Chromium cancel the drag; fixed in `GridCell` and `StoragePanel`. - **Machine component cost**: the scaled token cost (base × scaling^owned) was displayed but only the base cost was checked and charged — purchases now cost the real price. - **Factory energy underflow** when the capacitor drains mid-tick. - **Typing-cost-reducer agent permanently frozen**: the reduction stored as a native float64 eventually underflowed (~5e-324) and the guard never passed again; moved to `Decimal` (+ tests). - **Documentation upgrade capped at 990**: level 1000 froze training file growth; includes a migration that repairs already-affected saves.Read full article on Community Announcements (Poptocrack)






