Idle players are patient. Your launch plan shouldn't be.
Outpost runs the campaign this genre needs: a playable browser version on the right portals, posts for the web-game communities, galaxy.click, and Steam's desktop and idle moments.
On this page
01 · DISCOVERY
How customers find you
Incremental players find games by playing them: in the browser on portals like CrazyGames, Poki, Armor Games and Newgrounds, on galaxy.click, which focuses on incremental games, and through r/incremental_games, where new playable releases and feedback threads are the core content. A newer group finds idle games on Steam, especially ones that sit on the desktop while you work.
The buying journey
Play a free browser version for a few minutes, hit the first prestige or unlock, come back the next day, join the Discord or subreddit thread, then buy the Steam version or support the developer for offline progress, extra content or a desktop mode.
What studios aim for
Get a playable version in front of incremental players quickly
Collect feedback on pacing before the full launch
Pass portal and galaxy.click review
Convert browser players into Steam wishlists or supporters
02 · CHANNELS
Channels, ranked by what matters most
Ranked 5 (essential) to 1 (optional) by the research for this industry.
01
r/incremental_games
Essential
The genre's central community. Its rules call for playable content and a gap between new posts, with Feedback Friday for work in progress, so timing each post matters.
02
Browser game portals
Essential
Idle games suit short browser sessions. CrazyGames, Poki, Armor Games and Newgrounds bring player traffic; each has its own review and SDK rules.
03
galaxy.click
High
A community site centred on incremental games, with forums and chat. Most uploads go through a review that rejects very short games, paid ads and microtransactions.
04
Steam with a desktop or offline angle
High
A Steam version with offline progress or a desktop mode gives players something to buy, and Steam's Desktop Companion Fest targets exactly that kind of game.
05
Discord and update notes
Medium
Long-term idle players stay for updates. A Discord and clear changelogs keep them returning and recommending.
BUSINESS MODEL · LIVE
How you make money changes the plan
The same channel can be a strong fit for a paid game and a poor one for a free one. Each line below is a rule or rating from Outpost's knowledge base, with its source; your own plan is built from your answers.
Paid up front (premium)
Poor fitCrazyGames
CrazyGames documents no paid-download or subscription model; games are free to play and monetize through ads and, by invitation, IAP.
itch.io offers three pricing modes per project: no payments, $0-or-donate (a suggested donation that can be skipped), and paid with the set price as a minimum that buyers may exceed.
Armor Games supports in-game purchases through its API on request, and pays for branding or timed exclusivity, which it calls one of its highest-paying options.
CrazyGames allows only SDK-requested ads: midgame ads at most once every 3 minutes (the SDK enforces it) and never while the user is playing, optional rewarded ads, at most 2 in-game banners per screen and only on screens open 5 seconds or more on average, and ad-blocker users must be able to play normally (features may be blocked with a notice).
itch.io's quality guidelines tell creators to avoid sponsored installers and ads that block play until the player acts, and itch never puts ads on creator pages.
itch.io has no general in-game purchase system; its 'sub-products' API sells add-ons through itch's checkout for redemption on the developer's own site or service.
Free-to-play games on Steam are generally not eligible for curated discount spotlights (Daily Deals, Midweek and Weekend deals), and in-game content discounts are run from the developer's own backend.
Armor Games accepts only HTML5 uploads, hosting in an iframe only for multiplayer, MMO or special cases, and requires disclosure of any generative AI used, the tool and what it was used for.
CrazyGames expects games to work on Chrome and Edge; games that run poorly on Safari are disabled there, Chromebook play is disabled unless smooth on a 4 GB RAM device, and Unity games are disabled on iOS by default pending review.
CrazyGames requires an initial download of 50MB or less, measured from the start of loading to the SDK 'Gameplay start' event (or as total file size when the SDK is not integrated), and 20MB or less to be eligible for the mobile homepage.
Read from Outpost's knowledge base on Nov 8, 2026; every line links its source.
03 · YOUR FIRST MONTH
A 30-day campaign that costs $0
A sample month. Your own plan is built from your audit, stage and goal, and paid options only ever appear as optional boosts.
W1
Week 1 · days 1–7
Make it playable and fair
Make sure the first unlock or prestige arrives within a short session
Add save export and import and offline progress notes
Prepare a browser build that meets portal size and load-time limits
Write a clear page describing the loop and length
W2
Week 2 · days 8–14
Community first look
Post the work-in-progress build in r/incremental_games' Feedback Friday thread
Collect pacing feedback and fix the worst walls
Submit to galaxy.click and read its review notes
W3
Week 3 · days 15–21
Portals
Submit to CrazyGames and follow its Basic Launch process
Submit to Armor Games and Newgrounds
Set up a Discord and link it from every version
W4
Week 4 · days 22–30
Release post and Steam path
Make the single release post in r/incremental_games once the build is solid
Create or update the Steam page and check fit for Desktop Companion Fest
Publish a 'games like Cookie Clicker' style article on your site
Review plays, retention notes and wishlists by source
DEADLINES · LIVE
Upcoming deadlines
Read from Outpost's knowledge base when this page loads. Expected dates follow the organiser's usual pattern and are labelled until the organiser confirms them.
Auto-Battler RPG Fest on Steam themed fests and salesAuto-Battler RPG Festin 8 days
Easy home for a browser build, devlogs and supporters.
Free; you set itch.io's revenue share
PC STORES · LIVE
The Epic Games Store as a second store
For PC games already on Steam: what Epic offers and asks, from Epic's own pages where they could be read.
Strong fitEpic Games Store
Epic Games Store developers keep 100% of the first US$1M net revenue per product per calendar year (resetting each 1 January from 2026, applied automatically), then 88/12.
Epic First Run is an opt-in 6-month Epic-exclusive window paying 100% net revenue; it is open only to new games not previously released on another third-party PC store, and afterwards the standard 100%-of-first-US$1M then 88/12 terms apply.
Epic requires multiplayer games sold on other PC stores to support crossplay with them, and products added to its publishing tools after 9 March 2023 to enable Epic achievements if they offer achievements on other PC stores.
Listing on Epic Games Store is paid. $100 per product plus local taxes; not refundable but recouped after $1,000 on EGS. Developer keeps 100% of the first $1M net revenue per product per year (resets every Jan 1 from 2026), then 88/12, applied automatically to Epic-processed payments. A separate opt-in 'Epic First Run' gives 100% for a 6-month exclusive. Free alternative: itch.io or the Microsoft Store PC path (free)
Below the provider’s reporting threshold: real demand, too small to report.
DataForSEO Google Ads, US/en, Oct 2026: primary keyword below reporting threshold. Related: 'idle games' 40500/mo, 'incremental game' 14800/mo.
incremental game marketing
how to promote an idle game
galaxy.click
r/incremental_games
idle game steam
Browser idle games
Transactional
Ready to act: make it easy
idle games browser
incremental games online
idle clicker games unblocked
Games like a classic
Commercial
Comparing: show why you
games like cookie clicker
games like antimatter dimensions
games like universal paperclips
Desktop and offline
Commercial
Comparing: show why you
idle games for pc
desktop idle game
idle games with offline progress
Player help
Informational
Learning: answer with guides
[title] best prestige strategy
[title] save export
[title] wiki
06 · AVOID
Common mistakes
Spending your one post too early
r/incremental_games requires a gap between new posts and playable content. Use Feedback Friday for early builds and save the main post for a solid release.
Putting ads or microtransactions in the galaxy.click build
galaxy.click's review lists paid advertisements and microtransactions purchasable by its users among common rejection reasons. Ship a clean build there.
A first wall that comes too soon
If the first meaningful unlock takes too long, players leave before the loop clicks. Test pacing with real players before portals.
Treating CrazyGames Basic Launch as the launch
Basic Launch is a limited test for at least 7 days and 500 plays, with monetization off. Plan for Full Launch and its SDK and QA requirements.
No save export
Idle players invest weeks. Losing a save to a cleared browser cache turns fans into critics.
07 · WHAT OUTPOST DOES
How Outpost helps
Checks your browser build against portal limits and review rules before you submit
Drafts posts for r/WebGames and r/IndieGaming within their rules, timed to when you can answer comments, for you to post
Prepares galaxy.click, CrazyGames, Armor Games and Newgrounds submissions for you to upload and tracks each one
Plans the Steam version's page and checks fit for Desktop Companion Fest and similar themed fests
Publishes 'games like' and player-help pages that build search traffic over months
Tracks AI-assistant mentions for 'best idle games' queries, next to the plays and wishlists you share
Every action Outpost takes gets a receipt: the live URL, a timestamp and what it drove, or “nothing yet”.See how receipts work
08 · QUESTIONS
Frequently asked questions
Should I launch in the browser or on Steam first?
Many incremental developers start in the browser to test pacing with real players, then bring a fuller version to Steam. Browser portals and r/incremental_games give feedback quickly; Steam is where a paid version with offline or desktop features sells.
How often can I post on r/incremental_games?
The subreddit's current rules require a gap between new posts, around 30 days, and posts must point to playable content, with Feedback Friday for work in progress. Check the sidebar before posting, since rules change.
What does galaxy.click look for?
Most games go through a review. Common rejection reasons include heavy use of generative AI, very short games, paid ads, microtransactions for its users and non-English games.
Can I monetize on web portals?
Portals like CrazyGames and Poki pay through their own ad SDKs on a revenue share. On CrazyGames, monetization starts at Full Launch, not during the Basic Launch test.
Is there a Steam event for idle games?
Valve's Desktop Companion Fest (Jan 14 to 18, 2027) fits idle games that run on the desktop. Check the theme's eligibility before registering.
How long until results?
Community and portal traffic can come quickly if the game is good. Search traffic from your site and a Steam following build over months.
Should I also launch on the Epic Games Store?
Often yes, as a second store once your Steam page is working, if your game meets Epic's rules: Epic Games Store developers keep 100% of the first US$1M net revenue per product per calendar year (resetting each 1 January from 2026, applied automatically), then 88/12. Epic First Run is an opt-in 6-month Epic-exclusive window paying 100% net revenue; it is open only to new games not previously released on another third-party PC store, and afterwards the standard 100%-of-first-US$1M then 88/12 terms apply. Epic lets games use their own or a third-party payment solution for in-app purchases, keeping up to 100% of that revenue. Epic requires multiplayer games sold on other PC stores to support crossplay with them, and products added to its publishing tools after 9 March 2023 to enable Epic achievements if they offer achievements on other PC stores. Listing on Epic Games Store is paid. $100 per product plus local taxes; not refundable but recouped after $1,000 on EGS. Developer keeps 100% of the first $1M net revenue per product per year (resets every Jan 1 from 2026), then 88/12, applied automatically to Epic-processed payments. A separate opt-in 'Epic First Run' gives 100% for a 6-month exclusive. Free alternative: itch.io or the Microsoft Store PC path (free) Epic First Run is irreversible for its six months, so Outpost asks you to confirm it before planning it.
Basic Launch lasts at least 7 days and 500 plays with monetization off; revenue share starts at Full Launch
Last reviewed . Search volume: DataForSEO Google Ads, US/en, Oct 2026: primary keyword below reporting threshold. Related: 'idle games' 40500/mo, 'incremental game' 14800/mo.
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