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developed by milo donator
rated 4.1 stars, 58 ratings
rated 4.1 stars, 58 ratings

Posted October 14, 2023. Updated October 21, 2023. Has been played for 1598 hours.


Raise your version number as you explore the most accurate journey of a game developer.

latest update

Little Things v0.1.1 October 21, 2023

no new content, per se, but lots of delicious changes:

  • added achievements
  • added some statistics
  • slightly buffed promoting your server
  • caffeinate is now available from the start
  • you now work on your game after completing a job shift
  • added arrow-key navigation
  • added tooltips to currencies
  • changed some styling
  • navigation bar made horizontal (fixed on firefox too)
  • fixed a NaN issue with discord members
    hard refresh with ctrl + f5, or cmd + shift + r to fix css.
    please let me know if any new issues arise, and thank you for playing.
view all updates

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newest comments

unpogged November 28, 2023
+1comment score: 1

i gotta say, that friend i gave $1 to is really doing his job. he's doing the exact same thing as my other friend i paid $81 for

yayyaey gamedev November 3, 2023
+1comment score: 1

5 alphas lol

Termt October 22, 2023
+5comment score: 5

"you now work on your game after completing a job shift"
I was really hoping for it to just do more job shifts, the income aspect is too active for me which makes it being the only way to get the idle aspect going kind of weird.

windy October 22, 2023
+1comment score: 1

how in the world did the person below me do 3 alpha resets

UserDidntUnderstand October 22, 2023
+2comment score: 2

Short and cool game :). (typed in 1.1v)

top comments

Termt October 14, 2023
+21comment score: 21

Why doesn't "work at job" continue after it completes a cycle? "work on game" does it.

A mention of what the current end of content is would be nice, I just did an Alpha reset after getting 10 prototypes and that seemingly didn't give me anything.

developer response: the endgame was sort of mentioned in the patch notes but i understand if you didn't read that. i'm going to implement an achievements system which will consequently let players know what they should keep grinding to. also, i think i will make it so finishing the job cycle goes back to developing your game.

dudial October 14, 2023
+13comment score: 13

i like it. considering it's 'just' v.0.1,
clean UI, no numbers jumping. (i don't understand some devs were numbers jump around like crazy). monospace is the way to go.
maybe add some labels to production, motivation ? i just figured out what it means by looking in the source code.
the progressbar is a bit boring, no values there, just saying.
i am at, upgrades are too expensive considering the small return. yes it needs content in in alpha layer :)

btw. you should use .textContent instead of .innerHTML if you just change the text/value of elements: innerHTML triggers a reflow, textContent not.
you only have got a few elements, so it isn't a problem in your game.
but i've seen idle games with like 500-1000 elements all using innerHTML (e.g. dodecadragons), which are laggy like hell on smaller machines.
just by changing innerHTML to textContent i could improve that game performance by like 300-700%, (don't remember exact values), which is just insane.

developer response: thank you for your feedback, i've changed innerHTML to textContent and it will be pushed out in the next update. i will also try to add some labelling to make the game less non-descript.

Asenath October 14, 2023
+6comment score: 6

Im not sure why I have to switch tabs while there isnt even much in the first one and it doesnt look like there will be more in the future. So I am not sure why there is so much wasted space.
Game itself is nothing new, but unless there is something coming after a long while, thats it for me.

RomanQrr October 14, 2023
+6comment score: 6

Has potential, but is incredibly annoying because of how manual it is.

Darmichar October 14, 2023
+6comment score: 6

There is a lot of potential here with some balancing and more gameplay. If you are going to put everything on separate tabs, make the tabs indicate that something could be done there (upgrade/action). Having to constantly click around and micromanage all the little actions and upgrades gets tiresome quickly.

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