Shgabb Clicker

Posted December 10, 2024. Updated June 28, 2025. Played 7290 times for a total of 8515 hours.
description
Shgabb Clicker is my passion project: an active clicker game based on a blob creature and its mysterious ways. Classic webgame design meets bursts of creativity. Click to earn Shgabb, unlock almost a dozen other currencies and several features, find lore pages, get Achievements, customize an own Player Profile card, and see the numbers go up!
The game has a bit for everyone: active and idle aspects, micro-management, cosmetic customization, incremental numbers, the excitement of unlocking new stuff, complicated strategy (Artifacts) and more. Updates are released frequently, with lots of great new content planned. Feedback is taken into account. While the game hasn't had many players for most of its existence, multiple were so addicted I was really concerned! Have fun!
latest update
Shgabb Clicker v3.7 v3.7 June 28, 2025
-> Events and Etenvs:
- Added Events section to Shbook, showing all Events, with their descriptions and cosmetics!
- Added Etenvs, new token currency unlocked at HMS 10 000
- Gain one Etenv during every event
- Everyone who plays now also gets one Etenv for free, to try it! (if unlocked)
- Spend one Etenv and 10 000 Gems to summon an Event for 24 hours
- Summoning is done in the Shbook, on the Event's page
- Summoned Events are the same as real ones, with their boosts, cosmetics, Achievements and everything else
- Note: Hot Hot Summer and Shgabb the Witch do not have their Year 2 versions yet
- Added Shbook entry and stats for Etenvs and Events summoned
-> Fishgang:
- Now framerate independent
- Improved design for player level/bar, including your PFP
- Bar fill is now based on progress to next level, rather than total
-> Design:
- Cut down exclamation mark usage
- Removed hearty wording from the info section
-> Other:
- Sections for Challenges and Minigames get a red background when their daily isn't complete yet
- Added Setting to disable Popups (new Artifacts, duplicates, Achievements)
- Finding or unlocking a lore page shows its name
- Code and file organization improvements
newest comments
This is a decent enough clicker on par with any other "_____ Clicker" - doesnt do much to stand out though.
Nevertheless, I spent a good week or two playing it, and will probably pick it up again eventually.
@onyxisntdead: Turn off your adblocker.
have yet to get a single ad despite having over 1k total sandwiches- also getting to 2k hmo feels like a softcap which feels a bit infuriating especially without the helps of buffs and bad rng :( seeing my experience as a new player seeming to juxtapose the experiences of everyone else makes me think maybe this version is bugged. i hope it gets fixed because this seems like a game with genuine love put into it
Yay; ads my favorite 🫶😲😭
Yes, this game is a bit slow at first, and there's a lot that's left up to RNG, but that's part of the charm of this game, just stick with it!
top comments
Wait, I need to reach level 25 of the basic upgrade to be able to do anything else?
25 * 5 clicks * 5 second forced cooldown (lame) = 625 seconds minimum where you have to either pay constant attention or have slower progress with an autoclicker without paying attention.
The "bar of entry" to your game is over 10 minutes of mind-numbing time-gated clicking? Bugger that.
Click the button once, then open dev console, change target to the game (in chrome little arrow at the top), target is shgabb-clicker, then type in the console "game.shgabb.exponent = 10" and hit enter.
Buy 25 levels of the basic upgrade, then do "game.shgab.mantissa = 10" followed by the above command again but = 1 instead of 10.
Apparently at level 15 you unlock an upgrade to reduce the click cooldown ever so slightly, but it's relatively expensive and not enough of a change to really cut down the bar of entry below 10 minutes.
developer response: The "bar of entry" will be changed soon. I can't give an estimate of how many minutes it will be changed to, but it will be far more appealing to users like you.
The prestige resets your automation so you have to roll the dice again. Yeah, I'm done, sorry.
Not sure what type of “balance” you were going with this when you decided to have a whopping 5000 ms cooldown each click, is the game that fast to finish that you had to compromise something to get more play time? Also, the color theme is an eyesore I’m sorry.. nothing makes sense, a snot green background with some turquoise blue down the page, & dark blue UI with a touch of yellow here and there.
C’mon, this needs an overhaul ASAP!
developer response: The game is not fast to finish, and you can get a really short click cooldown after HMS 1000. This is not the first incremental where you have to wait over a second between clicks. 5s for 100 currency or 0.05s for 1 currency are the same thing, except the first is far less exhausting as it takes less clicks. As for the UI, I will take a look at the color combinations. But people liked the colors up to now.
Thanks gamedev for putting your back into making this game based on the feedback to make it more appealing to us. We might not say it but we really appreciate it thank you
Yeah, I tried, I really did, but after spending about 10 minutes clicking the same button once every 5 seconds and then upgrading once every 5 clicks, only to unlock a feature that told me about all the features I don't have and seemingly nothing else, and then learning through the wiki that the next bit of gameplay is to do that same process again for the same amount of time... this is, uh, not a good introduction to the game.
I don't want to have to break out an autoclicker this early. It feels bad, but I'm not having fun and I want to get to the part that is fun.
developer response: replying to your 3 comments in one now; the list of features motivates new players by showing them what they can work for. That's why it's unlocked so early. I understand your criticism that the early game is repetitive and slow - I will tweak it a bit in the soon-coming update. For most of the game's existence it only had a couple of players and they enjoyed all stages of balance, the UI and everything else. It's not a surprise to me that the feedback on galaxy is different, as it's a much larger audience, and also a more modern one - what people want to see in an idle/clicker game has changed a lot in the past few years. This isn't a bad thing, it lets me gather more nuanced thoughts and polish the game's existing content. I will focus a bit on the early stuff now, so that more people can experience the feature-heavy midgame. I hope that people who were interested but turned off by the slow start will give it another chance then. I also removed the "idle" tag, because I realized, while some parts can be idled it is mostly active. Sorry. Thanks for being the kindest critic :)