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BIOTOMATA

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developed by

developed by Talos0248

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completed

644 ratings

rated 4.7 stars, 644 ratings.
jsactivestoryprestigestrategy

Posted July 18, 2025. Updated July 21, 2025. Played 24630 times for a total of 39411 hours.

description


Deep beneath, a chrysalis stirs... BIOTOMATA is a semi-active, sci-fi themed incremental with elements of strategy and story.

NOTE: KINDLY PLAY ON EXPAND/FULLSCREEN MODE, as this game is designed to take up most of the screen height! (Or not, if you enjoy your current aspect ratio, lol)

For new players:

I hope you'll enjoy the game! :D

For returning players:

Welcome back! Many new QoL updates have been added since the first launch, including:

  • Endgame balancing: You now get more Embers to spend with each unlocked ending! A "Challenge Mode" toggle is added to settings to revert back to the original, more strategy-oriented balancing. This change is made to hopefully accommodate both the "I love numbers go up and becoming OP!" crowd and the "I love strategy in incrementals!" crowd <3
  • Additional 25K starting mutagen upon reaching level 35 as an extra boost to ending hunters.
  • New "Decimate" mechanic. One-shot enemies with 4x less combined stats than you with a single button click.
  • "Auto-Decimate" option in settings to effectively reduce decimation to 0 clicks.
  • Auto-use combat moves when ready by long-holding the move icon. (Should reduce early-game repetitiveness)
  • Added settings option to show combat and reset formulas.
  • Three moveset loadout slots! (Old moveset will need to be reassigned to account for new save structure, apologies in advance!)
  • Instead of repeat clicks, you can now long hold the upgrade button to continuously spend Biomatter.
  • "Double click to mutate" now has a minor confirmation prompt.
  • Chrysalis now has icons which indicate which upgrades have been unlocked since last view.
  • On mobile, scroll position of the cascade screen is now saved.
  • Status effect tooltips on Moveset description screen.
  • Info screen with updated credits.

I also hope you'll enjoy the game! :D

itch.io github ko-fi

latest update


The Update that Adds an Ending Gallery Feature to the Achievements Page July 26, 2025

  • Added the ending gallery feature to the achievements page!

Let me know if any bugs arise and I'll put out a fix asap! :D

view all updates

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newest comments


Birdie12 gamedev November 1, 2025
+2comment score: 2

Probably the best incremental I've played in a while

Only complaint is that there are times when I was just figuring out the descriptions; (for example, )

developer response: Thanks for playing! I might go have a look to see if I can make the interlink perk a bit clearer when I next update :)

dbeef October 30, 2025
+2comment score: 2

Finished this game after playing it intermittently for three, days? Progression was incredibly smooth. Story was super nice. P.S.

The whole thing was super well paced, it got me hooked for some good hours! Fun, fun, game. Absolutely deserves to be the top game on galaxy.

Well, I still have some feedback, if you don't mind. They are pretty much nitpicks but something I'd like to see:
* unlocks the ability to , right? I was slightly confused about whether it still had any use towards the end game, perhaps adding a description to it like would help?
* The description of different combat moves should show the actual value based on current stats so I don't have to calculate them myself.
* Effects applied to both enemy and self should have some visible cooldown. Maybe both as a tooltip or a small pie chart. If there are multiple you should just show the one that expires first as the pie chart, and show more details in the tooltip.

developer response: Thank you so much, happy to hear that you enjoyed both progression and story!! :D

And hey, feedback is always welcome! Regarding the combat move description, that's a neat suggestion and definitely something had considered during development. The problem I faced was that it could show the either the final damage dealt (considering dodge/armor) or just the initial damage based on stats, but it felt like it would cause user confusion either way ("why does it show 0 damage / why is my damage output less than what is shown"). Omitting it entirely felt like a fair enough trade-off during development, since the math isn't TOO out there. It also helps with keeping the UI clean and less overwhelming.

I used similar reasoning for the cooldowns. Poison stacks can get really high, and while the internal engine is built to keep track of separate stacks, substacks, and each substack's damage and duration, UI overload becomes a real concern for me. The cooldown pie chart thing is pretty neat too, but my concern is that if a player adds on a stack, the pie chart wont "reset", and i fear it might give off the perception of "hey noooo why is it following the old cooldown :(". I understand that it would be obvious that it's not the case when one stack expires and the pie chart jumps to the next stack, but I worry about the edge case where someone stacks 2 poisons, sees the cooldown doesnt change, enemy dies before the first stack can expire, and they decide "DOT strats are trash" and never touch it again, lol

The is a really good suggestion! It does seem to come up as a point of confusion quite a bit. Whenever I next have time spare to revisit the codebase, I'll see if I can get item descriptions to render conditionally (i.e. )

Once again, appreciate you spending time on both the game and writing a review! :D

HOPeAndFriends48 October 28, 2025
+2comment score: 2

first of all, i was wrong (stage 5 spoilers) Not a bad thing necessarily, stuff like that happens to me all the time. I'm on a roll, and i get blindsided by something that anyone else would definitely see coming.

secondly, (stage 6)

developer response: oh, LOL, haha no worries at all!
and what can i say, the . If you're not level 32+ at this point, remember to

If you ARE level 32 and have done those, you could consider

Hope this helps!

HOPeAndFriends48 October 28, 2025
+2comment score: 2

(stage 5 spoilers)

developer response: I'm gonna be honest chief but I'm glad(?) to hear that it gave you an unintentional spook regardless haha

EDIT: OH YOU MEAN CONTEXTUALLY. lol i'm slow, that checks out!

Edit edit: Oooooh nevermind then haha

Spotterman95 October 28, 2025
+3comment score: 3

I can't be a friendly eldritch/corrupted being. Sad. Scientist friend, not food.

developer response: The munchies won out... :(

top comments


uden July 21, 2025
+67comment score: 67

Damn what a game. It might just be one of the best games on this site and I've almost played everything on here to completion. It's kinda funny coming from A Tale of Poop and Vengeance to this, though your knack for story telling kept on. On that note, the story is a very nice touch. I don't really expect an engaging story out of games like these, but I did really enjoy the overall progression with Daniel and I liked how I could slowly see where it was all heading as the game progressed.

The pacing is very solid. Like you said in the info, basically every part goes by pretty smoothly (unless you're deliberately trying to skip something or you're doing something wrong). The combat is very nice too. Early on, I felt that the Constitution Vitality build carried me through everything but as I did Ending runs, I gained a lot of appreciation for the other builds. It's really nice how everything has its own unique flavor. The battles are also varied and interesting too, with most having a purposeful gimmick for you to adapt your build towards. The variety of mechanics is also nice and the game introduces and paces them out well. The prestige system is also strong and I never felt like I needed to grind runs and that I always had the choice to go for longer runs or runs specifically geared towards different objectives.

I also enjoyed the challenge mode. I always had a feeling you could do some interesting shenanigans with the ascension perks and I'm glad there is a way to utilize them, though I think it is for the best that it isn't like this way in the main game.

Personally, I feel like this game would benefit from a Dialogue/Cutscene Log or an Gallery/Ending Viewer. There's a lot of tidbits you can accidentally skip over and it'd be nice to see some of the endings again without having to redo a run.

I think some people might also prefer for there to be a bit more automation. I found it to be fine since you could just skip past all the first stages later on in the game, but some more decimates or area wide decimates could be a good quality of life choice. It's also not a particularly long game, especially if you don't do all the endings, but that's perfectly fine by me. In fact, I really don't think it needs to be any longer. As I said before, the game feels perfectly paced to me. Though maybe a wider expansion of a challenge mode with greater perks could work if you wanted to release it on steam and justify a price tag.

All in all, a really great game and I hope you continue to make more.

developer response: Thank you for playing, and an extra thank you for playing A Tale of Poop and Vengeance before this! :P I'm really glad you enjoyed the story! Funnily enough, I'd like to think of A Tale of Poop and Vengeance as a distant prototype-ish cousin to BIOTOMATA, mostly with the "event-storyline" and "mechanics that support storytelling" aspects. Ngl I was genuinely and pleasantly surprised with the reception it got, and it's definitely constructive/encouraging comments like this one which gave me the confidence to pursue BIOTOMATA as my uni capstone project

Happy to hear that you found the pacing appropriate and the combat enjoyable! I think it's pretty cool that you went with a vit/con build, since I've seen builds being quite common with midgame! Glad that you enjoyed the rest of the mechanics too!

The Ending gallery is definitely showing up as a common request. I'll add it to my TODOs, though it'll definitely need a separate UI component of its own, hopefully I can get it to work! Valid point on the automation, I might experiment with the decimate threshold a little and see what sticks better :)

Hard to say where my gamedev journey will take me next, especially since I'll be graduating soon and may likely need to start finding some stable employment first. Fingers crossed BIOTOMATA will be a neat enough portfolio project and I'll be able to find something that's just as rewarding while still allowing me to continue gamedev in my free time!

Cappan July 22, 2025
+35comment score: 35

be me
scientist, medical research facility
late one night, cleaning up a bit
hear skittering, turn around
roach with human eyes and hands staring back at me

Fuck this shit, I quit.

developer response: Oh come on, they're friendly I promise :)))

Also i just had to doodle this: https://imgur.com/a/NMMDHx4

schadester July 22, 2025
+33comment score: 33

Dude, I came here to play some bad TMT games, not to find one of the best idle games I think I've ever played. The writing, the visual style, the gameplay (for the most part) was all superb. It was a touch slow at times and had a bit of the learning curve, but the unfolding story and the puzzle-like aspects of the endgame made this incredible. Kudos

developer response: I am sorry, I will work harder to make a bad TMT game next time :'(((

Jokes aside, thank you for your review! I'm happy to hear that you found the overall experience enjoyable!

senko July 21, 2025
+22comment score: 22

Tip: You can hold combat actions to auto-trigger them :)

developer response: A very pro tip :D
Edit: Oh, also, the "Space" key will quick pause combat!

Dragonfest July 21, 2025
+14comment score: 14

Absolutely amazing game, i played it originally after finding it on r/incremental games, it was amazing then - i cant wait to experience it without the 42 point cap >:)

developer response: Thanks for playing the original version (and going so far as to play again)! Have fun!! :DDDD

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