BIOTOMATA

Posted July 18, 2025. Updated July 21, 2025. Played 16785 times for a total of 27925 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.iolatest 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
newest comments
where poop dragon
developer response: currently ruling the world in the other game
Great game! But I have a problem with cascade level 31, are the movesets supposed to be capped to 8? It’s not giving me the +1 moveset slot it promised
developer response: Oh, snap, you're right! It's intended to be capped at 8 for UI purposes. Silly fun fact, but originally the chrysalis only went up to level 3, levels 31 to 40 were added for QoL purposes, somehow it just slipped my mind that I capped moves at 8 lol
I'll see if I can replace it with something that doesn't affect the balance too much a little later, thanks for noticing!
This game's incredible. I love it when incremental games have strategy. I'd prefer it if all the images were stock instead of leaning on AI for a few of them.
developer response: Thank you, I'm glad you enjoyed the strategy! Fwiw, all images used ARE indeed stock / hand-edited / hand drawn as far as I am aware (i.e. i picked out stock images not tagged/marked as AI or nabbed it from wikimedia commons haha), since I enjoy the collage-like feel :)
mmm
good game i like
9.5/10 (needs more lore)
hehehe silly little organism
developer response: hehehe yes we love our silly little blobs
might accidentally eat your house but worth it (probably)
This is EASILY the best incremental game I've ever played, as somebody who's played them since Cookie Clicker. Very, very well done. Loved every second of it and hope there'll be more to come! Also, you should really monetize your next game (if any are planned). This is awesome! The strategy involved, the story-telling. Sure, there are more complex incremental games, but this one is complex in such a way that it makes you feel like a genius every time you figure out a new combination. It's very stream-lined and intuitive. Awesome!
developer response: Thank you! It was surprisingly challenging trying to balance the combat between "you need this one very specific theorycrafted build to progress" and "gg ez sweep" so I'm glad that you found the complexity enjoyable!
top comments
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 dex 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!
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
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!
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!
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