BIOTOMATA

Posted July 18, 2025. Updated July 21, 2025. Played 22607 times for a total of 36181 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
I want to know if u can get every single astral upgrade cus i suck at making choices and want to have it all
developer response: Not "legally", but you can definitely save edit them in! I would recommend doing this going into the final area if you really want to, since the upgrades are basically the entire game progression lol
To do so: (this is copied from another comment lol) Just click on the save icon, export save, look for "playerBankedXP", make the following number bigger, and reimport to potentially get to level 100+
Hope this helps! :D
Genuinely one of the best games I've played on this site, sad I've done everything now though
developer response: Thank you for playing and I appreciate the compliment! I hope there's at least enough joy from playing the game to make up for the sadness :'D
I know it's not a chat room, but wanted to make sure to react to the dec response: Thank you so much! I had to take the -what I call- coward's route (skipping the boss). I'm now slowly making my way up the different endings. I wouldn't have experienced them without your help!
developer response: No worries at all, and I'm happy you found the advice helpful! I'd like to think of it as less of coward's route and as "big brain strategizing" instead, since it's all "legal" gameplay haha. Best of luck with your ending hunt!
Ok, I'm officially too stupid for the last boss. I can't find anycombat action to counter his insane two moves. The best I achieved was like 2 minutes of combat without dying, but that leads nowhere. How the heck do I counter his restore action???
developer response: You could try not letting the boss leave the first stage to begin with :)
More specifically, the boss calls for backup at 75% of their health, so you could wear them down to 75% with DOTs, then finish them off quickly with hard hitting moves before they can call for backup. They ARE designed to be beatable in their final form as well, but more players find the rush strat easier
You can also skip the final boss if you complete the safe room event, as long as you're not eldritch (purple)! That should give you more embers to spend for future runs too
This game remind me NGU Idle
developer response: Oooh I vaguely remember ngu idle after playing it a few years back, I like their silly item descriptions haha
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