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IUG: Revived

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developed by

developed by 30IncrementalGames counter

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completed

103 ratings

rated 3.0 stars, 103 ratings.
in-developmentjshourstext-based

Posted August 4, 2025. Updated August 28, 2025. Played 4480 times for a total of 3334 hours.

description


Incremental Universe Growth, but with less features, updates whenever I stop procrastinating, and having timewalls that are only 10 minutes and not an hour.

latest update


v0.3.0a August 31, 2025

  • hopefully got out of balancing hell
  • no challenge 7 changes, by design (there is a real reason for this!)
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newest comments


Yayestguy1234_ September 16, 2025
+1comment score: 1

Taking long time

liquidcashews September 7, 2025
+1comment score: 1

Etoh mentioned, 3/5.

Goober26 September 5, 2025
+1comment score: 1

is c7 supposed to be beatable

Yayestguy1234_ September 5, 2025
+1comment score: 1

IUG Revived Endgame Is Bigger than Original IUG

moneyenjoyer September 3, 2025
+2comment score: 2

eternal towers of hell reference in achievements 10/10

developer response: Two of them actually!

top comments


tristan countest August 10, 2025
+25comment score: 25

re: developer response: At least in my perspective, this is not a QoL change, it's basically necessary.

yhvr owner August 10, 2025
+19comment score: 19

while there isn't a dark mode yet, you can get close by clicking "tweaks" below the game -> clicking "invert" and "flip hue"

hotcatgirl69 August 30, 2025
+12comment score: 12

when the main tab is completely automated, whats the point of having the complete challenge but in the main tab, completely seperate from the challenges tab. it took me a while to figure out how to actually complete the challenge.

tristan countest August 10, 2025
+11comment score: 11

Freezes when I tab out. Not fun for an idle game.

developer response: I'd always known about this, just never got around to fixing it as I'd rather actually add new content into the game rather than QoL stuff like this.

Mamkagod counter August 13, 2025
+10comment score: 10

The antimatter's effect is fundamentally broken. It is based on your current universe size, which if increased too rapidly in a short amount of time, causes your progress to immediately go into the ground. For example, if you have a currency ( C ) and a debuff ( D ). and currency gain a second ( CS ), and D is always equal to C^0.1, everything whould work normally. However, if on the first tick of the game your CS is too big, say, 1.0e100, it will increase C by 1.0e100, and then calculate the debuff, which will work out to be 1.0e10, meaning that on the next tick your CS will be only 1.0e90, completelely stopping your progress. In concusion, the antimatter's effect should instead be based on the universe GROWTH SPEED itself, instead of universe SIZE, preventing any issued from occuring. Also, the UI is bad. I know, you havent worked on this game for a long time, but i suggest firstly making this game an enjoyable experience, and add more content later on.

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