A Certain Incremental Exoplanet
Posted January 15, 2026. Updated January 16, 2026. Played 1674 times for a total of 912 hours.
description
Build. Blast. Prestige. Repeat. An incremental game where you build the most productive exoplanet while protecting your enterprise from space pirates. Automate production, shoot rockets, employ an alien and keep on producing.
Our entry that features several new and (hopefully) juicy mechanics with several classics.
Leave feedback directly on itch: https://jan9studios.itch.io/a-certain-incremental-exoplanet
Wishlist on Steam if interested: https://store.steampowered.com/app/4255530/A_Certain_Incremental_Exoplanet/?utm_source=galaxy
itch.io












newest comments
developer response: Hey! I actually rebalanced it a bit because I got a lot of feedback that the enemies are too easy. I think you should still be able to destroy the enemies ships pretty quickly? Could you give me these numbers:
What Wave are you on?
How many Necroshards you have?
How many rockets you have?
I will look into it!
RE Dev:
- Gloorp, I think only having a slider for a mechanic isn't enough. It just turns into unlock -> set it and forget it. Maybe there could be ways to increase capacity (which also increases bomb power) and/or make sacrificing drones to Gloorp give a unique resource and/or being able to change Gloorp's 'mode' into automatic defence rather than overclocking? Quite a few ways you could go with it. Perhaps these could be researched by the data drones.
- Rocket randomness, I think a simple bit of logic would be enough (if sent rocket damage > one enemy's health, target them). Although the big rocket is more for softening the enemies up, so perhaps that would target full health enemies instead (getting all the damage you paid for!). If you want to leave it with the player, maybe just a clickable icon that cycles through some basic targeting options? Manual targeting is a bit much. Oh, and on this topic, I found the constant camera movement to be quite annoying, and similarly having to scroll up/down because part of the upgrade window was off-screen.
developer response: Are you on Mac? Have some earlier Mac concerns which I'm looking into fixing asap.
Also are you playing on galaxy.click or on itch?
top comments
Make sure you collect the processors the pirates leave behind before they disappear!
developer response: Thank you so much! Haha the pirates steal your resources (so it slows your accumulation down) I guess I need to communicate that better :P
The Good:
+ Satisfying general loop.
+ First few stages feel well balanced.
+ The different mechanics have their own identity.
The So-Sos:
~ All the tier 1 upgrades are very basic.
~ Gloorp is a neat idea, but currently feels underbaked.
~ Buying a rocket automatically every 20s is automation at the right time, but should come with some weak auto-firing as well.
The Bad:
- Random rocket targetting feels awful.
- Watching the chips dropped from ships disappear as you go to collect them feels awful.
- The mechanics have their own identity, but it feels like each one should have more to do.
developer response: Thank you VERY much for the excellent, detailed feedback! Couple questions:
re: Gloorp - what would you like to see here and what mechanics do you think would be more fun?
re: rocket firing - yes, thinking of adding this as well either as a milestone or unlockable prestige
re: rocket randomness - what would you like to see here? more manual targeting or the rockets all going to one enemy then going to the next after it's defeated?
Open to any other suggestions / mechanics you would like to see!!
RE Dev:
- Gloorp, I think only having a slider for a mechanic isn't enough. It just turns into unlock -> set it and forget it. Maybe there could be ways to increase capacity (which also increases bomb power) and/or make sacrificing drones to Gloorp give a unique resource and/or being able to change Gloorp's 'mode' into automatic defence rather than overclocking? Quite a few ways you could go with it. Perhaps these could be researched by the data drones.
- Rocket randomness, I think a simple bit of logic would be enough (if sent rocket damage > one enemy's health, target them). Although the big rocket is more for softening the enemies up, so perhaps that would target full health enemies instead (getting all the damage you paid for!). If you want to leave it with the player, maybe just a clickable icon that cycles through some basic targeting options? Manual targeting is a bit much. Oh, and on this topic, I found the constant camera movement to be quite annoying, and similarly having to scroll up/down because part of the upgrade window was off-screen.
developer response: Will fix this, thanks for the feedback!
Edit: This issue is now fixed!
developer response: Let me look more into it. Thanks!
One question - did you play it directly on itch? or galaxy.click (here)?