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Rejected Draft

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developed by

developed by Kuzzi gamedev

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completed

419 ratings

rated 4.3 stars, 419 ratings.
idleactiveprestigestorystrategy

Posted April 2, 2026. Updated June 24, 2026. Played 105914 times for a total of 401840 hours.

description


You are a flawed doodle thrown in the trash. Battle rival sketches in an idle climb for revenge. Every enemy is drawn by community artists, with alternate versions and direct credits. In an unusual twist on builds, choose which enemies appear in your world, then defeat them to absorb their powers.

New Thumbnail - celebrating ALL placeholder art being fully replaced with community art
Thumbnail Credit: Stickman with a plus
Featuring Characters by (left to right): TomeReader, Purple, Cylvi, personerman

discord

latest update


So Much Flair v0.95 June 24, 2026

v0.95 - 6/24/2026

  • Changed gallery display for new/encountered sketches:

    • Added NEW badges.
    • Added RIVAL badges.
  • Added animations for:

    • First encounter of each sketch.
    • First defeat of each sketch / Glossary unlock.
  • Enhanced the Redraw animation.

  • Reworked the Your Journey and Side Story modals:

    • Added more visual flair.
  • Updated the Seppuku skill to have a customizable value.

  • Adjusted sketch image direction:

    • Player images now face right.
    • Enemy sketches now face left.
  • Updated Chinese translation to the latest version.


v0.943 - 6/22/2026

  • Added 3 new skills to the skill tree:

    • Includes 1 new resource time skip mechanic.
    • Includes supporting skills for the new mechanic.
  • Fullscreen setting is now preserved when relaunching the game if it was saved in Fullscreen.

  • Lowered cost of Targeted Redraw:

    • Full game: 1e701e40
    • Demo: 1e30
  • Moved around some skills to make Targeted Redraw accessible earlier.

  • Added memory/performance improvements related to inverted image handling.

  • Made minor balancing changes to skill requirements.

  • Demo sketch reward balancing:

    • Broken Astronaut — Lifesteal: 0.220.19
    • Corgi Loaf — Leap Chance: 0.150.175
    • Dumb Door — Energy Wave Chance: 0.80.5
    • Ink Drip Stalker — Lifesteal: 0.350.15
    • Static Steed — Max HP: 59
    • Varmint Vanguard — Bleed Chance: 1.61.2
  • Added new alternative sketch versions for:

    • Concrete Wraith
    • Spiked Shield
    • Static Steed
  • Added all new strings to translation files.

  • Made minor text fixes.


v0.942 - 6/17/2026

  • Balanced hidden odds to appear sooner.

  • Lowered cost/scaling of:

    • Temporal Flow
    • Battle Speedup
  • Adjusted cost/order of:

    • Marker Generator
    • Master Control
  • Lowered costs of:

    • Conceptual Bridge
    • Randomizer
  • Demo sketch reward balancing:

    • Broken Astronaut — Lifesteal: 0.150.22
    • Grumpy Toadstools — Block Chance: 0.420.6
    • Hatch Wolf — Lifesteal: 0.50.25
    • Ink Drip Stalker — Lifesteal: 0.150.35
    • Plague Doctor — Plague Chance: 0.450.6
    • Slab Beast — Curse Chance: 1.81.2
    • Tattered Scarecrow — Frailty Chance: 1.21.25
  • Clicking Notifications now dismisses them in all modes/styles.

  • Added tooltip info to Preset import/export settings.

  • Made very minor balancing changes to enemy sketch stats.

  • Fixed issue with Priority/Loadout Presets being reset by file loads.

  • Fixed crash related to switching notification style to Docked.

  • Added Korean localization based on player-provided translation file.

  • Updated Chinese and Japanese translations based on player-provided translation files.

  • Added flag SVGs to language selections.


v0.941 - 6/3/2026

  • Slightly lowered Feat Medal cost scaling.

  • Performance improvements:

    • Inverted image caching.
    • Skill tree edge rendering.
    • Quintessence tooltip subscriptions.
  • Added more strings to the English translations file.

  • Updated translations to the most current version from Crowdin.

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newest comments


Goldre June 26, 2026
+3comment score: 3
@HOPeAndFriends48 New enemies are just enemies you've never fought before, Rivals are the ones you've fought before but haven't beaten for the first time yet. It's just a visual differentiation. To put it a different way, new are the ones that you haven't discovered in the glossary yet, rivals are the ones that are scrambled/unscrambled.
HOPeAndFriends48 June 26, 2026
+3comment score: 3
oooo new 'RIVAL' enemy tags. what's it mean?
LJcul12345 June 24, 2026
+3comment score: 3
i love this
flipperflapp June 24, 2026
+3comment score: 3
I have thoroughly enjoyed my playthroughs so far. Before some major reworking was done and RD was still very new, there were some major hurdles that didn't feel good to try to scale. Now, there seems to be the same exact wall at around the e100 mark and it just becomes a total slog. There's, quite frankly, zero balance around what to do, what you're looking for or what actually works. Experimentation is NOT kind to you here; it will take minutes, sometimes an hour or more to get back to the same place you were to see if you can finally defeat a new sketch.... which doesn't always have the feeling of progression when you finally make it happen.

However, despite its shortcomings still, it is definitely without-a-doubt more polished and more friendly than it was. So long as Kuzzi keeps up the pace of development and changes, it will eventually feel very nice to play and experience.

And, in my final note, I just wanted to add a note about AI being used in games and in game development....

Who cares? If the game is completely and utterly written by AI - you will know and it will be trash.

If there are some aspects of the game that have used/are using AI but most/all of the game feels fine despite that... why does it matter? After seeing the countless, mindless drivel of posts from anywhere on Gal.click or IncrDB talking about AI used in this or that. It's exhausting; it's a waste of your energy and there are better things to critique than the usage of AI.

Thank you for attending my TED Talk.
Canhead2 June 23, 2026
-4comment score: -4
About the text being AI. I am not referring to the em dash. The way you type is very similar to LLM speech patterns. So either you used AI to write the text, or you use AI enough in your life to end up picking up its writing habits which is unfortunate.

I enjoy the progression, and the theme is more entertaining than most incremental games I have played. But every time I progress in the story all I can think of is how much it reads like LLM generated text. Because the tool tips and item shop descriptions don't have that feel, its just the story segments.

top comments


heyboots April 3, 2026
+71comment score: 71
Really reminds me of Absorber and I like the mechanics I've seen so far. I would very very strongly consider excising any AI assets ASAP because it's truly unfortunate you're including any and having that AI disclosure on Steam is not going to do you any favors and is personally stopping me from recommending the game. Put aside a couple hours to make some programmer art, get art from your discord buds, ask a younger family member to make some crayon drawings, literally anything is better than using AI.

developer response: Currently I have volunteer artists helping submit their drawings to replace the AI art. Join our Discord channel if you want to get involved.

RynHanz April 2, 2026
+29comment score: 29
this game reminds me of Absorber, very similar but i like the different features
abaileyatd donator April 6, 2026
+26comment score: 26
Honestly I really enjoy this. I'm not a huge fan of AI assets but the graphics are so inconsequential here that I can almost forgive it. All the same, to echo others, even bad sketches by real humans would be better. But I am enjoying, and hoping it unfolds as deeply as it appears. Progress is a bit slow in some areas, but I do feel a constant progression nonetheless. Happy to sink my teeth into this and look forward to future updates, thanks!
Termt April 5, 2026
+25comment score: 25
I want to like this game, but the growth rate feels rather unbalanced.
Redraw stat buffs exist, but they don't feel overly impactful even when I've dumped in 10 million points over various stats.
Initially the growth from killing stuff feels fitting for the enemy's stats, but later on it's just... I'm not sure what the word for it is, so I'll go with [scuffed]. It feels very uneven.
The enemy rarity thing initially seems interesting, but then you find out that previously discovered ones also just disappear on the next reset. So you might've just had a great reset with plenty of bonuses and allowing you to go a couple of steps further, followed by a reset without anything extra and making you feel handicapped.
Rather than the extras feeling like a reward, the lack of them feels like a punishment to me. That's not even mentioning several of the prestige upgrades being locked behind you beating a certain number of these rare spawns, so if you're somehow comically unlucky you're going to be doing a lot of resets.
The passive resource gain so far also feels rather underwhelming. I see some upgrades later on that seem to promise finally getting more than 0.1/s, but they are well outside of my reach for the foreseeable future.

developer response: The game barely even resembles what it was at the time of this comment.

adoomgod April 5, 2026
+22comment score: 22
As the other commentors pointed out, the foundations for a great game are here, but the rate of progress from redraws is absolutely awful. Spending tons of clicks/quintessence and feeling like you barely notice a difference next run is just bad game design.

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