Path of Praxis
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completed
107 ratings
Posted June 5, 2026. Updated July 10, 2026. Played 6137 times for a total of 8756 hours.
description
An incremental auto-battler by Aractis, inspired by action RPGs, multi-layered prestige incremental games, and usage-based reward systems. This early-stage (beta) game aims to deliver a rich theorycrafting experience with the mechanics of a semi-idle game. Please provide any report, feedback, or request in the Discord linked in the options.
discordgenerative ai disclosure
Please approach this with an open mind: as a developer, I use AI to code just like I've used Stack Overflow or Google to code: it's an incredibly efficient way to make progress and a very efficient tool for software development when used within strict and controlled parameters. Path of Praxis might be my first (released) game but it's not a one-prompt game it's a real project based on original ideas with hundreds of commits and many dozens of (human) hours of work and testing.
latest update
Endgame and Survivability Balancing v0.3.19 July 11, 2026
A more balanced experience for the endgame and reaching transcendence (no more excuses)!
- More base life — starting with twice the life is less strong than it seems but still something
- Softer Enemy Scaling - less brutal enemy power creep around level 75
- Damage Taken in DPS meter - see how much you're suffering
- Never done — small bugfixes and UX improvements













newest comments
developer response: <3
developer response: Good catch, will fix shortly
[edit] - fixed
developer response: Yeah that was never meant to be reusable like that. Too OP otherwise.
developer response: You're there! Just need a boss...
top comments
developer response: thank you! and noted, will bump import export up on the TODO
developer response: Your character has to die to obtain your pending mastery points. Either from enemies killing it or through the "die and rebirth" button on the character screen. I'll add a note in the mastery modal for clarity.
developer response: [edit: game does work in the background now]
Because of the different limitations and behaviors with background play I chose to instead have the game accumulate "offline speed boost". In a future update I plan on making speed boost gain experience for a speed boost mastery which would eventually get you X2 speed to the same ratio you've been away, so every away second is banked. Would love some feedback on that concept.