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Path of Praxis

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developed by

developed by tbesluau gamedev

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completed

73 ratings

rated 3.2 stars, 73 ratings.
gen-aibetain-developmentmobile-friendly2d

Posted June 5, 2026. Updated June 15, 2026. Played 3533 times for a total of 4953 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.

discord

generative 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


More Content v0.2.25 June 15, 2026

Cold damage source, 2 new actions, a new Mana-spent action trigger

  • Cold — a new elemental damage source along with fire and lightning. Cold slows enemies and can protect you in several ways but alos has some cool clear capabilities for late game.
  • Cold nova, ice spear — 2 new skills to try. Standard nova with cold, and fast short range projectile ice spear.
  • Mana trigger — High damage efficiency trigger based on mana lost (spent, damage absorbed). Find new ways to lose mana for peak DPS.
  • Never done — small bugfixes and UX improvements
view all updates

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newest comments


Dragoncoffee June 17, 2026
+1comment score: 1
Love this so much.
When i save my load out, and then load it back in, and then assign points. the system decides to add points to the dump area. which means i have to manually fill it out each time or it gets stuck in this loop of adding to the dump stat. I looked into the export to clipboard to look at it, and there isnt a place to remove dump stat from being assigned.
I confirmed with place a single point into a dump stat and trying to save the load out and it wont save.

developer response: Hmmm I'll take a look for next release. Seems likely the mastery loadouts themselves don't port properly with your save files, causing you to "assign" from an empty loadout, which would effectively just put everything into dump points (assign will start going to dump once all the points in the loadout have been filled, which would have been zero)

Uganda June 17, 2026
+1comment score: 1
I think something that would add alot of life to this game would be a reason to level up multiple weapons in a ascension, where each weapon gives some kind of universal upgrade.

developer response: I'll give that some thoughts, maybe when I rework the runes I make some runes "universal" in their bonus (across all actions but a different one for each action). Maybe the last one, or another hidden rune with a far higher level req.

Gemini June 16, 2026
+1comment score: 1
Lost my data 3 times now, games fun overall but can we get a more stable save system? I had a power outage and didn't get to save my code somewhere thinking it'd be fine since i'm logged in. Nope.

developer response: Odd, are you playing in incognito, or a navigator that gates/clear localstorage? You game should automatically save and that save should persist.

Dragoncoffee June 16, 2026
+1comment score: 1
Been at this for 2ish weeks, and i have enjoyed it a ton. The gameplay is amusing to watch, and the progression feels smooth.

The biggest issue i have is the enemy hp vs my hp vs dmg output of both sides.
My character is doing 50k plus dmg. and healing instantly. the enemies have just as much health and more later in the game.
but my character has 1k health? and the enemy does a couple hundred maybe?
At a certain point its a matter of will the enemy roll high enough crits to swarm me down.

developer response: Appreciate the encouragement a lot, thank you! Making a game that can be enjoyed for a good while and offers plenty of different approaches is what I dream of achieving :-)
Agreed on the life issue, I need to find a way to balance life better, to make life more of an investment for survivability, and allow for paths with more life vs just life-steal to no end.

Girokar June 14, 2026
+1comment score: 1
It would be nice to be able to either re-arrange or hide attack options. Especially before as I found there wasn't much reason to use more than 1 damage type outside of using physical the first few runs due to mana.

developer response: Attack options like the actions list? I suppose I could add options to hide or reorder, or have a better organization as I add more actions

top comments


unique June 5, 2026
+6comment score: 6
absolutely great game. Can you just pls add a export/import on string mechanic?

developer response: thank you! and noted, will bump import export up on the TODO

napkin41 June 5, 2026
+5comment score: 5
Fun game, nice snowballing feeling, can't wait to see what's next.
seryn June 5, 2026
+5comment score: 5
love it, thanks for the great game
W15h June 11, 2026
+3comment score: 3
Not sure when you can start using masteries. My stuff is all level 1 with a few +N next to them, however clicking on the interface to spend masteries still says I don't have any yet. It could be a bug. Otherwise the game seems fine, could have a little bit more dynamic options for active interaction versus passive interaction.

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.

yawnznnie June 5, 2026
+3comment score: 3
overall preety goodgame

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