GAME DETAIL
Geritmia
An incremental game where you mine, fight and grow stronger while the World Eater devours everything behind you faster and faster.
このゲームについて
Steamの詳しい説明を読む
Geritmia is an incremental roguelite where in each run (journey) you progress through procedurally generated worlds while being hunted by the World Eater, which devours worlds behind you at ever-increasing speed. You mine resources, fight enemy armies, and grow stronger through multiple interconnected progression systems. When the World Eater reaches you, your journey ends, but most progression outside individual worlds persists between journeys.
Developer Insight
In Geritmia, I have tried to build a unique and fresh incremental gaming experience. The game loop is inspired by roguelites, but is fitted to work as an incremental game. The procedural generation is used to make each world and run feel different. The game also features a unique time pressure mechanic in the form of World Eater.
I have also experimented with the progression systems. Instead of using large multipliers and many multiplicative systems, growth comes from small additive bonuses cumulating slowly into exponential growth. This builds a greater anticipation towards the eventual growth explosion than more traditional growth systems.
- DevHaskell
World Perks
World perks are obtained through leveling and winning battles. They provide progression within a single world.
Permanent Perks
Permanent perks persist between journeys and apply universally. They provide minor bonuses and serve as the game’s primary form of meta-progression.
Bonus Board
The bonus board is built using tiles and allows players to customise their active universal bonuses. Bonus board progression persists between journeys.
Crystals
Crystals function as the game’s equipment system. They are randomly generated across multiple tiers, providing bonuses and sometimes altering core mechanics. Crystals persist between journeys.
A battle between teams is a sequence of duels. In each round, a random soldier from each side is selected to fight. The team with the last soldier standing is the winner.
The winning probability between soldiers is determined by their weakness and offence values.
Soldiers can also have modifiers that alter the normal flow of combat. Here are some examples:
Suicide - When killed, also kills the killer.
Trickster - When fighting, reverses the outcome probability.
Initiate - Will always fight if possible.
The game offers approximately 20+ hours of gameplay in Standard mode and features high replayability due to procedural generation.
The gameplay is active and involves planning and strategic thinking.
Multiple game modes are available, including a Relaxed mode for players who prefer a more idle-style experience without time pressure.
スクリーンショット
ATTENTION
注目度メトリクス
プレイヤー推移
データ蓄積中 24時間平均選択した期間に観測データはありません。
Steamフォロワー推移
2件以上で集計 直近7日選択した期間に観測データはありません。
プレイヤー数とフォロワー数は意味と単位が異なるため、 別々の時系列として表示しています。補間した値は使用していません。
発売前注目度の基礎指標 発売前タイトルのため、Steamフォロワー数と7日増加を中心に注目度を観測します。
| 指標 | 現在値 | 観測状況 |
|---|---|---|
| 現在プレイヤー数 | 未集計 | 最終観測:未集計 |
| 24時間ピーク | データ蓄積中 | 未集計・直近7日 0件 |
| Steamフォロワー数 | 11人 | 最終観測:2026年10月14日 00:21(16日経過) |
| 7日フォロワー増加 | 2件以上で集計 | 履歴あり・更新待ち・直近7日 0件 |
PlayMEXが保存した観測値です。取得時刻と観測数を あわせて確認できます。
ジャンル・機能
ジャンル
機能カテゴリ
注目ポイント
更新あり 直近14日以内にSteamストア更新
ゲームライフログ
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