I've always wanted to build an incremental game with some macro decisions, and no mindless clicking

CIVIMAX is about generating resources manually and via automated systems, and buying upgrades. There are 3 acts, this version includes everything.

I have included some macro and more strategic decisions, so its not just pure mindless clicking. You can think about where to allocate villagers, what mini-games to play, and some other stuff.

This is a solo project. Built with AI-assisted tools for code and art; game design, direction and curation by me.

Any feedback is welcome!

Don't forget to scale up the UI in large monitors with Ctrl+"+" or just increase browser zoom.

Changelog

v0.1.1 (2026-10-16)

  • Wanderers stop coming once your food storage is maxed and can't pay for the next one.
  • "Storage is full" hint no longer says to expand a Storehouse that is already maxed.

Comments

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food storage is full at 4.7k and there is wanderer that cost 5.6k and I can't find any way to upgrade the storage more. Am I missing something?

I'll look into it!

You're supposed to go to the next act at that point, but yeah, there should be a population cap. I'll fix it.

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A really fun concept, having 3 acts that work together. Kinda curious if there's more planned, since the mystery of the meteors is still ever present. Also it's definitely a good ending, but the incrementalist in me wants to prestige and keep some things.

Not really, its meant to be a short game. I thought about adding a "new game+" or a prestige system, but since its my first game, I tried to keep it short. If you have any ideas on how to make an interesting prestige system for this game I would love to hear it.
Can I ask how long it took you to beat it?