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IGTAP Guidean Incremental Game That's Also a Platformer

IGTAP mechanics explained

Quick answer

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IGTAP's economy runs on watts. Your best time on a course sets what you earn, multipliers stack on top of that, and clones turn your best run into passive income. Here's how each piece actually behaves.

Pairs with: IGTAP upgrade priority · How to play IGTAP · IGTAP hidden upgrades: full-game routes

Watts: the opening currency

Watts come from finishing courses. The payout is your base reward multiplied by whatever multipliers you own. Early on, a single finish pays pocket change; by the time multipliers and clones stack up, the same finish pays millions. The number itself never stops mattering — The full game also has atoms and later progression; watts are not its only currency.

Clones: your best run, automated

A clone replays your best time on a course, forever. By default a clone earns 0.1× of your reward per loop — so faster lines and bigger rewards pay off twice, once for you and once for every clone.

  • Buying more clones multiplies income per course.
  • Clone speed upgrades shorten the gap between payouts.
  • Clone reward multipliers raise what each loop pays — the upgrade most players sleep on.

Multipliers: where the big jumps hide

  • Reward multipliers raise your payout directly.
  • +50% global watt boosts (mostly hidden pickups) apply across every course — see Hidden Upgrades for all of them.
  • "Boost all previous courses" upgrades retroactively raise older courses' payouts so you don't have to abandon them.

Clone size

This is the stat the game quietly never explains. Hidden upgrades hand out "clone size" tiers, and an in-demo stat mentions an 8% clone-size-increase chance — but what it does is still community speculation, with the leading theory being that it controls how many clones can be active on a course at once. We'll update this section the moment the launch build (or the devs) clarifies it.

What scaling looks like

MilestoneWhat it feels like
First thousand wattsA few course finishes, no clones yet
First cloneIncome starts running without you
Clone multiplier upPayouts per loop visibly jump
50% boosts stackedOld courses suddenly pay like new ones
Millions per finishUpgrade prices explode to match — buy tiers, not decimals

Compare income before buying the next tier

Separate a course's finish reward from a clone's repeat payout. First improve a route you can complete reliably; then compare the course's displayed base reward, clone count, speed and reward multiplier. A personal-best route improves the repeat loop, while a global watt pickup affects more than one course. Do not judge an upgrade only by the next manual finish.

The demo's 0.1× clone reward and early watt examples above belong to that build. On the full game, read the current upgrade box and settlement values before calculating a payback time. Clone size has a separate chance/tier readout; the demo-era theory that it simply sets the active clone cap is unconfirmed and should not determine a purchase by itself.

For late progression, Hotfix #2 reduced several upgrade costs or scaling factors. Hotfix #5 corrected the Atom Collider's next-tier counter after prestige. Update before comparing your displayed requirement with a launch-day video. Neither announcement supplies a universal price table, so the current in-game requirement is the useful value.

Sources: Hotfix #2, Hotfix #5. Version notes checked October 4, 2026.

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