UNOFFICIAL FAN GUIDE — LAUNCH BUILDLEVELS · HIDDEN UPGRADES · B-SIDES · FAQ
IGTAP Guidean Incremental Game That's Also a Platformer

IGTAP hidden upgrades: full-game routes

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The full-game route below covers 17 documented upgrade pickups across Courses 2–10 and the Atom Collider. Each is listed as +40% Extra Watts [Global] in FrogFacee's illustrated release guide. Course 1 and Course 8 have no pickups listed there. Use the course links to compare the original screenshots with your position.

Pairs with: IGTAP secrets tracker · IGTAP mechanics explained · IGTAP upgrade priority

Full-game secret upgrade routes

The guide was written for a postgame sweep and recommends two omni-dashes and a double jump to make navigation easier. That is a recommended setup, not a proven minimum for every pickup. Check your moveset before attempting a late-course detour; the demo's +50% watt and clone upgrades are a separate list below.

CourseLandmarkRoute
Course 2Above the courseReach the top of Course 2, then take the branch to the right. The pickup is at the end of the small platforming section.
Course 3Below the statueSearch underneath the statue beside Course 3.
Course 3Lower-right branchFrom the statue pickup, continue down and right to the next pickup.
Course 3Fake spike clusterInside the dash-over-spikes section, find the darker spike cluster. Drop through it, then dash left.
Course 4Left of the teleporterSearch to the left of Course 4 and its teleporter.
Course 4Farther-left upper branchContinue left beyond the previous pickup toward the upper branch. Match the screenshot in the Course 4 guide before choosing the climb.
Course 4ZipMover launchRide the ZipMover and jump again just before it finishes moving. Use that launch to clear the spikes and climb the wall.
Course 4Left wallClimb the left side of Course 4, continuing past the spikes and vines.
Course 5Hole behind the moverAt the beginning of Course 5, activate the ZipMover, move behind it and drop into the hole.
Course 5Lights to the leftNear the top of Course 5, jump far left until lights appear. The upper entrance leads straight to the pickup; the lower entrance has a platforming section first.
Course 5On the normal pathContinue Course 5 beyond the left-hand branch. This pickup sits along the normal route.
Course 6Above the left branchGet on top of Course 6 and move left. Look above the metal platform shown in the guide.
Course 7Behind the ZipMoverActivate the ZipMover, dash down and go behind it. Follow the short platforming branch.
Course 9Up after the opening dropAfter the drop at the very start of Course 9, reverse direction and go upward.
Course 9Before the collider pitFarther along Course 9, stop before the pit leading toward the Atom Collider. Jump and dash upward.
Course 10Dark upper-right cornerEnter the dark corner at the top right of Course 10, then drop down.
Atom colliderCeiling openingInside the Atom Collider, look for an opening in the ceiling.

Sweeping for Definitely not lost

Start with the landmarks you can identify, then return for the higher branches after movement unlocks. In Course 5, the two entrances to the lights branch have different approaches: an upper entry reaches the pickup directly, while a lower entry requires more platforming. A wavedash can help reach the upper entry. The normal-path pickup is a separate stop, so do not count that as clearing the lights branch.

Keep the release tracker beside the screenshots. Its 17 boxes count the routes above; 17 is not an official achievement requirement. A player reports unlocking the achievement without the Course 5 lights pickup. If your route list is complete but Steam has not awarded the achievement, check the secret-counter hotfix below before replacing your save.

Old five-course demo routes

The following ten route notes describe hidden pickups in the old five-course demo: watt boosts, clone speed and clone size upgrades. They are a demo checklist, not the full release's complete secret count. Start by matching the landmark and your current abilities, then use the route below only if the geometry matches your version.

Level 2: the gap above the course

Climb above Level 2's exit area and slip into the narrow gap — no dash required. Navigate between the pillar and spike shapes to find a +50% global watt upgrade, then drop into the spikes to get back out.

Level 3: the darker spike

In Level 3's spike wall section, one spike is slightly darker than the rest — that one is fake. Aim through it to find a +1 maximum clone speed tier upgrade sitting on the left.

Level 3: the jump-up, dash and mid-air combo

Also around Level 3: jump up, dash, and use your mid-air jump to reach the ledge — another +50% global watt pickup. This one needs dash and mid-air jump, so come back after the movement unlocks.

Level 3: the wall climb launch

Climb the tall wall on Level 3's flank and launch yourself onto the floating platform for a clone size tier. Intermediate tech — a plain wall jump chain is enough.

Level 4: the platform before the course

Just before Level 4, climb on top of the big platform for a clone speed upgrade. Easiest one in the set; no tech needed.

Level 4: the wall above

Above Level 4 itself, climb the wall and follow the spike shapes up. Use wall bounces off the empty gaps to reach a vertical vine platform, bounce off that, and claim a clone size tier.

Between Levels 4 and 5: the spike-edge jump

Between levels 4 and 5 there's a spike-edge jump entry to a +50% watt boost. The jump reads harder than it is — commit to it.

Between Levels 4 and 5: the second boost

A second +50% watt boost sits in the same stretch. The original tutorial-maker isn't sure this one even counts as "hidden," but it's easy to walk past, so it's here.

Level 5: above the T

Running Level 5 normally, look for the T-shaped platform — go up instead of through and land on top for a clone size increase.

Level 5: the spike tunnel finale

At the end stretch, jump off the ledge, aim for the opening above, and work through the spike tunnel. Wall bounce up the clear section to claim the demo's final pickup: +50% extra watts.

Why clone size matters

It's the game's least-explained stat — see Core Mechanics for what the community has figured out so far.

Before returning for a missed pickup

Read the route's movement requirement first. The Level 2 gap can be attempted without dash; the Level 3 ledge route uses dash plus an air jump; the upper Level 4 route calls for wall bounces. If you cannot reproduce a move, return to a nearby safe surface and check the abilities you actually have before repeatedly attempting the same jump.

On the launch build, omni-dash is optional after Hotfix #2. Its upgrade box toggles between omni-dash with one fewer jump and the previous moveset. A route demonstrated with an air jump can therefore feel different after you enable omni-dash. Choose the moveset suited to the route before measuring whether the jump is possible. The +1 double-jump upgrade also moved from the end to the middle of the tree; an old purchase-order video may send you too far along.

Hotfix #4 makes the same toggle normalize the ability count, including old saves with three double jumps. That is a specific correction, not a reason to edit coordinates in a save file. When comparing a video, check both the terrain and its jump/dash setup.

Secret achievement did not unlock

Hotfix #3 repairs the secret counter so collecting a pickup while Steam is not initialized no longer locks out the achievement. Update before continuing the hunt. Do not start a new save solely because a launch-day counter failed; the patch targets that failure and adds backup saves.

A missing pickup and a missing achievement are different checks: revisit the landmark for the former, check the installed patch and Steam state for the latter. This demo list does not prove that every full-game secret has been collected.

Sources and version

Launch hotfix status checked October 4, 2026.

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