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IGTAP Guidean Incremental Game That's Also a Platformer

IGTAP course routes: demo and full-release progression

Quick answer

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Start by matching your version: the demo ends after five courses, while the full release continues to Courses 6–10 and the Atom Collider. Use the release landmarks first, or the explicitly marked demo route below for the opening five courses.

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

Full-release continuation: Courses 6–10

The release continues beyond the demo's five-course ending. Keep the opening route below separate from the later course numbers, and use the full-game upgrade tracker when you take an optional detour.

AreaLandmark to useAction and return plan
Course 6Upper route and metal platformClimb above the course, then head left for the upper pickup; return to the course after the detour.
Course 7ZipMoverTrigger the mover, dash down behind it and follow the short branch.
Course 8Main course routeContinue progression; the linked pickup guide skips this course rather than giving another detour.
Course 9Opening drop, then the collider pitLook upward after the initial drop. Before crossing the collider pit, jump and dash up for a separate pickup.
Course 10Dark upper-right cornerEnter that corner and drop down for its pickup.
Atom ColliderOpening in the ceilingThe hidden route is above the room. Keep it separate from operating the collider.

These optional branches follow FrogFacee's illustrated release route. It is a postgame sweep using two omni-dashes and a double jump, not a minimum-moveset claim for entering every course. Match your terrain and movement before following a high branch.

Check your moveset before a late jump

Hotfix #2 makes omni-dash a toggle at its upgrade box: it trades one jump for omni-dash. If a route calls for another air jump, try the previous moveset before buying unrelated upgrades. Hotfix #4 normalizes the ability count through that same toggle, including affected older saves.

A ZipMover detour and the normal course exit are different goals. First identify the entrance and the safe return; do not assume a secret branch is the route to the next level. The hidden-upgrade guide keeps the full pickup list, while Secret Areas covers the hub return and Atom Collider transition.

Old demo: Courses 1–5

The following opening notes describe the demo geometry and its pickups. Demo saves do not transfer to the release. In particular, the demo's +50% watt and clone upgrades are a different list from the release guide's +40% global-watt pickups.

Level 1: the proving ground

A short intro course that teaches the timing of a good jump: hold the button to go higher, release early to clip under overhangs. Nothing here is hidden except the lesson. Finish it once, raise base reward, and buy your first clone. The opening stretch is also the cleanest practice lab for dash jumps.

Level 2: wall jump territory

The second half assumes wall jump, and its exit area hides the demo's easiest secret — the gap above the course with a +50% watt pickup. If a wall feels unclimbable, you're probably trying to climb where the game wants a jump into the wall first, then a second jump off it.

Level 3: the spike wall

The demo's first real difficulty spike, and the densest secret zone: a fake spike (slightly darker than its neighbors) with a clone speed tier behind it, a jump-dash-mid-air ledgeshot for a +50% watt boost, and a wall-climb launch for a clone size tier. If you've heard "there's a secret on level 3" from three different people, this is why.

Level 4: the long haul

Bigger, longer, and the first course where your clones can meaningfully carry your income while you grind. Two secrets live here: the clone speed pickup on the platform just before the course, and the wall-above route that needs wall bounces for a clone size tier.

Level 5: the climb

The finale, and the only course that's long enough to punish impatience. Route notes: the T-shaped platform at the upper section hides a clone size increase if you go over it instead of through, and the finish area's ledge jump leads into the spike tunnel — wall-bounce up it for the last hidden +50% watt boost of the demo.

After Level 5

The demo ends — deliberately — with a drop into the pit past the last course. What happens next (and how to get back if you want to keep optimizing) is covered in Secret Areas, and the whole finale gets replayed in hard mode in the B-Sides.

Applying this route to the September release

The five courses above describe the demo, not the entire released game. The full version launched September 21 with systematic changes and incompatible demo saves. Use this page to identify the early landmarks and movement lessons; follow the current course entrances for later progression.

Before a difficult transfer, check whether you have the movement used in the route. Hotfix #2 moves the +1 double jump into the middle of the upgrade tree and makes omni-dash a toggle that trades away one jump. Switching it back restores the previous moveset. If your old save shows inconsistent ability counts, Hotfix #4 normalizes them through that toggle.

For a return problem near course 5, the patched red teleporter loops back to the hub. See Secret Areas for the relevant fixes. For a missed boost, use the demo pickup routes and check their ability requirements rather than assuming every gap is cleared by a plain jump.

Sources: official Hotfix #2 and Hotfix #4, checked October 4, 2026.

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