Incremental RTS guide

Incremental RTS Upgrades: Coins, Interest & Tree Controls

Open upgrades with U or the button on the left. Coin rewards depend on opportunities to earn them, while interest competes with spending now. A skip past early levels can change that trade-off; a single purchase order does not cover both a fresh start and a restarted run.

Independent fan guideUpdated 2026-09-18

Coin rewards and interest solve different problems

The following comparison uses a prototype discussion between player AldyDerg and developer Dyrkabes. The build number was not supplied, so it describes that reported interaction rather than a current best-upgrade order. Read their coin and interest discussion.

Upgrade choiceReported interactionHow to use this distinction
Coins from destroying the enemy baseAldyDerg chose these early, then reported restarting at Level 12 and losing the earlier reward opportunities.For a restarted run, count only the base victories still ahead. Do not budget rewards from skipped levels.
Compound InterestThe developer described interest as contributing little around Level 20 in that discussion, with a larger role later.A benefit that needs time to accrue cannot pay for a factory needed immediately. Keep the timing separate from the total eventual reward.

Example: an early coin route and a restart at Level 12 do not offer the same earning window. The developer favored early coin upgrades but also acknowledged the lost benefits of skipping. This explains the disagreement without treating either account as a guaranteed route for every build.

Incremental RTS branching upgrade tree shown at Level 10
Official Steam image: the full tree at Level 10. Use it for orientation; individual node text is too small here to use as an effect reference.

Open the tree and return to a branch

  1. Press U, or use the upgrades button on the left.
  2. Use the in-game node description for its effect and prerequisites. The overview image above is not a readable node chart.
  3. When revisiting a branch, the developer’s popup update describes the upgrade scroll position being retained.

The same update added unit popups with damage, health and speed, useful when a branch changes a particular unit. Developer notes on popups and retained scrolling.

U is an upgrade control, not a documented pause shortcut. Do not rely on opening the tree to stop a battle.

An old interest label can be misleading

In the public comments, LiminalPyre173 reported that a second compound upgrade was labeled as the third. Dyrkabes explained that an intended hidden node had been mixed up with another. That was a historical labeling issue, not proof that an unseen prerequisite must be bought. If your tree has an unexpected numeral, use its displayed effect and connection rather than the numeral alone. Developer reply to LiminalPyre173.

Before choosing the next branch

For a Mosquito army, distinguish survival effects from damage upgrades; the unit comparison explains why that matters. For factory affordability, use the cost example and saving-time calculation.

This page does not supply a complete node sequence, prerequisite map or optimal opening build. Those need a matching, readable build; the dated examples above should not be followed as a universal purchase order.