
A text-based incremental idle game with a ridiculous amount of unique content. Automate old stuff as you unlock new stuff to keep things interesting for hours and hours, no spam clicking necessary! Trimps is everything you love about your favorite games, distilled to their purest form.
Revenue comes from in-game items and microtransactions, which our price-based model doesn't estimate. The player count below is how many people own it, not what they spent.
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Languages: English
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Themes across 74 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
Trimps is a text-based incremental and idle game that takes an extremely simple presentation and builds an unexpectedly elaborate progression system around it. Developed and published by Greensatellite, it places the player on a hostile planet with no memory and introduces the strange creatures known as Trimps as the foundation of both survival and expansion. Instead of relying on flashy graphics or constant manual interaction, the game focuses on resource management, optimization, automation, and the satisfaction of gradually transforming a primitive operation into an increasingly sophisticated machine. The basic concept revolves around capturing Trimps and putting them to work. They can reproduce, gather resources, occupy housing, use equipment, and participate in battles as the player pushes farther into dangerous territory. This creates a constant relationship between economic development and combat strength. Expanding the population is useful only when there are enough resources and structures to support it, while military progress depends on obtaining stronger equipment and upgrades. As a result, even though much of the experience consists of menus, statistics, and text, there is genuine strategy behind deciding where resources and workers should be concentrated. One of the game's best qualities is the way it handles automation. Many incremental games eventually become tedious because players repeatedly perform actions that stopped being interesting hours earlier. Trimps instead treats automation as an important reward. Systems that initially demand attention can gradually be automated as new mechanics appear. This allows the player's attention to move toward fresh problems rather than remaining trapped in old routines. There is also considerable customization within these automated systems, giving players opportunities to determine how their expanding operation should function rather than simply allowing the game to play itself. Progression becomes significantly more complicated as the adventure continues. There are more than 50 challenges that alter the rules in different ways, alongside hundreds of perks, talents, upgrades, and numerous achievements that contribute to character strength. Challenges are especially useful for breaking up the standard progression cycle because they introduce unusual restrictions or conditions. Instead of merely waiting for larger numbers, players are encouraged to adapt their approach and discover more efficient solutions. The mysterious Portal plays an important role in the larger progression structure. Trimps gradually introduces systems that make restarting part of advancement rather than a complete loss of progress. Earlier accomplishments contribute toward making later journeys more efficient, creating the familiar incremental-game pleasure of returning to previously difficult content with dramatically greater power. A tutorial system featuring ADVISOR helps newer players understand their first journey toward the Portal after researching their initial Science point. This guidance is valuable because the game's mechanics eventually become far more complicated than its minimalist appearance suggests. There is an impressive amount of long-term content hidden behind the straightforward interface. Two different Universes eventually become available, while additional activities include minigames and a pet that can be developed over time. These features prevent the game from depending entirely on one progression track. New layers continue appearing after earlier mechanics have become familiar, which is crucial for maintaining interest in an incremental game designed to last for an exceptionally long period. Trimps also benefits from years of development. The project originated as a web game in 2015 before eventually receiving its Steam release, and Greensatellite has continued expanding it with community feedback playing a substantial role in its evolution. The accumulated development time is noticeable in the abundance of quality-of-life features and interconnected mechanics. Although the interface initially makes the experience look relatively primitive, its underlying design reflects years of balancing, experimentation, and refinement. Its monetization approach is another positive aspect. Trimps can be played for free, and the game is not structured around forcing players to purchase its premium Bones currency. Bones are obtainable through normal gameplay, with progression designed to provide enough for important upgrades without requiring payment. Optional purchases therefore function primarily as a means of supporting development. This is particularly appropriate for an idle game, where aggressive monetization could otherwise undermine the satisfaction of earning progress naturally. The visual presentation will undoubtedly limit its audience. Trimps is fundamentally driven by text, menus, numbers, buttons, and statistical information. Players expecting animated battles, elaborate environments, cinematic storytelling, or visually impressive character development will find very little of that here. Combat is more interesting as a mathematical progression problem than as a spectacle. However, this minimalist design also keeps attention firmly on the systems themselves and allows the game to run on extremely modest computer hardware. Another potential drawback is the enormous commitment required to appreciate everything it offers. Progress eventually becomes highly layered, and the combination of challenges, automation, upgrades, achievements, talents, multiple Universes, resource systems, and other mechanics can become intimidating. The core gameplay also remains centered on improving efficiency and watching values increase. Anyone who dislikes incremental progression is unlikely to be converted simply because Trimps contains more strategic depth than average. For its intended audience, however, Trimps is remarkably successful. It understands that the strongest incremental games are not simply about producing increasingly enormous numbers. They are about repeatedly presenting obstacles, allowing players to understand those obstacles, and eventually providing tools that turn yesterday's difficult problem into today's automated routine. The cycle of discovery, optimization, advancement, and automation gives the experience its enduring appeal. Trimps ultimately delivers far more complexity than its humble presentation initially communicates. Greensatellite has developed and published a deep incremental strategy game filled with resource management, combat preparation, challenges, automation, upgrades, achievements, multiple progression layers, and an enormous amount of long-term content. Its text-heavy presentation and gradual pacing will not suit everyone, but players fascinated by optimization and persistent progression can find an unusually rewarding experience beneath its simple exterior. Rating: 9/10
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Hours played at review time, across 74 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
I don't regret my time spent on this game, but it also did not feel like it respected that time. The emerging mechanics are slow and grueling, and eventually you just kind of reach a point where you don't care to find out what comes next. There are scripts to speed it up, but even then, the journey is arduous. It's strange to give a negative review after so many hours, especially since this makes it rank in my top 5 idlers, but I don't know. I simply do not feel like it was worth it. I would struggle to genuinely recommend this to anyone except the most die hard of "slow, eternal idler" fans.
The trimps official discord server has 10 different roles based on progression. At 500 hours in, I have only unlocked two of these roles. fr though, this is the best incremental game ive ever played. if the ui looks intimidating, trust me that everything is tutorialised super well and introduced gradually enough that its all way easier to understand than youd assume :-)
looks Intimidating at first but everything Is explained well and Its very fun. :) If you like Idle games, I highly recommend giving this a try. crazy amount of content for a free game
this game gave me autism
I'm still early game
BEST IDLE GAME EVER!!!
Played Trimps for a while on a website years ago, just found out that it's here on steam and love it so much.
Great game. Played here and there over the years, and I always enjoy coming back to it for a good grinding session on a random challenge. Definitely has been a fun and worthwhile time spent playing.
Trimps is a free to play incremental game where we look after a group of strange little creatures called Trimps while trying to survive on a dangerous planet. We start off with basic jobs like gathering food and wood, but the game keeps opening up into a much bigger system of fighting, upgrading and automation. The best thing about Trimps is the amount of progression. We can build up our Trimps, give them better equipment, unlock new buildings and improve basically every part of our setup. There is always another upgrade somewhere, which makes the game very easy to keep checking even when we have already made a lot of progress. The automation is probably what makes Trimps stand out most. We do not have to sit there clicking the same buttons all day because old parts of the game can be automated as we unlock better systems. Setting everything up properly and then watching it run by itself is really satisfying, especially once we have several systems working together. There is also a surprising amount of strategy underneath all the numbers. We have to decide where our resources should go, which upgrades are worth taking and when it is better to reset our progress for permanent bonuses. The game has more than 50 challenges, hundreds of perks and upgrades, two different universes and extra systems like the Magma World and a pet, so it keeps changing as we get further into it. The biggest problem is the presentation. Trimps is extremely text heavy and most of the game is menus, numbers and little buttons. There is not much happening visually, so we have to be interested in the actual systems for the game to work. It is definitely not something we would play for the graphics. The learning curve is another problem. There are so many different systems that the game can feel confusing at first, and some mechanics only really make sense after we have spent a lot of time with them. We can figure things out ourselves, but using outside information becomes pretty tempting once the game gets deeper. The other weakness is the grind. Early progress can feel really satisfying, but later on we can spend a long time waiting for relatively small improvements. There are enough systems to keep things moving, but the game expects us to stick with it for a very long time rather than giving us constant big rewards. Overall, Trimps is one of the deeper incremental games we have played. The automation, challenges and huge amount of progression give it far more substance than the simple interface suggests. It is slow, complicated and very focused on numbers, but when we get into the systems it becomes surprisingly addictive. Rating: 7.3/10
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