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One’s Trash Another’s Treasure puts an incremental game in your hands

4 min read

Incremental games are usually a column of buttons. One’s Trash Another’s Treasure makes you carry the first boxes with your own hands, one at a time, so that buying the drone means something.

Boxes, a grinder, and a hole that pays

You spent every last cent at an auction on 500,000 boxes of unclaimed cargo, and now you have to open all of them. Throw a box into the grinder. Take what comes out and drop it in the hole. The hole pays you money. That is the entire arrangement, and the game is upfront that it is a bad one.

The unusual part is where you are standing. Incremental games are normally an interface — a column of buttons, a number climbing in the corner, a graph you check on. This one is first-person and physical. At the start you walk to a box, pick it up with your bare hands, carry it, and throw it. One box. Then the next one.

That makes the upgrades objects rather than menu entries. Vacuums, fans, trash bags, conveyors and drones get bought and then installed in the room you have been walking across, so the compounding is something you watch take over a space instead of something you read. Buying an autoclicker deletes a click you had stopped noticing. Buying a drone deletes a walk you made a hundred times, and you are standing there when it does.

The number is absurd on purpose — the store page cheerfully reports 499,997 to go — and there is a second hook inside it. Most of what is in the boxes is junk, some of it is not, and every one of them belonged to somebody before the auction. What took an hour on day one is meant to take seconds by the end.

Why the curve is the craft

How games use feedback loops argues that positive and negative loops decide whether a lead snowballs or a game quietly corrects itself. An incremental is a positive loop with the brakes deliberately removed: money buys tools, tools make money faster, and nothing in the design is trying to pull it back. The craft is therefore entirely in the shape of the curve — how long the bare-handed hour lasts, and how big each jump feels when it lands.

How to keep players engaged (without being evil) is the essay this genre has to answer to. It separates holding a player — rhythm, curiosity, visible progress, a fair challenge curve — from hooking one. A named, finite 500,000 is on the honest side of that line, because it is a promise with an end. A hole that never fills is the other thing, and the difference comes down to whether the boxes are interesting to open or just the price of the next payout.

Secrets of game feel and juice is the one that decides it. Game feel lives in the second-to-second action, and in a game built on tens of thousands of repetitions of the same motion, the weight of a box, the noise the grinder makes and the moment something tips over the lip of the hole are not polish sitting on top of the content. They are the content. Get them wrong and it is a chore with a counter.

What you actually get

One’s Trash Another’s Treasure is by Raphus & Co., self-published, coming soon on Windows, under Casual, Indie and Simulation. No date has been announced. It is single-player with achievements and full controller support, and the accessibility list is unusually complete for a small game — adjustable text size, contrast controls, custom volume controls, no timed inputs, save anytime — which is the right instinct for something people will play in long, quiet sessions.

The open question is the middle. Once the conveyors and drones are doing the carrying, the labour that made the early hours specific is gone, and what has to replace it is the rare items — the reason to still care what is inside a box when a machine is opening it. That is the part worth watching in the demo footage.

If the pull is a named number and a room that will not let you leave until it reaches zero, Librarian is the other one on this list — 3,072 books, one filing rule, and a door that stays shut. Same bargain, opposite temperament: one asks you to put things away carefully, this one asks you to feed them into a grinder.