Let It Consume
Let it consume is a short incremental game about running a dark cult and satisfying an ancient, hungry presence.
ATTENTION: some people are using the popularity of the game to try to scam users, I'll never share updates through the comment section, always here or on the devlog section!

You can help shape the future of this game! I’m torn between keeping the upgrade tree or switching to a base-building system where your cult expands into a growing settlement. The gameplay logic stays the same (spend resources → get stronger), but the vibe changes a lot. Which one would YOU rather play? Drop your opinion in the comments!
Controls
You can play entirely with your mouse. Right Click or press Spacebar to switch between harvesting mode and killing mode. (Previously you could switch with Left Click, this is NO LONGER THE CASE)
Credits
Game by: Ibón Studios (aka Aidan Nieve)
Music:
"Bleeping Demo", "Mesmerizing Galaxy Loop", "Rising Tide" Kevin MacLeod (incompetech.com)
Licensed under Creative Commons: By Attribution 4.0 License
http://creativecommons.org/licenses/by/4.0/
The downloadable version doesn’t include an exit button since the game was originally designed for web, so you'll have to Alt+F4 :p
If you enjoyed the game or have suggestions for future updates, please rate it and leave your feedback, I plan to add more content based on your suggestions.
You can also wishlist Let It Consume on Steam to follow its development and support the project.
incrementaldb_verification: aidannieve
| Updated | 12 days ago |
| Published | 20 days ago |
| Status | Released |
| Platforms | HTML5, Windows |
| Rating | Rated 4.3 out of 5 stars (60 total ratings) |
| Author | aidannieve |
| Genre | Simulation |
| Made with | Aseprite, Godot, Audacity |
| Tags | 2D, Clicker, Idle, Incremental, Indie, No AI, Pixel Art, upgrades |
| Average session | A few minutes |
| Languages | English |
| Inputs | Keyboard, Mouse |
| Accessibility | Color-blind friendly, High-contrast, One button |
| Links | Steam |
Download
Click download now to get access to the following files:
Development log
- Even more QoL and some adjustments12 days ago
- Big QoL Update!17 days ago





Comments
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I loved this game, I loved the art style and gameplay
will this get a mac port
I'll have to look into it, I have access to an old Mac but I don't know if it requires extra licenses or changes to the project
Why does Infinite Greed not work after you win the demo
The option to keep playing was mostly for people who finished the demo without buying every upgrade and wanted to complete the tree, if the game "ends" every single time, it'll be impossible to get enough resources for that...
Had a lot of fun with this game! Btw, was there a bonus upgrade I overlooked or is that just a mistake?
I'm glad you liked the game! Infinite Greed (the demo's final upgrade) is not canon, that's why the total shows 65 which are the actual upgrades, infinite greed was hardcoded for this version only :)
I accidentally skipped through the tutorial and dont know the different between red and white circle
I'm working on adding a button to replay the tutorial, but the red one kills minions for souls, the white one doesn't kill them and gives you faith (the star icon)
wait, but the white one also gives me souls (without upgrade)
Those are most likely coming from the pit, when it absorbs a minion it also gives souls! (The pit will be an unlockable in the future, so it'll be less confusing)
Satisfying farming system! Could play half-asleep to this /pos
How do I get stars?????
Press space to change into harvesting mode and you'll get them! :3
Error: Couldn't load project data at path ".". Is the .pck file missing?
If you've renamed the executable, the associated .pck file should also be renamed to match the executable's name (without the extension).
On bootup on windows
I've been trying to replicate this error but I wasn't able to :/ I developed the game with Godot which allows .pck embedding, so I'm not sure how it could be "missing", I'll try to look into it as it's probably a problem with some export setting.
hey, could you consider having a native linux build? this caught my attention but i am having technical problems which i suspect would be resolved with a native build
66/65 upgrades bought lol
First person to notice I think xd but infinite greed is non-canonical and it exists for the demo only (at least for now)
whishlisted. love the tree, the mechanics, the game cycle. well executed.
pls include an option to disable some display affects. also ultrawide.
A little gameplay, a little critique ;)
Amazing game can't wait for future content I agree that getting all the purple dudes to get all the guilt was a little annoying but other then that great so far
Pretty cool. I feel like the purple dudes need to follow your cursor with you or the gameplay feels like just trying to get all 4 purple dudes in your cursor and lock them in. loses the original gameplay of moving your cursor around.
I agree, I wanted the demo to be a self-contained experience which is why so many of the upgrades feel quite linear, and once you get the preacher's that's all you care about, but for the full game there will be more types of creatures and resources, the map will increase in size, and I'll also make sure the preachers stay a bit further away from each other :)
Really cool game, I think it'll do well (:
One thing though, if I try to save it with the button in the top right, I'm not sure where it's trying to save because this isn't my PC lol
Edit: this is in the web version
That's 100% an error on my side, I used the wrong FileDialog in Godot so it tries to save inside the wrong location. I'll try to fix it as soon as I can! Sorry for the inconvenience :/
Good game, 1783 minions consumed, 66 out of 65 upgrades bought (somehow) 1.5 milion faith gathered, 15m 45s
Fun game, I do think that the progression for the pandas??? is a bit slow, as i needed to rerun the same thing like 3-5 times, without being able to upgrade anything (even when trying to maximise the amount of the resource i need).
I do think the beginning is fun, pretty good progression.
Recommend this, but I do hope for the update and a bit less waiting in the second part (Still very enjoyable even with it)
This game is so addicting + the anims are so good, I love the game feel - only one thing I noticed, you can put the cursor over the hole to farm the enemies which are falling into the hole.
Yeah that's an issue with the current upgrade structure. I wanted the demo to be a self-contained experience which is why the pit is a thing from the start, but in the final game it'll be an upgrade you unlock later on, unfortunately I cannot think of a workaround as I feel like blocking harvesting in the area is also unfair, since this is a viable strategy (although cheesy)
bro we do not need to see the animations for all of the currencies after a run. such a time waste
Good news! Just fixed that :) I sped up the base animation and if you left click it'll speed it up by 500%. I also made it so the upgrades and play again buttons show up at the same time :p
i have a idea for a move
"the soul" where a soul sweeps in from right or left and kills the minions, its a passive ability where it happens without needing to use
also i played this at school :3
yo great idea i also play at school :3
so do i. im playing this at school :3
I was actually thinking about adding active skills to give the game some more strategy, so you can use powerful moves but must sacrifice time or something like that in exchange. Thanks for the idea!
np
very much enjoyed this incremental!! more interactive than most and easy progressing, doesn't feel like i have to keep grinding and getting tired of the game.
Thanks a lot! I tried to keep it simple while adding some extra juice with things like the distinct modes for the harvester depending on your current needs :)
i miss when incremental games were infinite and fun, instead of heavily restricted puzzles of spastic responses. really wish this nodebuster clone craze would hurry up and die the fuck out like the last trash fire hype "genre" of vampire survivor clones.
I miss when you weren't on this site
Thanks to the "Nodebuster craze" incremental games are finally fun, instead of pointless infinite time wasters. I hope it never dies down and hope to god that people like you are the absolute minority.
Also, stop being so rude.
I greatly dislike the unconventional talent trees (disguised near-linear progression due to how costs scale; you don't really have a choice if you're playing even close to optimally) that came with it, but the interactability is certainly an improvement.
is it really though? the interactability you speak of is no different than cookie clicker clones. youre still just doing the same thing over and over again, theres no strategy of any form to any of these games. and some of them are far worse than cookie clikcer clones, due to the spastic rapid left-right mouse movements the games require to trick you into thinking youre "engaging" with the game, while also ruining your fucking wrist.
I'm not going to say it's that interactive but simply that it's just ever-so-slightly less brainrot than clicking endlessly (at least until automation upgrades remove this sole form of engagement). And unlike Cookie Clicker you at least have something to do between waiting ten minutes staring at the screen between each golden cookie allowing you to get the next upgrade. Imo it's still bad, but better, as an active incremental gamer, even if I would have preferred a different direction. And clickers hurt my wrist a lot more than these tbh.
why do i feel like you're talking about chop chains? my wrist also hurts. :(
you could just say, its not my kinda game. no need to act like a prick about it
No need to act like a prick about it AND go in every incremental game comment section to whine.
Wishlisted! Feels a bit like a few things Ive played lately, curious if there will be some nice twist at some point ;)
Thinking about adding a bit of base building to it rather than just switching between gameplay and the upgrade tree, maybe rather than clicking on nodes on the tree it's more satisfying if you buy houses to increase minions and churches for the preachers, stuff like that, but I'd love to hear what you think
Base building would be cool! Tough probably harder to visualize what upgrades are available and how they are connected and what not. Perhaps a third thing after initial gather/upgrade loop. Tricky design pickle!
Nice, I like the concept and it was fun all the way though.
All I have to say is that the music was a little bit loud and inconsistent?
Thanks a lot! The music was kind of a last second addition, so I couldn't play around with the volume too much, I'll try to get that fixed though :)