@plusone.incremental.social

plusone weekly #66 (11/6/2026)

plusone weekly #66

Howdy! This month's newsletter is weirdly enough actually filled with news! I'd like to start by mentioning some changes to Incremental Social. I discussed these in the [last newsletter](https://plusone.incremental.social/newsletter/61) but they are now implemented: The Matrix chat and MBin services have been shut down. I additionally removed Zitadel, the auth service, as the version we were using is no longer being supported. The only remaining service actually using Zitadel for auth was the [Incremental Social Code Forge](https://code.incremental.social/), so I've gone ahead and promoted the accounts there as the new canonical Incremental Social accounts. New users can now register [there](https://code.incremental.social/user/sign_up) and in the future use that account for new Incremental Social services. Existing accounts have already received an email about resetting their password as part of the migration process. Oh, and as part of this migration I also got static site hosting back up and running again! If you'd like to host your static games whose code is on the Incremental Social code forge, follow [these instructions](https://incremental.social/pages)! Next bit of news: The new annual survey is coming up soon! If there's any new questions you think would be worth including, please let me know! I'm really excited to see how the responses will change this year, especially surrounding AI sentiments. Speaking of AI, I also wanted to note the increase in game releases. As we're all aware, AI has massively increased the rate of new games being released. But the rate has _kept_ going up and up even more - Itch.io reported their daily uploads [doubled](https://bsky.app/profile/itch.io/post/3mz7vswlnbs23) (from the already massively increased rate) in just the last 2 months! They're addressing the increase with [more ways to filter out AI projects](https://bsky.app/profile/itch.io/post/3mzezjvqexs2h) and [cleaning up](https://bsky.app/profile/itch.io/post/3mzev6ghw5s2x) some of the AI slop on the site. The most recent [Steam Next Fest](https://www.pcgamer.com/gaming-industry/steam-week-in-review-steam-next-fest-has-over-8-000-demos-as-worthless-vibe-coded-slop-levels-up/) also had a record number of demos, a record that keeps getting beaten with every SNF. Valve seems very reluctant to add any ways for users to filter out games made with AI though, much to gamers' chagrin. I wonder just how bad the situation has to get before they follow suit. I myself have continued changing the curation flow for this newsletter, as the increasing rate of games continues to make curation more difficult. I'm hoping I've found a formula that keeps the time needed reasonable, while trying to ensure notable releases aren't missed or ignored by blanket rules. Please reach out if you're interesting in helping out or have ideas on curation.

plusone.incremental.social

plusone weekly #61 (10/2/2026)

plusone weekly #61

Howdy! In this entry in our series on the overlapping communities within Incremental Games, I want to discuss how ephemeral communities can be, and how that might be a Feature rather than a Bug. But first, a bit of news for anyone hear it already: [r/incremental_gamedev](https://www.reddit.com/r/incremental_gamedev/comments/1wjte81/new_rules_postuser_flairs_weekly_discussion_and/) has gotten a bit of a refresh with new moderators, new rules, and a good deal more activity to show for it! Alright, now lets talk about ephemerality. For those who don’t know, communities don’t tend to last forever - including the ones for incremental games. The subreddit has been incredibly successful in that regard, but other communities - like Kongregate and the other flash game websites, the Dashnet forums hosted by the creators of Cookie Clicker, the Plaza, and innumerable Discord servers - have either shut down or been abandoned. They all have their own reasons, from financial costs (all the places mentioned were free to use) to moderator costs to the owners moving on to other things. Communities built around specific games or developers are naturally the most susceptible to that last reason. In any case, I don’t believe the exact list of communities that would outlive each other is very predictable. There’s a field of study called Cybernetics, or the study of organizing (I’ve mentioned it before with respect to how I want to run this newsletter). Within it, you’ll come across things like Ashby's Law of Requisite Variety, which posits that for a organization to continue existing, it must have as much variety as the environment it occupies. Put another way, it means a community must be flexible to survive a society with shifting needs and desires. I’m sure we’re all aware of the various shifts we’ve seen within the incremental games community: at the very least, we’re all acutely aware of the recent AI and nodebuster-like trends and how the various communities have had to change to account for them. To compare this to ecology, communities changing their rules to react to these shifts is like adaptation. It’s great, but sometimes shifts can be too quick or severe for adaptation to suffice. In this case, what we need is biodiversity: a large number of species with different traits, and then as the shifting environment “selects” for different traits, those species can survive where others cannot. Within this framework, ephemerality is biodiversity working as intended. For communities this means having such a large number of overlaps, each with their own unique moderation, definitions of the genre, and vibes of interactions, makes the combined community more resilient to our changing society. As an individual, it can be really sad to see a community you were apart of go away though, so I personally recommend participating in several of these communities that appeal to you - thus making _you_ and your friend groups more resilient to the ephemerality of communities

plusone.incremental.social