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OSTM

An RPG-flavored incremental with health bars, an inn, and a decade of quiet updates.

by J0eCool (u/j0ecool) · 2013 · Web (GitHub Pages)

OSTM is u/j0ecool's RPG-flavoured browser incremental, and its quietest fact is the best one: the GitHub repository was created in October 2013 and was still being pushed to in 2024, with the live page currently showing v0.2.11. A hobby incremental that stays maintained for a decade without ever making noise is rarer than it should be, and it earns the entry on that alone. It even has its own subreddit, r/ostm, linked from inside the game.

What the loop feels like

You fight at the Field, heal at the Inn, and spend the spoils on skills. The screen is exactly what a text-minded RPG incremental should be: health and mana bars at the top, a stats sidebar, an attack bar, an inventory holding your potions, and a game log narrating the fights as they happen. Your hero trades blows, the bars move, and when they move the wrong way you walk to the Inn and pay for recovery.

The rhythm settles into that patient RPG cadence rather than the clicker's frenzy: venture out, survive, retreat, level, buy the next skill, venture further. Spoils accumulate, the log fills with small victories, and version numbers tick up in the corner at geological pace. That's OSTM.

OSTM live gameplay: stats, health and mana bars, Inn and Field

The systems doing the work

Three systems carry it. Stat and skill progression is the spine, with levels feeding skills like Attack and the spoils buying the next rank. The location system gives the loop its shape: the Field is where you fight, the Inn is where you recover, and the traffic between them is the game's idea of risk management. The inventory and game log round it out, with potions for emergencies and a running commentary that makes even a text game feel like a place. The repo's asset folder tells you how much care sits underneath: hand-sprite item icons for gold, goop, iron and logs, plus dedicated enemy and effects sprite directories, all wrapped in plain canvas and CSS.

Where it stumbles

Honestly, the stumbles are mostly the absence of a larger game around the loop. The community is tiny, with the subreddit's public endpoints returning little, so there is no meaningful criticism record to draw on, which is itself the honest gap here. The update cadence is glacial even by hobby standards, and the feature set has stayed deliberately small for a decade: if you want prestige layers, automation or big-number theatre, none of that has ever been the point. It is a compact loop, and it has never pretended otherwise.

Playing it today

It is free and live at the official GitHub Pages build, with the source on GitHub under the developer's own name. Nothing to install, no account, no monetisation. For other quiet, text-forward browser RPGs, A Dark Room and Progress Game are the natural shelf-mates.

The verdict

A decade-old RPG incremental that never died loudly: just quietly pushed, quietly played, quietly subreddited. It will not replace your main idle, and it was never trying to; it is a small, honest loop that has outlasted flashier games simply by refusing to stop.

Community

If you like OSTM

mechanic-matched

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