Survival
'An incremental game.' Wood, stone, food, prestige: Yhvr's v0.3.1 beta, alive under a renamed account.
by Yhvr (u/YhvrTheSecond) · 28 November 2018 · Web (GitHub Pages)
Survival is Yhvr's web incremental, and its own repository introduces it with two words: An incremental game. Announced on the incremental games subreddit in late November 2018 and last updated in January 2019, it is a small, clean economy builder about wood, stone and food, structured across three building tiers with a prestige layer and a research layer on top. It is also one of the catalog's most self-aware entries: the developer's own homepage links to it with the annotation yeah, that sucked, which is a review the game cannot argue with and does not try to.
The candor is worth unpacking, because the game itself is a tidy, competent sketch. Everything in it is legible, the number formatting is borrowed from good stock, and the loop teaches the genre's fundamentals in about the time it deserves. As a first or second incremental, it works. As a hobby that ended, it is a preserved beta, and it plays exactly like one.
What the loop feels like
You gather wood, the wood buys a Lumberjack, and the Lumberjack gathers wood so you never have to click again. Axes become workers, workers become Forests. That's Survival.
Then the reset button glows, Prestige Points wait to be claimed, and the next run through the same three resources goes a little faster for your trouble. That's Survival.

How it actually works
Three resource lines carry the game: wood, stone and food, each produced by buildings in three tiers. Tier one is manual tools, Axes, Pickaxes and Spears. Tier two is workers, Lumberjacks, Miners and Hunters. Tier three is industry, Forests, Quarries and Farms, with buy-one and buy-ten purchasing at each level. On top sits prestige: unclaimed Prestige Points accrue from resources earned and are collected on reset, and the research layer converts them at a fixed exchange rate into Research Points, which buy production multipliers for each tier. Clicking was removed entirely in the first update, tabs arrived the same day, and by the final version the game saved locally and ran offline.
Where it stumbles
The developer's own verdict is the honest starting point, and the evidence agrees with it. The content is a sketch: three resources, two meta layers, and a short runway before the multiplier math has nothing new to say. Development stopped while the game was still in version numbering, so unfinished edges were never sanded. And the genre had, even by 2019, a deep bench of similar economy builders with more content, which leaves Survival best understood as a study of the form rather than a destination in it.
Playing it today
Still playable free in a browser at the post-rename URL, with source on GitHub and saves in local storage. If the clean three-resource economy is the appeal, Trimps scales the same bones into something vast, and Cookie Clicker remains the genre's reference implementation of an economy that never stops growing.
The verdict
A dormant beta from a developer who moved on, preserved at the URL that survived the rename. Survival is worth a quarter hour as a genre fossil and a masterclass in honest self-assessment, and worth no more than that, by its own author's candid review.
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