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Squirrel's Pick Squirrel's PickThe best game on this page. If you only try one, try this. Budget Pick Budget PickThe best game here for the least money.
AutomationIdlerIncremental
Monetized MonetizedHeads up: leans on microtransactions or free-to-play hooks.
Free ~41.1 hr median no co-op complexity: moderate 92.3% of 8k
The Squirrel's verdictUpload Labs progresses from simple clicking into automation and system-building with a light narrative layer, similar in shape to Sixty Four — but it actually rewards leaving it alone. Reviewers report returning after hours away to meaningful progress rather than being stuck clicking constantly. It is free, but includes premium currency and paid support packs alongside free progression.
Not for you if you dislike premium currency or paid packs in free games, or want every upgrade reachable through play alone.
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Hidden Gem Hidden GemLoved by the players who found it, but still under the radar.
AutomationMedievalCrafting
$17.99 ~70.2 hr median co-op complexity: moderate 89.9% of 2k
The Squirrel's verdictAlchemy Factory is a small-footprint factory game with real layout logic, blueprints, exponential complexity growth, and a shopkeeper reputation system for pacing — none of the clicker-adjacent upgrade grinding Sixty Four relies on. Median playtime is 70.2 hours at $17.99. It targets players who wanted deep automation design in a constrained space, with co-op available.
Not for you if you want a game you can step away from — this demands constant active layout management and penalizes late refactoring.
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Hidden Gem Hidden GemLoved by the players who found it, but still under the radar.
IdlerMinimalistClicker
$4.99 ~53.4 hr median no co-op complexity: moderate 90.9% of 1k
The Squirrel's verdictFactory Town Idle suits players who want assembly lines and trade networks across multiple towns with enough depth to keep optimization meaningful through the whole run. Reviewers with over 100 idle games played rank it in their top five, citing no progress walls and the ability to either engage actively or let it run. At $4.99, median playtime reaches 53.4 hours.
Not for you if you wanted a story-driven texting hook or a low-effort clicker — this demands consistent micromanagement and optimization attention.
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Hidden Gem Hidden GemLoved by the players who found it, but still under the radar.
IncrementalIdler1990's
$5.99 ~3.9 hr median no co-op complexity: light 91.9% of 617
The Squirrel's verdictBoth demand active clicking rather than true idle play, with automation arriving late. Execute is short (median under 4 hours) and delivers a complete story with dark comedy about killing humanity, wrapped in a Windows 98 desktop aesthetic, instead of Sixty Four's sprawling systems. Good for people who wanted the clicking loop but a finished, focused runtime instead of an open-ended grind.
Not for you if you want a long-haul incremental with deep systems rather than a few hours of active clicking toward a scripted ending.
5
Hidden Gem Hidden GemLoved by the players who found it, but still under the radar.
AutomationBase-BuildingCrafting
$4.99 ~31 hr median no co-op complexity: moderate 90.4% of 250
The Squirrel's verdictAssembly Planter is a tight-space automation puzzle built around conveyors, recursive custom machines, and real optimization depth — no clicker mechanics or idle padding. Unlike Sixty Four's gradually unlocked automation layer, the factory logic here is the whole game from the start. Reviewers praise the concept consistently; the recurring complaint is a UI hostile enough that some players quit before reaching the optimization payoff.
Not for you if you need a clean, intuitive interface — multiple reviewers describe the UI as actively fighting them throughout.
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Closest Match Closest MatchThe most similar game to the anchor, by what players say.
CraftingIncrementalResource Management
$6.99 ~13.5 hr median no co-op complexity: light 86.8% of 1k
The Squirrel's verdictForage Wizard is built for players who want manual resource gathering that gradually gives way to automation — a structure it shares with Sixty Four. The mid-game automation phase works smoothly, but reviewers consistently flag that late-game high-demand resources cannot be automated, pulling the game back into heavy manual clicking after automation appeared to be solved.
Not for you if you were hoping late-game automation fully replaces manual clicking rather than reintroducing it for the hardest resources.
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Supply Chain Idle
PCMacLinux
IdlerClickerResource Management
Monetized MonetizedHeads up: leans on microtransactions or free-to-play hooks.
Free ~36.7 hr median no co-op complexity: light 79.6% of 382
The Squirrel's verdictPlayers who wanted Sixty Four's production-linking puzzle without the constant-attention demand will find Supply Chain Idle closer to what they were after. It is a genuine idle game: reviewers describe checking back after 5–10 minutes away, finding ratios have shifted from an upgrade, and relinking chains. Free to play, with a median playtime of 36.7 hours and a Mostly Positive rating.
Not for you if you want physical factory layout and spatial logistics to matter, not just ratio management and relinking.
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Incremental Factory
PCMac
AutomationIdlerResource Management
$8.99 ~18.4 hr median no co-op complexity: light 67.6% of 244
The Squirrel's verdictBoth games are marketed as idle but require active attention, and both reward optimizing production chains over hoarding resources. Incremental Factory leans harder into the factory-builder side, letting you place production blocks directly rather than clicking upgrades, though it adds periodic resets that force rebuilding. Good fit if Sixty Four's automation layer was the part you wanted more of.
Not for you if you want the game to actually run while you're away, or you hate a battle mode that can permanently block further progress.