Compare SweatShop prices across 50+ stores and find the best deal. Developed by DUCK. Published by Sometimes You. Released on 7/22/2016. Available on PC, Mac, Linux. Genres: Casual, Indie, Strategy.

Forty percent positive on Steam says everything: a bare-bones clicker buried under save-wiping bugs, inaccessible achievements, and zero depth for anyone who actually likes incremental games.

My instinct as someone who tracks progression systems for a living is to give every incremental game a fair shake before calling it out. SweatShop did not make that easy. The core loop has you placing workers at desks inside a dim basement factory, clicking on piles of finished t-shirts to collect cash, then reinvesting that cash in more desks, more workers, and upgrades that nudge production speed upward. On paper it is the same idle-adjacent feedback loop that made Cookie Clicker and AdVenture Capitalist genuinely satisfying. In practice, SweatShop misreads what makes those games tick. The first structural problem is that the game sits in an awkward middle ground: it is not a true clicker, because you are rate-limited by production speed rather than rewarded proportionally for clicking fast, and it is not a true idle game either, because there is no offline production until very late in a run when enough automated collectors are up and running. That gap means the early and mid-game ask you to sit and babysit a slow drip of shirts with no satisfying click rhythm to anchor the experience. The upgrade tree exists, but there are no tooltips explaining what individual upgrades actually do, so optimization is essentially guesswork rather than the informed decision-making that defines good incremental design. Then there are the bugs, and they are not minor. Save corruption is a documented recurring issue, with multiple players reporting full progress wipes after accidental clicks on the new-game button, a prompt that lacks any confirmation dialog. Post-prestige resets in particular seem to break the game state in ways the developer publicly acknowledged could not be resolved. Several of the 53 Steam achievements are simply unobtainable through normal play, and the most popular community guide openly relies on exploits to reach 100 percent completion. For a strategy-minded player whose fun comes from optimizing a system toward a concrete goal, discovering that the goal is partially broken is a session-ender. The audio has a single volume slider shared between music and sound effects, which is a minor but telling sign of how lightly the quality-of-life side was considered. There is a skeleton of a workable idle game under all of this. The factory-expansion mechanic, where you unlock more floor space to add additional production stations, gives the session a structural arc. The bonus-catching mechanic, where a small creature scurries across the screen and must be clicked for a cash bonus, adds a small layer of active engagement, even if its hit detection is inconsistent. And the thematic premise, running a clothing sweatshop, at least gives the setting a personality that a generic cookie or clicker factory would not. The game does not do anything meaningful with that premise beyond flavor text, but the visual identity of the dimly lit basement and the implied grim humor is a small point in its favor. If you are a trading-card collector chasing a quick badge, the path to the card drops is short. That is essentially the entire positive case. For anyone who actually wants to play an incremental game for its systems, SweatShop is a pass. The depth of decision-making tops out within the first thirty minutes, the AI workers are purely decorative with no behavioral variation, there is no mod ecosystem to extend the experience, and the save instability makes longer sessions a gamble. Compare it to something like Kittens Game or even AdVenture Capitalist and the gap in design rigor is immediately apparent. Newcomers to the genre deserve a better entry point. Diego, Scout Team

SweatShop
CasualIndieStrategy

SweatShop

Jul 22, 2016DUCKSometimes You
GamerScout Says

Forty percent positive on Steam says everything: a bare-bones clicker buried under save-wiping bugs, inaccessible achievements, and zero depth for anyone who actually likes incremental games.

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About SweatShop

My instinct as someone who tracks progression systems for a living is to give every incremental game a fair shake before calling it out. SweatShop did not make that easy. The core loop has you placing workers at desks inside a dim basement factory, clicking on piles of finished t-shirts to collect cash, then reinvesting that cash in more desks, more workers, and upgrades that nudge production speed upward. On paper it is the same idle-adjacent feedback loop that made Cookie Clicker and AdVenture Capitalist genuinely satisfying. In practice, SweatShop misreads what makes those games tick. The first structural problem is that the game sits in an awkward middle ground: it is not a true clicker, because you are rate-limited by production speed rather than rewarded proportionally for clicking fast, and it is not a true idle game either, because there is no offline production until very late in a run when enough automated collectors are up and running. That gap means the early and mid-game ask you to sit and babysit a slow drip of shirts with no satisfying click rhythm to anchor the experience. The upgrade tree exists, but there are no tooltips explaining what individual upgrades actually do, so optimization is essentially guesswork rather than the informed decision-making that defines good incremental design. Then there are the bugs, and they are not minor. Save corruption is a documented recurring issue, with multiple players reporting full progress wipes after accidental clicks on the new-game button, a prompt that lacks any confirmation dialog. Post-prestige resets in particular seem to break the game state in ways the developer publicly acknowledged could not be resolved. Several of the 53 Steam achievements are simply unobtainable through normal play, and the most popular community guide openly relies on exploits to reach 100 percent completion. For a strategy-minded player whose fun comes from optimizing a system toward a concrete goal, discovering that the goal is partially broken is a session-ender. The audio has a single volume slider shared between music and sound effects, which is a minor but telling sign of how lightly the quality-of-life side was considered. There is a skeleton of a workable idle game under all of this. The factory-expansion mechanic, where you unlock more floor space to add additional production stations, gives the session a structural arc. The bonus-catching mechanic, where a small creature scurries across the screen and must be clicked for a cash bonus, adds a small layer of active engagement, even if its hit detection is inconsistent. And the thematic premise, running a clothing sweatshop, at least gives the setting a personality that a generic cookie or clicker factory would not. The game does not do anything meaningful with that premise beyond flavor text, but the visual identity of the dimly lit basement and the implied grim humor is a small point in its favor. If you are a trading-card collector chasing a quick badge, the path to the card drops is short. That is essentially the entire positive case. For anyone who actually wants to play an incremental game for its systems, SweatShop is a pass. The depth of decision-making tops out within the first thirty minutes, the AI workers are purely decorative with no behavioral variation, there is no mod ecosystem to extend the experience, and the save instability makes longer sessions a gamble. Compare it to something like Kittens Game or even AdVenture Capitalist and the gap in design rigor is immediately apparent. Newcomers to the genre deserve a better entry point. Diego, Scout Team

Tags

singleplayerachievementstrading-cardstier:sub-5IncrementalClickerBusiness SimAchievement HuntingCard FarmingBug-HeavyShort Session

Steam Deck & Linux

Steam Deck Verified

Valve rates this game Steam Deck Verified.

System Requirements

Minimum

OS
XP
Memory
1024 MB RAM
DirectX
Version 9.0
Storage
50 MB available space
Graphics
512MB Dedicated Memory
Processor
2.4 Ghz Dual Core CPU
Sound Card
DirectX® Compatible

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Game Info

Developer
DUCK
Publisher
Sometimes You
Release Date
Jul 22, 2016

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What platforms is SweatShop available on?

SweatShop is available on PC, Mac, Linux.

When was SweatShop released?

SweatShop was released on 22 July 2016.

Who developed SweatShop?

SweatShop was developed by DUCK and published by Sometimes You.