
What a course is in IGTAP
Courses are the platforming heart of IGTAP: an Incremental Game That's Also a Platformer. Each course is a self-contained obstacle level filled with hazards and movement helpers. You run it yourself first, recording a path as you go, and then your clones replay that path endlessly to generate power in watts (w). In other words, a course is both a platforming challenge and an engine for the incremental half of the game.
The better you play, the better the game pays. A tight, fast route recorded by a skilled player produces more power per hour than a slow, hesitant one, which is why community videos describe IGTAP as a game where your parkour skills determine how fast you make money.


Reading the settlement panel
When you finish a course, IGTAP shows a settlement panel that summarises how the run went. The fields verified from official screenshots are:
- Reward — the watts you earn, shown with the game's K/M/G/T/P suffixes (for example 2w on a fresh save, or values like 475.47Mw and 2.00Tw later on).
- Clone reward mult — the multiplier applied to rewards from clones running the course, which starts low (0.1x in one official screenshot) and can be raised at upgrade kiosks.
- Best time — your fastest completion of the course, displayed as a number such as 4.70.
- Clone count — how many clones are working the course, for example 20 Clones.
These four numbers are your feedback loop. Reward tells you what the run paid, Best time tells you how efficient the route was, and clone count and clone reward mult tell you how much passive income the course will keep producing while you play elsewhere.

Named courses: ONE, FOUR and the Vman series
Courses carry numbered names. Official screenshots clearly show the names ONE and FOUR, and the Steam achievement list proves a series of five Vman courses exists, each tied to a completion achievement:
| Course | Achievement | Global unlock rate |
|---|---|---|
| Vman course 1 | Deja vu | 12.6% |
| Vman course 2 | Getting Faster | 9.2% |
| Vman course 3 | Half done! | 7.2% |
| Vman course 4 | igtapithon | 5.6% |
| Vman course 5 | Waow... so fast | 4.7% |
A full, official list of every course in the game is not published in verified sources, so this wiki does not invent one. What is certain is that completing every course in reverse order earns the rare achievement Reverse Current, unlocked by only 1.7% of players — so course order matters and can be flipped. The Vman speedrun also hides an ominous message, rewarded by the achievement Quam Formidolosum (0.5%).
Hazards and helpers inside a course
Courses kill you, and dying is part of the learning curve — the very first achievement, Tis but a flesh wound (99.7%), is simply "Die for the first time," and later ones mark 100 and 500 deaths. The verified hazards are spikes, thorn vines, and giant fans, all visible in official screenshots alongside the blue zip mover rails.
Helpers balance the danger. Springs launch you across gaps — chaining ten of them without touching the ground earns Igtap want boing boing. Teleporters warp you across the level (Collapsing the state), zip movers carry you along rails (Metal in motion), and moving platforms shuttle you over hazard pits. Learning which helper each section of a course offers is most of the platforming skill check.

Movement abilities that gate courses
New courses and new sections of courses are gated behind movement abilities, each with its own unlock achievement: wall jump (Wall jumping, 98.6%), dash (Spintap, 94.7%), double jump (Jump, but again., 86.9%), block polarity swap (Polar increments, 61.5%), and the omni-dash (All angle igtap, 28.5%). The double jump can even be lost and regained, as the late achievement Jump, but again, again. (5.8%) hints at.
This gating shapes the course order. Early courses like ONE can be cleared with basic jumping, while later Vman courses expect the full toolkit. When you return to an old course with new abilities, previously safe routes can often be cut dramatically shorter — a key trick for improving Best time and farming output.
Courses, clones and the incremental loop
Courses feed everything else. The watts you and your clones earn from a course are spent at upgrade kiosks, including one whose official text reads "Boost all previous courses," so later progress keeps paying off on the courses you already finished. More clones, higher speed tiers, and higher size tiers all increase what a completed course produces over time.
The practical loop is: clear a course, record a clean route, spend watts on clone and reward upgrades, then push into the next course. If you want to dig into how the recorded path itself works, continue with our guides to routes and the fastest route; if you care about the settlement numbers, the power farming guide breaks down where watts come from.
