
A short incremental game about feeding a Black Hole matter by destroying Asteroids, Planets, and Stars.
Modeled estimate, not a reported figure. How we estimate →
Discounts
Every price cut of more than 20% we have observed, in each market that quoted one, with this game's chart position on either side of it. These are episodes, not a model: a sale is one event, and one event cannot tell you what the next one will do.
Reviews, worldwide (the counter carries no country): 3.5/day in the week to Aug 28 → 13.86/day in the week after.
For scale, across Steam · Top Sellers · Brazil over the last 30 days: the 25 chart moves that followed a price cut of more than 20% went a median of 10 places towards #1, and the 2,413 moves with no price cut behind them went 2 away. One store, one chart, one country — it is the only place we have enough observations to say even that.
Prices outside the United States have been collected since 6 August 2026 and chart positions since 19 July 2026, so a cut older than that has no market to compare and a market that joined later has no history yet. Nothing here is converted between currencies.
About
A short incremental game about feeding a Black Hole matter by destroying Asteroids, Planets, and Stars.
Genres
Engagement
Reviews
Themes across 370 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
This is a extremely well polished game. A+ on sound, graphics, design, mechanics, but the gameplay itself is lacking. I especially disliked the "skilltree" for the main gamemode. While it may look like one (a skilltree), it's function is to railroad you into the carefully curated playstyle the developers have engineered. There is no option to build your own playstyle out of the provided skills, which is a shame because they include all sorts of cool mechanics and abilities. The entire skill tree could have been replaced with a button that says "Unlock next upgrade". No need to present the player with a choice when there basically isn't one. Perhaps that isn't the type of game the developers wanted to create, but I saw a glimpse of what it could have been and was disappointed that they chose a different path.
They patched in Nag Ads for their other games. It's intrusive and annoying. Do not support this kind of behaviour!
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Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English, French, German, Italian, Japanese, Korean, Simplified Chinese, Czech, Indonesian, Polish, Russian, Thai +7 more
Hours played at review time, across 372 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
Has inbuilt adds, every time you finish a level you get blasted with advertisment for there other games. Game itself is fine but seems pre scummy to force popups on a game you pay for.
It delivers exactly what it shows you in the previews, but in the end I just found the game to really lack the necessary variety to make such an incremental game interesting over a long period of time. The upgrades are just the same thing over and over, the modes arent particularly interesting, and despite wanting to 100% it I just dont think ill be playing anymore...Im bored.
pretty boring. it is very linear. you have mostly only one or two upgrades you can choose from at a time.
The game's skill tree isn't even a skill tree, you don't get to choose your upgrades and play how you like at all. You have to go one path only and it would be better to just add a "Next upgrade" button instead of false advertising the skill tree part. Plus you don't even click in a so called clicker game, boring. Also the ads inside the game is so scummy to do to buyers. I wouldn't recommend the game to anyone.
剧情模式中—— 基本循环很明确:消除 | 生成 (常量与倍率的增长) —— 升级 —— 在一个round中喂养成型达成Milestone推进 Build的解锁路径靠突然倍增的解锁金币作为阻碍迫使玩家只能以一种更线性的方式解锁节点 缺少去搭配&组合节点的策略性 对于爱探索不同Build的玩家来讲 这个游戏实在有些寡淡 局内玩法缺少机制间的化学反应 没有给予玩家通过操作来突破数值成长带来的增益天花板的空间 所以到了游戏中期的局内体验居然和前期都是趋同的——我认为这体现在我对于“我能做什么来在一个round中喂养好我的黑洞”的期望是没有变过的 糟糕的是这个“没有变过”并非是一个平滑的直线 而是一个随着游戏进程增长 在解锁更多节点后开始回落的曲线 这是因为 在线性解锁的路径上 我只感受到水涨船高:赚取金币与解锁节点的速率总是1:1增长 这种对称在缺少局内机制联动带来化学反应的情况下 除了在刚解锁新天体带给玩家短暂的新鲜感 体验都是扁平的 因为我知道我只能做什么 如果游戏在我们玩到的时候 玩家的行为边界如此透明 这或许不是一件好事
More good times with Number Go Up, but this one has a LOT of silly optional modes. The roguelike version was my favorite of them, but considering that they added one just this morning (the turtle fishing mode), there may be more to come. I'll be happy to revisit them to complete them too, if they happen.
BUUUU SABBAHH ERKEN UYANDIIIMMM MUUUTTLUU OLLL DIIYEEEEE SEEEENNN SOZSUZ BI SARKI GIBI DURUYOSUUNNNN OYYYLEEEE
As a huge sucker for incremental games, A Game About Feeding A Black Hole - or Black Hole for short - had me coming away thinking “it’s fine”. Just fine. It’s quick, basic and simple. With so many idlers or incremental games being 1000+ hour monsters, I always enjoy booting up little bite-sized experiences in the genre - so the five-ish hour runtime to 100% complete the game, including all of the side modes, is not a negative in my eyes. We’ve seen Scritchy Scratchy, (the) Gnorp Apologue, and Factory Town Idle pull off the “mini incremental” experience really well in recent years. What gives me pause, though, is that Black Hole had already overstayed its welcome long before the five hours was up. There just isn’t enough variety in the systems and upgrades to keep it exciting, and most of the new toys you do unlock start out extremely underpowered. They all become very strong after some upgrades, but there’s no dopamine when you first unlock it, no burst of perceived power. I think back to the first time you can afford a brand new building in Cookie Clicker, and the instant jump from 10% speed to 500% speed that brings you, allowing you a brief period of what feels like insane progress until the game catches back up. It’s all by design, of course, and that burst of progress is already priced in. But it [i]feels good[/i], and in a game all about watching a number get bigger that’s an admirable feat of design. This isn’t to say it’s bad. It’s a neat concept, and the visual presentation is both stylish and cohesive; I’d even go as far to say it’s one of the most well-considered aspects of the game’s design. If you’re new to incremental/idler games and you can’t possibly understand what people find enticing about them, this might be a decent entry point. But if you’ve played a bunch of them already, then you’ve already played better versions of this game, and there likely won’t be much here for you.
Selling now
See how fast this game is selling right now — estimated copies and revenue per day from recent review growth.
Active players
Estimated daily and monthly active players (DAU/MAU) modeled from peak concurrency.
Players by region
Where this game's players are, estimated from review languages.
Players also reviewed
The games this title's players most often review too — audience affinity.
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