
A short active incremental game. Send skeleton villagers with sacrificial offerings to a growing space rift. Feed the rift in exchange for essence, unlock different offerings and their upgrades - all for the sake of more essence.
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.
For scale, across Steam · Top Sellers · Brazil over the last 30 days: the 26 chart moves that followed a price cut of more than 20% went a median of 7 places towards #1, and the 2,400 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
Feed the Greed is a short, minimalistic incremental game about tiny skeleton villagers sacrificing creatures to satiate their greed for essence.
Can be finished in one sitting
Takes about an hour to a few of hours to finish depending on your choices, strategy and playstyle
Intended to be played actively
Two endings

Assign villagers to different buildings, generating offerings to be sacrificed to a mysterious space rift.


As your villagers lead the offerings to the space rift, it rewards them with essence. Providing enough offerings causes the space rift to grow, granting a pure essence.

Use pure essence to build different buildings, which will produce better offerings, accumulating more essence faster.

Use essence and pure essence to improve your offerings - like higher essence yield or unique effects. Some upgrades allow offerings to interact with each other, creating unique effects.
(Pixel Font: Adventurer by Brian J Smith - CC-BY)
Genres
Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English**languages with full audio support
Engagement
Reviews
Themes across 43 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
Short but nice
Ok, rapide et facile. pour le prix c'est ok !
It's engaging while it lasts but there's sadly just not enough content here. I beat the game in 80 minutes and there's really not much to do after. Left it running another hour for a timesink achievement. The buildings only mildly synergize with each other and runs end too quickly. Feels like there should be another layer of gameplay added on top.
Media

Related
Related
Price dynamics, follower growth, revenue and sales trajectories with interactive tooltips
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Hours played at review time, across 43 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
Nagyon jo jatek.
not good sadly
cool little game. quite short and gets a little repetitive towards the end but still fun
Very short, but fun idle game. Doesn't have much depth to it but does offer a few ways to reach your goal. Nice for one evening of chilling and watching a horror from another dimension slowly get stronger as you try feeding it different things.
Fun little game, worth the price!
Overall a decent little game and I enjoyed it. I would recommend it for fans of clickers/idlers. If I were to make a few suggestions it would be: add a essence/min visual, increase the content between ascensions as it gets a bit samey, let us skip the whole cutscene and stats between ascension. A good game, worth picking up.
A really nice starting point from this small team. It is a simple game, but shows a lot of potential. I finished it in less than 3 hours after being asked to check it out, and here are my thoughts: - I really liked the art style, atmosphere and music. It gave me a Diablo 1 feeling. - The beginning was a bit rough: a short tutorial would be nice, at least to demonstrate the basic mechanics and how to assign villagers to buildings and start up production. - The zoom effect is cool. - The concept of a run and the pure essence being carry-over progression was not super clear. At one point my game got flooded by the portal and I had to start over, that was unexpected felt like a bummer. - Starting over did not feel exciting since every run is identical. - Once I got the hang of it, making numbers go up felt quite fun. - Building upgrades and the synergies were fun, and it felt like something that could be expanded on. - It would be nice if you could automate upgrades and just select one thing to continuously upgrade. - A quick production menu on the bottom right would be nice to not have to scroll and click around a lot. - I liked that you were rewarded for playing actively by speeding up production or units. - I would have liked to see the current run stats somewhere and not have to wait until the end game screen. I really like the concept and the world, hoping to see more of this.
Players by region
Where this game's players are, estimated from review languages.
Related
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| $8K | 193 | 93% | $2.59 | |
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| $8K | 186 | 92% | $2.99 | |
| $8K | 111 | 88% | $3.99 | |
| $8K | 380 | 61% | $0.99 |