
Turn trash into cash in a dystopian world! Fill Up The Hole is a short incremental game where you build a city, automate garbage production, and toss it into a magical hole for profit.
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): 0.63/day in the week to Aug 3 → 1.57/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
Fill Up The Hole is a short incremental game where you help peons create as much garbage as possible and toss it into a hole. Watch your village grow and evolve as you unlock visual upgrades and new features.
Throw Garbage
Your peons automatically gather garbage and throw it into the hole. The more they throw, the more progress you make!
Create a Village
Expand your village, put your peons to work, and maximize the amount of garbage produced and thrown.
Upgrade
Unlock upgrades and abilities to enhance your buildings and peons.

Produce trash in different ways
Find the best way to put it in the hole
Acquire different resources and upgrades
Expand your base by taking the time to remove rocks
Create and upgrade different buildings
The order of the buildings can make a difference
Enhance the abilities of your peons
Gain new research, talents, and skills
10+ unique buildings
Skill tree of upgrades to explore
Experiment with different strategies
Short experience (around 2h30m playthrough)
Two endings
Extended and relax mode (for players who prefer a longer or more idle experience)
.
Genres
Engagement
Reviews
Themes across 92 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
If you're going to be inspired by another game, you have to either improve upon the core mechanics in a new and interesting way, or the aesthetic and experience has to be different enough to feel like it's not just the other thing again but worse. This is, unfortunately, Gnorp Apologue reheated nachos
This is a blatant copy of gnorp, but without any of the things that make gnorp fun and interesting. This game feels soulless and has no interesting interactions or build up of the mechanics.
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Price dynamics, follower growth, revenue and sales trajectories with interactive tooltips
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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
Hours played at review time, across 92 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
The game is honestly very disappointing :( It feels unintuitive and poorly designed. As many other reviews mention, the minigames on buildings are so random for progression and most of the cool stuff is hidden behind things that don't make sense. The game feels forced rather than fun, and the lack of clear explanation makes the experience frustrating. The pixel art is nice, but beyond that there is very little meaningful gameplay. Game makes no sense basicaly. It feels empty, boring, and badly designed overall. 5/10
Fill Up The Hole is a pretty good incremental game. Good theme, style, and variety. Progression felt slow in the mid-game. + Theme, setting * Variance in mechanics, upgrades, choice of approach, and gameplay + Good mechanics and progression * 3h+1h playthrough (two endings) - Slump in mid-game, waiting for progress; overall tolerable
More interactive than I expected, but a great game to kill some time with. Great price tag for a fun little game.
Even as inexpensive as this game is, I found myself not enjoying the gameplay loop as much as other idle games. Additionally, I felt the mini-games were convoluted and unnecessary, which ruined my experience when reaching the ending. Overall, not a bad game, but there's much better idle choices out there.
Peak human innovation. 11/10. For decades, the gaming industry has trapped us in a toxic cycle of digging holes. Minecraft? Digging holes. Terraria? Digging holes. Deep Rock Galactic? Aggressive, mechanized hole digging. Finally, a developer with courage stepped up and asked the ultimate question: What if we put the dirt—and by dirt, I mean absolute metric tons of automated industrial garbage—back in the hole? Watching my beautifully sad peons tirelessly generate waste just to launch it via catapult into a magical, bottomless abyss for a paycheck is the most spiritually fulfilling capitalism simulator I have ever played. Then an earthquake randomly obliterates my entire infrastructure, resets my bank account, and the game expects me to just build an even bigger trash city. Naturally, I obliged. If you want to achieve true inner peace through the automated management of pure waste, look no further.
This is clearly Gnorp pilled. But its not Gnorp fun. Whereas Gnorp has charming presentation, interesting upgrades and a simple core looping system, this has... none of that. The presentation is bland. Your guys have no personality, the music is boring, all descriptions are all just "thing does X". Its so boring. The core gameplay just does not feel well designed. Your goal is to throw items to the right. You can do this yourself, except when you can't; it just stops working at some point for no apparent reason. How you do this is by making your little dudes and waiting for them to move ♥♥♥♥. However; You can't control where your guys actually want to move. And buildings will create trash for no apparent reason despite that not being their purpose. The lowest level, near worthless trash, but your guys will STILL run after it obsessively. This leads to tons of wasted time. The primary building for making cash is the factory. You make it.You stick dudes in it... that's it. There's no synergy with other buildings, no units beyond the basic guy, etc. Best you can do is put the compressor next to it and catapult next to that so they can all suck each other off, but the sucking is weaker than your moms. Buiildings lose durability over time, giving you a yellow resource when they break. Unless you put another building next to them and man it. But then how do you get the yellow stuff? I dunno. Same for the mode which turns this mechanic off. All this means is every so often you remake the same building. Also, most buildings feel pointless, as even with a maxed house, you simply do not have enough guys to pick up all the trah being produced and EVERY building needs to be filled and grows in number needed when leveled. You're better off ignoring some of them and leaving people on the floor. You also need to unlock buildings, passive bonuses, etc via a skill tree. Game does not signpost this. Hope you notice it. Similarly, there's a training building you can find in that tree. Hope you find it; theress no indication this exists beyond finding it. Once you get this, you can train your guys to move faster, carry more, break rocksfaster, etc; very important. HOw do you run it? You click level up and add guys, just like everything else. *yawn*., Very important building I didn't even know was a thing for like 3 avalanches. Avalanches themselves happen when you fill the hole. They break all your buildings, but do not give the yellow reward. So you just spam remake everything. and now its no longer close to yellow break This is fun... how? You can turn this to just doing 30% damage in the skill tree. If you find the right node. Which is in no way signposted. Skill tree also costs a mix of cash, RP (research points, gained by, you guessed it, mass upgrading a building, putting peoplle in it and ignoring it), yellow (breaks), blue (avalanches) and red (stupid) resources seemingly at random. So its very common to be stuck until the next avalanche or similar. The RED ones, apparently, you gain via doing minigames the game briefly mentions in the help menu but does not adequately explain, state give you these red things, state its once per building or state HOW to do the minigames. How do you do them? You alt tab out and read the steam guide. THESE are used to summon portals to do some ♥♥♥♥ I did not care enough about to find out. Apparently its tied to a good ending. In a world with 0 hint of lore or character. Who cares? This is a fairly bad, consistently poorly designed game that isn't fun enough to want to actively interact with, but the breaking mechanic and the fact buildings can get blocked if they make too much trash to keep up with (why? I don't know, because fun is bad?), your guys can die (when and how? Dunno. Just buy the upgrade to turn this off) and buildings break and need rebuilding and the need to break rocks to gain more spaces to place anything (again, why, I don't know) and minigames all mean the game wants you to be actively interacting with it; its an idle game that refuses to let you idle and an active game that's less fun than the average idle game. The choices made here are baffling. Why is the skill tree such a mess? Why is so much so poorly explained (we can add clouds being clickable for resources to the list; game just tells you you get +5% clouds or similar), why isn't training room something we're actively directed to? Why does basically every building just boil down to sticking guys in it and ignoring it, when our pool of guys is so limited even maxed?
画面有非常严重的重影,很容易造成眼疲劳,玩这游戏半小时眼睛比正常连着玩别的游戏十小时都累。
It is fun little game, definitelly worth it. Now when I have 100% of achievments, I am not sure I will play it anymore, but getting there was really fun :-)
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Where this game's players are, estimated from review languages.
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